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	<id>http://kony.ne-gamer.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Supersabbatst</id>
	<title>Kings of New York - User contributions [en]</title>
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	<updated>2026-10-16T17:36:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Ritae&amp;diff=1762</id>
		<title>Ritae</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Ritae&amp;diff=1762"/>
		<updated>2026-09-30T17:10:31Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Vaulderie:&#039;&#039;&#039;  The system for the Vaulderie is as follows: &lt;br /&gt;
*The first time a character observes the Vaulderie (or during creation of a Sabbat character), roll a d10 for each character whose vitae is part of the rite. That number reflects the Vinculum the character feels toward the individual whose blood she ingested; see the chart for effects generated by individual Vinculi. Every time a new member participates in the Vaulderie, each player should roll a die and record the score for her Vinculum rating toward that character. The max starting vinc to someone you have no vinc to for the first time, is 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Afterwards, each time the pack partakes of the Vaulderie, each player should roll one d10 for each of her Vinculi. If the result is higher than the Vinculum score, increase that Vinculum score by one (to a maximum of 10). If the result is a 1, lower the Vinculum score by one (to a minimum of 1). &lt;br /&gt;
*Lastly Vinculum never break or fade over time.  You also may never have a full 3 point blood bond if you have a Vinculum rating.  A vinculum rating IS effectively a 3 point blood bond spread out across multiple vampires.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Binding:&#039;&#039;&#039;  For one month following the Binding, vampires who participate in this rite gain one additional Bonus Trait to all Virtue challenges when in the company of vampires who participated in the Binding ritus at that same time and place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Holidays:&#039;&#039;&#039;  Vampires who participate in a High Holiday Ritus replenish their Willpower completely. Further, they receive one additional Willpower point over their natural capacity. This extra Willpower point is kept until spent, or until one month has passed (whichever occurs first). A character may have only one bonus Willpower at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Party:&#039;&#039;&#039;  All members of a War Party gain 3 bonus traits on all challenges for a scene that may only be used in challenges to hunt down or attack the target of the War Party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Hunt:&#039;&#039;&#039;  In addition to the normal rules for the Wild Hunt; at the moment the ritual of the Wild Hunt is performed (at the end of the third night), the target gains a mystical, ever-bleeding scar upon her flesh. This scar is usually on the forehead, the back of the neck, or one of her hands; the locations where a vampire is anointed during her Creation Rites. The ever-bleeding mark is in the shape of the Sabbat sigil, and clearly identifies the vampire as a traitor to the Sword of Caine. The vampire will bear this wound until their Final Death, or until they are pardoned — an act which can only be done by the Regent. They lose all Status dots and position in the Sect, cannot benefit from any Sabbat ritae, and all Vinculums to them are immediately broken — although Vinculums they have toward others still remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acceptance Ritus:&#039;&#039;&#039;  Those among the pack who have undergone this ritae may call upon an Acceptance Ritus retest against other members of the pack in all Social Challenges once per night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcoming Ritus:&#039;&#039;&#039; Once performed all those who participate gain two bonus traits on social challenges against anyone else who has also participated in this ritae. These bonus traits last one night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritus of Thanksgiving:&#039;&#039;&#039; Once performed those who participate in this ritae gain 1 Bonus Trait on all Social Challenges for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Ritus:&#039;&#039;&#039; Those who participate in this ritae gain two bonus traits in all Brawl, Melee, and Firearms challenges. These bonus traits must be called upon only in a combat and once the combat concludes these traits are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spilling of Blood:&#039;&#039;&#039; Sabbat who perform this ritae and share a mortal enjoy an increase in that mortals blood supply. For the purposes of feeding the mortal body contains 20 Blood Traits to drink rather then 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Ritus:&#039;&#039;&#039; Those under the effects of this ritae gain a number of bonus traits on all stealth challenges equal to the performing priests morality rating. These traits are lost the second the character breaks their stealth in any form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Dance:&#039;&#039;&#039; A vampire who completes a Sun Dance refreshes all of their Willpower traits. Additionally for the next month they gain 1 temporary Willpower trait over their maximum that may used in retests only in Rotshreck challenges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tests of Pain:&#039;&#039;&#039; Those Sabbat who complete a Test of Pain may spend 1 willpower to ignore all Wound Penalties, Regardless of source of Method, for a scene. This Ritae lasts one night, and when called upon it is considered used up and lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Asp’s Blessing:&#039;&#039;&#039; The storyteller should determine at random (a coin flip) if the snake bites the vampire or not. If the snake bites the vampire they are cursed for the rest of the night; they must 2 additional traits on all challenges. If the snake does not bite them, then they are favored and gain 2 bonus traits on all challenges for the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truth Revealed:&#039;&#039;&#039; This ritae will always reveal a truth or lie if used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings:&#039;&#039;&#039; A Sabbat member who undergoes a Blessing gains 1 retest on all challenges related to fear or Rotshreck. Once called upon, this retest is lost. This ability lasts for 1 night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call to Caine:&#039;&#039;&#039; Those sabbat who partake in this Ritae are immune to Surprise for the next scene or an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confession:&#039;&#039;&#039; Those who partake in this ritae gain 1 bonus Social Trait in all social challenges with other members of the sabbat for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consecration Rites:&#039;&#039;&#039; A Pack Member can call upon the power of the Consecrated Land from their pack to ward their holy ground against uninvited supernatural intruders for a scene. Once the Consecrated ground is activated in this manner, uninvited vampires and demonic creatures cannot enter or cross it without spending a Willpower Trait or a number of Mental Traits equal to the pack priests who performed the ritae’s morality rating. Doing so allows the uninvited creature to stay for 10 minutes or travel up to 50 feet into or through the holy ground. If a vampire or demonic creature is present when the consecrated ground is activated, they must spend the Willpower or Mental Traits immediately or leave. Moreover, any of that consecrated ground’s packmates may add the performing priests morality rating in bonus traits to their own when resisting Supernatural powers. This ritae only functions for those in the pack it was used with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dance Macabre:&#039;&#039;&#039; Vampires who participate in a Dance Macabre regain one temporary Willpower trait which may not exceed their maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Dance:&#039;&#039;&#039; When the Ghost Dance is performed for one of the Sabbat who has died, they will appear in an ethereal ghostly form before all in the ritae. This creature is not actually a spirit or a wraith. Rather is a construct made from the memories of all who participated about the deceased vampire. They may interact with, say their goodbyes, and gives thanks to the dead Sabbat member. However once the Ritae finishes the “spirit” of the dead vampire leaves. It can not be bound or compelled in any way (as it is not real). A dead vampire may only ever be called once with this Ritae.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest Rites:&#039;&#039;&#039; This ritae grants all who participate a free retest on all challenges made when hunting for blood. This effect lasts for one hunt only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jyhad Rites:&#039;&#039;&#039; While under the effects of the Jyhad rites; any abilities and traits lost during these mock battles are restored at the end of the combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oaths of Fealty:&#039;&#039;&#039; Packs that have sworn an Oath of Fealty may spend 1 action in a combat (or three seconds outside of a combat) to grant a pack mate a retest on any one challenge. This retest may only be called upon once per night, and a packmate may only ever give out one (though you may benefit from multiple packmates).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Creed:&#039;&#039;&#039; Those Sabbat in their pack who partake in this ritae gain 1 free retest a night in all Self-Control/Instinct Challenges. Once called upon this retest is lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running the Gauntlet:&#039;&#039;&#039; Those Sabbat who undergo a Gauntlet and survive are forgiven of whatever minor infraction or crime they have committed. This ritae is only used for minor Offenses in the Sabbat. More serious Offenses require the Contrition Ritus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrificial Rites:&#039;&#039;&#039; The priest who performs this ritae may bless themselves or another. If a mortal is sacrificed the recipient may hold 1 more blood trait over their generational maximum for the night. If a Lupine is sacrificed the recipient gains 1 additional action (which functions as per celerity) for the next scene or an hour which may be called upon three times. If a vampire is sacrificed they gain two bonus traits on all challenges with a chosen discipline for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vision Quest:&#039;&#039;&#039; After spending atleast 30 minutes on your search for signs, you may attempt your reading. Start by asking the Storyteller a particular question. Once the question has been assigned a difficulty based on its wording, intent and quality of focus, you risk 1-5 mental traits and then engage in a static mental challenge vs. 8 traits. Depending on the number of traits risked determines how specific the answers you receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Dance:&#039;&#039;&#039; Those who participate in a war dance gain two bonus traits on all combat challenges to the combat chosen for the dance. Once this combat concludes these traits are lost.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Ritae&amp;diff=1761</id>
		<title>Ritae</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Ritae&amp;diff=1761"/>
		<updated>2026-09-30T17:09:50Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Vaulderie:&#039;&#039;&#039;  The system for the Vaulderie is as follows: &lt;br /&gt;
*The first time a character observes the Vaulderie (or during creation of a Sabbat character), roll a d10 for each character whose vitae is part of the rite. That number reflects the Vinculum the character feels toward the individual whose blood she ingested; see the chart for effects generated by individual Vinculi. Every time a new member participates in the Vaulderie, each player should roll a die and record the score for her Vinculum rating toward that character.&lt;br /&gt;
&lt;br /&gt;
*Afterwards, each time the pack partakes of the Vaulderie, each player should roll one d10 for each of her Vinculi. If the result is higher than the Vinculum score, increase that Vinculum score by one (to a maximum of 10). If the result is a 1, lower the Vinculum score by one (to a minimum of 1). The max starting vinc to someone you have no vinc to for the first time, is 6.&lt;br /&gt;
&lt;br /&gt;
*Lastly Vinculum never break or fade over time.  You also may never have a full 3 point blood bond if you have a Vinculum rating.  A vinculum rating IS effectively a 3 point blood bond spread out across multiple vampires.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Binding:&#039;&#039;&#039;  For one month following the Binding, vampires who participate in this rite gain one additional Bonus Trait to all Virtue challenges when in the company of vampires who participated in the Binding ritus at that same time and place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Holidays:&#039;&#039;&#039;  Vampires who participate in a High Holiday Ritus replenish their Willpower completely. Further, they receive one additional Willpower point over their natural capacity. This extra Willpower point is kept until spent, or until one month has passed (whichever occurs first). A character may have only one bonus Willpower at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Party:&#039;&#039;&#039;  All members of a War Party gain 3 bonus traits on all challenges for a scene that may only be used in challenges to hunt down or attack the target of the War Party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Hunt:&#039;&#039;&#039;  In addition to the normal rules for the Wild Hunt; at the moment the ritual of the Wild Hunt is performed (at the end of the third night), the target gains a mystical, ever-bleeding scar upon her flesh. This scar is usually on the forehead, the back of the neck, or one of her hands; the locations where a vampire is anointed during her Creation Rites. The ever-bleeding mark is in the shape of the Sabbat sigil, and clearly identifies the vampire as a traitor to the Sword of Caine. The vampire will bear this wound until their Final Death, or until they are pardoned — an act which can only be done by the Regent. They lose all Status dots and position in the Sect, cannot benefit from any Sabbat ritae, and all Vinculums to them are immediately broken — although Vinculums they have toward others still remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acceptance Ritus:&#039;&#039;&#039;  Those among the pack who have undergone this ritae may call upon an Acceptance Ritus retest against other members of the pack in all Social Challenges once per night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcoming Ritus:&#039;&#039;&#039; Once performed all those who participate gain two bonus traits on social challenges against anyone else who has also participated in this ritae. These bonus traits last one night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritus of Thanksgiving:&#039;&#039;&#039; Once performed those who participate in this ritae gain 1 Bonus Trait on all Social Challenges for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Ritus:&#039;&#039;&#039; Those who participate in this ritae gain two bonus traits in all Brawl, Melee, and Firearms challenges. These bonus traits must be called upon only in a combat and once the combat concludes these traits are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spilling of Blood:&#039;&#039;&#039; Sabbat who perform this ritae and share a mortal enjoy an increase in that mortals blood supply. For the purposes of feeding the mortal body contains 20 Blood Traits to drink rather then 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Ritus:&#039;&#039;&#039; Those under the effects of this ritae gain a number of bonus traits on all stealth challenges equal to the performing priests morality rating. These traits are lost the second the character breaks their stealth in any form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Dance:&#039;&#039;&#039; A vampire who completes a Sun Dance refreshes all of their Willpower traits. Additionally for the next month they gain 1 temporary Willpower trait over their maximum that may used in retests only in Rotshreck challenges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tests of Pain:&#039;&#039;&#039; Those Sabbat who complete a Test of Pain may spend 1 willpower to ignore all Wound Penalties, Regardless of source of Method, for a scene. This Ritae lasts one night, and when called upon it is considered used up and lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Asp’s Blessing:&#039;&#039;&#039; The storyteller should determine at random (a coin flip) if the snake bites the vampire or not. If the snake bites the vampire they are cursed for the rest of the night; they must 2 additional traits on all challenges. If the snake does not bite them, then they are favored and gain 2 bonus traits on all challenges for the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truth Revealed:&#039;&#039;&#039; This ritae will always reveal a truth or lie if used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings:&#039;&#039;&#039; A Sabbat member who undergoes a Blessing gains 1 retest on all challenges related to fear or Rotshreck. Once called upon, this retest is lost. This ability lasts for 1 night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call to Caine:&#039;&#039;&#039; Those sabbat who partake in this Ritae are immune to Surprise for the next scene or an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confession:&#039;&#039;&#039; Those who partake in this ritae gain 1 bonus Social Trait in all social challenges with other members of the sabbat for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consecration Rites:&#039;&#039;&#039; A Pack Member can call upon the power of the Consecrated Land from their pack to ward their holy ground against uninvited supernatural intruders for a scene. Once the Consecrated ground is activated in this manner, uninvited vampires and demonic creatures cannot enter or cross it without spending a Willpower Trait or a number of Mental Traits equal to the pack priests who performed the ritae’s morality rating. Doing so allows the uninvited creature to stay for 10 minutes or travel up to 50 feet into or through the holy ground. If a vampire or demonic creature is present when the consecrated ground is activated, they must spend the Willpower or Mental Traits immediately or leave. Moreover, any of that consecrated ground’s packmates may add the performing priests morality rating in bonus traits to their own when resisting Supernatural powers. This ritae only functions for those in the pack it was used with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dance Macabre:&#039;&#039;&#039; Vampires who participate in a Dance Macabre regain one temporary Willpower trait which may not exceed their maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Dance:&#039;&#039;&#039; When the Ghost Dance is performed for one of the Sabbat who has died, they will appear in an ethereal ghostly form before all in the ritae. This creature is not actually a spirit or a wraith. Rather is a construct made from the memories of all who participated about the deceased vampire. They may interact with, say their goodbyes, and gives thanks to the dead Sabbat member. However once the Ritae finishes the “spirit” of the dead vampire leaves. It can not be bound or compelled in any way (as it is not real). A dead vampire may only ever be called once with this Ritae.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest Rites:&#039;&#039;&#039; This ritae grants all who participate a free retest on all challenges made when hunting for blood. This effect lasts for one hunt only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jyhad Rites:&#039;&#039;&#039; While under the effects of the Jyhad rites; any abilities and traits lost during these mock battles are restored at the end of the combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oaths of Fealty:&#039;&#039;&#039; Packs that have sworn an Oath of Fealty may spend 1 action in a combat (or three seconds outside of a combat) to grant a pack mate a retest on any one challenge. This retest may only be called upon once per night, and a packmate may only ever give out one (though you may benefit from multiple packmates).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Creed:&#039;&#039;&#039; Those Sabbat in their pack who partake in this ritae gain 1 free retest a night in all Self-Control/Instinct Challenges. Once called upon this retest is lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running the Gauntlet:&#039;&#039;&#039; Those Sabbat who undergo a Gauntlet and survive are forgiven of whatever minor infraction or crime they have committed. This ritae is only used for minor Offenses in the Sabbat. More serious Offenses require the Contrition Ritus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrificial Rites:&#039;&#039;&#039; The priest who performs this ritae may bless themselves or another. If a mortal is sacrificed the recipient may hold 1 more blood trait over their generational maximum for the night. If a Lupine is sacrificed the recipient gains 1 additional action (which functions as per celerity) for the next scene or an hour which may be called upon three times. If a vampire is sacrificed they gain two bonus traits on all challenges with a chosen discipline for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vision Quest:&#039;&#039;&#039; After spending atleast 30 minutes on your search for signs, you may attempt your reading. Start by asking the Storyteller a particular question. Once the question has been assigned a difficulty based on its wording, intent and quality of focus, you risk 1-5 mental traits and then engage in a static mental challenge vs. 8 traits. Depending on the number of traits risked determines how specific the answers you receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Dance:&#039;&#039;&#039; Those who participate in a war dance gain two bonus traits on all combat challenges to the combat chosen for the dance. Once this combat concludes these traits are lost.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1760</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1760"/>
		<updated>2026-09-15T18:48:52Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
&lt;br /&gt;
*The character may restart the challenge they lost as if the original one never occurred. &lt;br /&gt;
*Increase the damage of their next attack by 3 levels&lt;br /&gt;
*Karmic Strike: You hit your opponent but they also hit you&lt;br /&gt;
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
*Gain a clue or insight into a scene/plot&lt;br /&gt;
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The Storyteller may use only 1 Despair Trait in a scene.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
*Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
*Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
*Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
*Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1759</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1759"/>
		<updated>2026-09-04T19:04:00Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
&lt;br /&gt;
*The character may restart the challenge they lost as if the original one never occurred. &lt;br /&gt;
*Increase the damage of their next attack by 3 levels&lt;br /&gt;
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
*Gain a clue or insight into a scene/plot&lt;br /&gt;
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The Storyteller may use only 1 Despair Trait in a scene.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
*Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
*Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
*Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
*Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1758</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1758"/>
		<updated>2026-08-25T15:43:33Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:Steve 4.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Maulan&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
She has contentious relationship with the Tzimisce, but  often uses the conflict to her advantage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1757</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1757"/>
		<updated>2026-08-25T15:30:21Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Rook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:Steve 4.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Maulan&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
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&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1756</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1756"/>
		<updated>2026-08-25T15:28:20Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:Steve 4.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
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&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1755</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1755"/>
		<updated>2026-08-25T15:28:11Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:Steve 4.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=File:Steve_4.jpg&amp;diff=1754</id>
		<title>File:Steve 4.jpg</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=File:Steve_4.jpg&amp;diff=1754"/>
		<updated>2026-08-25T15:27:56Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1753</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1753"/>
		<updated>2026-08-25T15:23:43Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1752</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1752"/>
		<updated>2026-08-25T15:23:37Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1751</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1751"/>
		<updated>2026-08-25T15:23:30Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
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&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1750</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1750"/>
		<updated>2026-08-25T15:23:22Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1749</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1749"/>
		<updated>2026-08-25T15:23:15Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Nazgul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Stephen Page&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1748</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1748"/>
		<updated>2026-08-25T15:22:50Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Rook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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&lt;br /&gt;
*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1747</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1747"/>
		<updated>2026-08-25T15:22:42Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Rook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1746</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1746"/>
		<updated>2026-08-25T15:22:29Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Rook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
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&lt;br /&gt;
Player: jamison &lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1745</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1745"/>
		<updated>2026-08-25T15:20:37Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1744</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1744"/>
		<updated>2026-08-25T15:19:31Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1743</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1743"/>
		<updated>2026-08-25T15:19:22Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1742</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1742"/>
		<updated>2026-08-25T15:19:12Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
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&lt;br /&gt;
*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1741</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1741"/>
		<updated>2026-08-25T15:19:01Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Player: Arielle&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1740</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1740"/>
		<updated>2026-08-25T15:18:42Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Arisu Devearux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:GrandSynod2023 171.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=File:GrandSynod2023_171.jpg&amp;diff=1739</id>
		<title>File:GrandSynod2023 171.jpg</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=File:GrandSynod2023_171.jpg&amp;diff=1739"/>
		<updated>2026-08-25T15:18:23Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1738</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1738"/>
		<updated>2026-08-25T15:15:07Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;br /&gt;
&lt;br /&gt;
====Nazgul====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Ebony Fox&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rook====&lt;br /&gt;
[[Image:400px-Rook.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite Antitribu&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
&lt;br /&gt;
Text here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arisu Devearux====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Shinobi &lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shadow&lt;br /&gt;
&lt;br /&gt;
Arisu Rainey is a well known Oyabun (leader) of the yakuza organization known as the Tatsuya in Kyoto Japan. Her pack, and Sire decided it was time to expand the Tatsuya&#039;s influence into America. The night of her departure a surprise attack led to the decimation of her pack, and the diablarie of her sire Kage, and friend Belize. Grabbing the final resources available to her, she barely escaped the ambush, and she and a few select remaining set sail toward Seattle. She arrived in Seattle on Novermber 27th 2018.&lt;br /&gt;
&lt;br /&gt;
Upon her arrival she was greeted by her nomadic pack contact who kept her traveling with them as they made their way East and officially initiated her. After several months of traveling and building connections she arrived in Fredericksburg VA in March of 2019, where she joined pack Nightshade, and became a member of the diocese of Richmond. She became a Templar to Bishop Dimitri (ArchMagus of the OU) in December 2019, and was known as his &#039;wandering Templar&#039;. With his Blessing, Arisu stepped down as Templar June 2020, to pursue further advancement in the sword.&lt;br /&gt;
&lt;br /&gt;
She moved from Humanity in March of 2020, and walks a rare path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
She relocated from the Archdiocese of Virginia, to the Archdiocese of Boston, joining the pack of her Clanmate and Archbishop Hilario Deveraux in August of 2020. Though she is still a frequent visitor and often found at gatherings in Virginia and often involved in assisting the Archdiocese that first helped her find footing in the Sword.&lt;br /&gt;
&lt;br /&gt;
Having secured the Tatsuya&#039;s influences in the East Coast, she has been steadily expanding her reach across the country. She is known to be seeking information related to the attack in Kyoto.&lt;br /&gt;
&lt;br /&gt;
She is known to be actively combatting the recent uptick in abyssal threats, and is often traveling between diocese assisting with new abyssal incursions. She is known to have been heavily invested in the events leading up to Petra and the battle against the Faceless One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=File:400px-Rook.jpg&amp;diff=1737</id>
		<title>File:400px-Rook.jpg</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=File:400px-Rook.jpg&amp;diff=1737"/>
		<updated>2026-08-25T15:10:44Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1736</id>
		<title>In Memoriam</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=In_Memoriam&amp;diff=1736"/>
		<updated>2026-08-25T15:04:04Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: Created page with &amp;quot;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&amp;#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for in memory of Kings of New York Players that have passed away.  We want to honor their memory, and us such have created this page.  In it you will find the players, their character&#039;s and a little bit of their history.  These KoNY NPCs are not contactable nor will they be portrayed.  It is simply in honor of our great players and so their characters stories may live on forever.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1735</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1735"/>
		<updated>2026-08-25T14:59:42Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
&lt;br /&gt;
* OOC Information&lt;br /&gt;
** Staff|Staff&lt;br /&gt;
** House_Rules|House Rules&lt;br /&gt;
** Chronicle Information|Chronicle Information&lt;br /&gt;
** KoNY Custom Content|KoNY Custom Content&lt;br /&gt;
** Grand Synod|Grand Synod&lt;br /&gt;
** OWBN Canon|OWBN Canon&lt;br /&gt;
** MET Conversions|MET Conversions &lt;br /&gt;
&lt;br /&gt;
* IC Information&lt;br /&gt;
** Sabbat_of_New_York|Sabbat of New York&lt;br /&gt;
** Hierarchy|Hierarchy&lt;br /&gt;
** category:Packs|Packs&lt;br /&gt;
** category:Factions|Factions&lt;br /&gt;
** category:Clans|Clans&lt;br /&gt;
** The Underworld|The Underworld&lt;br /&gt;
** The World of Darkness|The World of Darkness&lt;br /&gt;
** Esbats|Esbats&lt;br /&gt;
** Past Stories|Past Stories&lt;br /&gt;
** Dark Water|Dark Water&lt;br /&gt;
** In Memoriam|In Memoriam&lt;br /&gt;
&lt;br /&gt;
*OWBN Sabbat&lt;br /&gt;
** Sabbat Genre Guide|Sabbat Genre Guide&lt;br /&gt;
** The Consistory|The Consistory &lt;br /&gt;
&lt;br /&gt;
* navigation2&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1734</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1734"/>
		<updated>2026-08-25T14:59:28Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
&lt;br /&gt;
* OOC Information&lt;br /&gt;
** Staff|Staff&lt;br /&gt;
** House_Rules|House Rules&lt;br /&gt;
** Chronicle Information|Chronicle Information&lt;br /&gt;
** KoNY Custom Content|KoNY Custom Content&lt;br /&gt;
** Grand Synod|Grand Synod&lt;br /&gt;
** OWBN Canon|OWBN Canon&lt;br /&gt;
** MET Conversions|MET Conversions &lt;br /&gt;
&lt;br /&gt;
* IC Information&lt;br /&gt;
** Sabbat_of_New_York|Sabbat of New York&lt;br /&gt;
** Hierarchy|Hierarchy&lt;br /&gt;
** category:Packs|Packs&lt;br /&gt;
** category:Factions|Factions&lt;br /&gt;
** category:Clans|Clans&lt;br /&gt;
** The Underworld|The Underworld&lt;br /&gt;
** The World of Darkness|The World of Darkness&lt;br /&gt;
** Esbats|Esbats&lt;br /&gt;
** Past Stories|Past Stories&lt;br /&gt;
** Dark Water|Dark Water&lt;br /&gt;
** In memoriam|In memoriam&lt;br /&gt;
&lt;br /&gt;
*OWBN Sabbat&lt;br /&gt;
** Sabbat Genre Guide|Sabbat Genre Guide&lt;br /&gt;
** The Consistory|The Consistory &lt;br /&gt;
&lt;br /&gt;
* navigation2&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1733</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1733"/>
		<updated>2026-08-24T16:36:25Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
&lt;br /&gt;
*The character may restart the challenge they lost as if the original one never occurred. &lt;br /&gt;
*Increase the damage of their next attack by 3 levels&lt;br /&gt;
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
*Gain a clue or insight into a scene/plot&lt;br /&gt;
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
*Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
*Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
*Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
*Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1732</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1732"/>
		<updated>2026-08-24T16:36:11Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
&lt;br /&gt;
*The character may restart the challenge they lost as if the original one never occurred. However, if a player character chooses this option&lt;br /&gt;
*Increase the damage of their next attack by 3 levels&lt;br /&gt;
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
*Gain a clue or insight into a scene/plot&lt;br /&gt;
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
*Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
*Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
*Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
*Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1731</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1731"/>
		<updated>2026-08-24T16:32:39Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
Players may Gain Despair for:&lt;br /&gt;
&lt;br /&gt;
*The character may restart the challenge they lost as if the original one never occurred. However, if a player character chooses this option&lt;br /&gt;
*Increase the damage of their next attack by 3 levels&lt;br /&gt;
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
*Gain a clue or insight into a scene/plot&lt;br /&gt;
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
*Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
*Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
*Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
*Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1730</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1730"/>
		<updated>2026-08-24T16:32:26Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despair&lt;br /&gt;
the world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
Players may Gain Despair for:&lt;br /&gt;
&lt;br /&gt;
*The character may restart the challenge they lost as if the original one never occurred. However, if a player character chooses this option&lt;br /&gt;
*Increase the damage of their next attack by 3 levels&lt;br /&gt;
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
*Gain a clue or insight into a scene/plot&lt;br /&gt;
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
*Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
*Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
*Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
*Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1729</id>
		<title>Despair</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Despair&amp;diff=1729"/>
		<updated>2026-08-24T16:31:46Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: Created page with &amp;quot;Despair the world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following: Players may Gain Despair for:  •	The character may restart the challenge they lost as if the o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despair&lt;br /&gt;
the world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:&lt;br /&gt;
Players may Gain Despair for:&lt;br /&gt;
&lt;br /&gt;
•	The character may restart the challenge they lost as if the original one never occurred. However, if a player character chooses this option&lt;br /&gt;
•	Increase the damage of their next attack by 3 levels&lt;br /&gt;
•	Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.&lt;br /&gt;
•	Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene&lt;br /&gt;
•	Gain a clue or insight into a scene/plot&lt;br /&gt;
•	Ask the Storyteller to alter something in the scene to be for the benefit of the player character.&lt;br /&gt;
&lt;br /&gt;
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.&lt;br /&gt;
The Storyteller may spend Despair For:&lt;br /&gt;
&lt;br /&gt;
•	Interrupt a player’s action and immediately trigger an NPC action&lt;br /&gt;
•	Increase the damage of an attack a player received by 3 levels&lt;br /&gt;
•	Negate a negative effect placed on an NPC or in the scene&lt;br /&gt;
•	Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.&lt;br /&gt;
•	Bring in reinforcements or spawn new adversaries mid-combat.&lt;br /&gt;
•	Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.&lt;br /&gt;
•	Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.&lt;br /&gt;
&lt;br /&gt;
Despair may not be used against other player characters. All Despair points clear at the end of the game session.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=General_Rules&amp;diff=1728</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=General_Rules&amp;diff=1728"/>
		<updated>2026-08-24T16:31:23Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*The Storytelling (ST) Staff reserves the right to make any ruling they see fit to any scene, as necessary.&lt;br /&gt;
**For anything not presented here, please check with the ST Staff for either OWbN Documents (i.e. OWbN Clan Genre Guides, By-Laws, etc.) or ST rulings.&lt;br /&gt;
**The House Rules is a living document and items not listed will be up to the discretion of the ST Staff as to the ruling of said item (whether it be a scene or discrepancy on how a power is used, or whatever the case may be).&lt;br /&gt;
&lt;br /&gt;
*Powers and Abilities (Merits, Disciplines, Rituals, etc.) not presented in Laws of the Night (Revised Ed.) (LotN:R) or The Sabbat Guide (SG) must be written down on either an item card or within the notes section of the player’s character sheet, with citation (book/document source, page number) and mechanics.&lt;br /&gt;
**These powers will be at the discretion of the ST Staff as to whether or not they will be allowed in Kings of New York (KONY).&lt;br /&gt;
**Any player who has a question about whether or not something will be (or should be) allowed in-game should see a member of the ST Staff for clarifications.&lt;br /&gt;
&lt;br /&gt;
*All players (visitors and home) must physically sign-in to the game to play at Kings of New York. This is mostly for records purposes in our sign in area on discord.  Any character that interacts in the territory of Kings of New York is automatically considered to be signed into the game.  This is per OWBN Admin Bylaws.&lt;br /&gt;
&lt;br /&gt;
*All players (visitors and home) must treat both the ST Staff and other players with respect. Those who do not will be asked to step out of game until the ST Staff believes the player has composed his or herself satisfactorily.&lt;br /&gt;
&lt;br /&gt;
*A PC may not use more than ONE out-of-clan Advanced discipline until he has mastered all of his In-Clan disciplines to Advanced level.  After such time, they may use as many Out-of-Clan Advanced disciplines as they may possess.&lt;br /&gt;
&lt;br /&gt;
*Players in the same pack may teach other pack members their in-clan disciplines only up to the advanced only.  This only applies to Player Characters of the same pack.&lt;br /&gt;
&lt;br /&gt;
*You must declare all Merits or Status you may be using in a challenge, just like you bid a trait.&lt;br /&gt;
&lt;br /&gt;
*All Other Games lines besides Vampire the Masquerade will use the Vampire the Masquerade system as its base.  We Do not do “Cross Genre”&lt;br /&gt;
&lt;br /&gt;
*All Teleportation related powers require minimum one full action to use if they do not state otherwise&lt;br /&gt;
&lt;br /&gt;
*Custom Content:  Any and all Custom Content must be reviewed by staff and approved before being allowed into play in Kings of New York.&lt;br /&gt;
&lt;br /&gt;
*Powers, Merits etc from other game lines may not be used or taken in Kings of New York unless a vampire the masquerade book specifically states they can be.&lt;br /&gt;
&lt;br /&gt;
*All PVP must be brought to the staff’s attention before any challenges are thrown or fully engaged in with the intent to kill another character.  This must be approved by the staff.&lt;br /&gt;
&lt;br /&gt;
*All online scenes that may result in PVP are required to have the disclaimer that a character is signed into the Chronicle Kings of New York and they must agree to do so.&lt;br /&gt;
&lt;br /&gt;
*All scenes in Kings of New York have a hard R rating.  This means all scenes shall not portray or display any acts above that which you should see in an R Rated film.  Scenes that wish to partake above this R rating may be done in private between two consulting adults.&lt;br /&gt;
&lt;br /&gt;
*A character can take a “Help” Action as their normal action to assist another character.  If they do the character they are assisting gain 1 free retest on the challenge they are being assisted with.&lt;br /&gt;
&lt;br /&gt;
*Per OWBN Bylaws; any and all scenes or character actions that take place in Kings of New York territory represent you signing your character into Kings of New York and is under our jurisdiction as a game until such time as the scene/action ends as dictated by a member of staff.&lt;br /&gt;
&lt;br /&gt;
*Clan Advantages:  Any Clan Advantage listed that gives Abilities to characters; we allow those abilities to go over a characters normal generational maximum allowed amount.&lt;br /&gt;
&lt;br /&gt;
*Ritae Effects:  A character may only ever gain a number of the mechanical benefits of ritae equal to their pack priests Morality Rating at a single time, with a Maximum of 5.  This is regardless of who casts the Ritae.  For Example:  If your pack priest has a morality rating or 3, you could benefit from a Fire Dance, A War Party and Martial Ritus for a scene but no others.&lt;br /&gt;
&lt;br /&gt;
*Frenzy Tests: Willpower may be spent to ignore Frenzy for 15 minutes. If the stimulus is still present at the end of this time, the Player Character (PC) will frenzy. There is no test. Willpower must be spent before the check for Frenzy is made.&lt;br /&gt;
&lt;br /&gt;
*Traits: All Vampire PCs may bid only a max of 30 traits (Including Overbids). This does not affect how many max traits you have, only the maximum you may bid.  Max traits are still based on a PC’s Generation.&lt;br /&gt;
&lt;br /&gt;
*Abilities:  A characters Ability Rating is added as Bonus Traits to all challenges that use that Ability as a retest.  This does not allow a character to surpass the 30 Trait Max bid rule.&lt;br /&gt;
&lt;br /&gt;
*Expending Traits (Maximum): If a power does not state otherwise in regards to trait expenditures of any kind, the maximum amount of traits you may spend is 3.&lt;br /&gt;
&lt;br /&gt;
*Chronicle NPCs in Kings of New York who are designed to be fought by the Player characters do not have normal character sheets and abilities.  Each is customized to the needs of the story.  Largely they are simplified versions of sheets as the storytellers require them.  However these Antagonistic NPCs do not have Aegis.  They will have a large number of Health levels instead.  This is allow for Damage attacks to matter in combat and help players of all size contribute.  This is something to keep in mind when combating KoNY NPCs designed for this. &lt;br /&gt;
&lt;br /&gt;
*Kings of New York recognizes it is part of a larger LARP organization.  As such, we will approve our characters for items we ourselves do not allow in our game.  The purposes of this is to not put our players at a disadvantage when traveling to other games within the organization.  All such items, if approved, will remain nonfunctional when playing within Kings of New York.&lt;br /&gt;
&lt;br /&gt;
*Bad Things Happen: In any scene run by a Storyteller they may call for a “Bad Things Happen” challenge.  This is two simple tests thrown.  Their outcome determines the randomness of the World of Darkness in New York and what bad things your character may just run into.&lt;br /&gt;
&lt;br /&gt;
*Memento Mori: A Memento Mori is a downtime scene run superficially for one player/character.  The player/character may request a Memento Mori scene from staff; these scenes are never forced.  Once this occurs the storytellers will put a call out for other players who wish to join this downtime scene.  During the scene the chosen player/character are run through a part of the back story of their character (regardless of IC time period, think of it like a flash back sequence in a show.).  The other players who have volunteered will be given NPCs to play for this scene to help tell this specific story.  New secrets and plot points for the individual character can be revealed through the scene itself, if the player desires it.  The Storytellers will build these scene and set the times and dates.  They will additionally put a call out to the KoNY player base for volunteers to help run these scenes.&lt;br /&gt;
&lt;br /&gt;
*OWBN and Kings of New York use a 10 Scale for Morality and not 5.  The difficulty for all Conscience/Conviction Challenges when a character violates a path sin is equal to half the path sin level rounded up. Any Discipline, Combination Discipline or Power that grants bonus traits equal to their character’s Morality is instead equal to half their current morality rating rounded up. All Vampire/Ghoul/Revenant Characters with True Faith must maintain a morality rating of 9 or above to keep their True Faith.&lt;br /&gt;
&lt;br /&gt;
*Armor Piercing:  The Armor Piercing ability of a weapon only ignores the Base Health levels of Armor.  It will not ignore anything more then the base health levels (1 to 3 Health Levels).  This ability has no effect on Armor Health levels granted by supernatural powers or enhancements.&lt;br /&gt;
&lt;br /&gt;
*Accessibility: Any questions or concerns about Accessibility for player in Kings of New York can be emailed to our staff at: kony-staff@googlegroups.com&lt;br /&gt;
&lt;br /&gt;
*Age Restriction:  All players of Kings of New York must be of the age 18 and up to participate in our game.&lt;br /&gt;
&lt;br /&gt;
*Harbingers of Skulls:  The clan weakness of the Harbingers of Skulls does not prevent them from engaging in Social Challenges.  Instead it is, &amp;quot;A Harbinger of Skulls in his &amp;quot;normal&amp;quot; visage cannot initiate any Social Challenges except for the purposes of intimidation, although he may defend against Social Challenges normally.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Retests: Any challenge that is made by a player against another player has a retest cap of 4.  This means you may not call more then 4 retests in a single challenge.  This rule also applies to any live game run by Kings of New York in all Challenges, not just those associated with PVP.&lt;br /&gt;
&lt;br /&gt;
*Damage Reduction, Armor, and Health Levels:  No character may have a Damage Reduction higher then 3 and will always take a minimum of 1 damage regardless.  The only exception to this is this 1 level of damage may be further tested down with Fortitude levels 3 and 4 as normal.  No character may have more then 10 levels of armor and/or additional health levels at a time.&lt;br /&gt;
&lt;br /&gt;
*NPC Mechanics:  All NPCs, regardless of the Game Line/Genre will use the mechanics for Vampire the Masquerade.&lt;br /&gt;
&lt;br /&gt;
*Sabbat Coordinator House Rules:  Scenes specifically run by the Sabbat Coordinator Office under KoNY can adapt or change any of these rules as needed to fit the scene they are running for that office.&lt;br /&gt;
&lt;br /&gt;
*Kings of New York uses the new [[Despair]] Mechanics&lt;br /&gt;
&lt;br /&gt;
*All Scenes in Kings of New York run by Staff for out plots will have a Color associated with them.  This Color will allow players to know on an out of character level the danger threat level of character death in a particular scene.  Below is an explanation of the colors and their meaning.&lt;br /&gt;
[[Image:Risk.png|thumb|1000px|center]]&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Dark_Water&amp;diff=1727</id>
		<title>Dark Water</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Dark_Water&amp;diff=1727"/>
		<updated>2026-07-28T13:33:26Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: Created page with &amp;quot;left right Officially, Dark Water doe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:HI2aFnj6bk3FnKRlaM44BWepKUYmayYamtSUkfHpdxlYRfk7Cq3WbTNFoM-IIDQcJC0KNmIcaUm Wa ARNM0tkgtxvToaeYTgcFGEx3BL64UOQR4cLZ0m34kJWC4rKBLIWC1fBrwT0LlzgJ29XQykgf2mAZxmPTfkB4bVVWfvIf1OIYGFp-rSpCi4IAHMG0A.jpg|thumb|250px|left]]&lt;br /&gt;
[[Image:QACNb-g29sojG-5qxOXaYQzK8Es1U975vLEnRL52q2l8dlqy7NPC8EHMD1eD0THV8JhZHxx9PKHsOIYhqOmMrbS6HNR4APkCN8kqp8Xg45 TmJUja5phIZphZtGb8H ZJf0 AK9IKY8yEZJoEiOGElN4O6fbvsxHZkqehaih9RcR-ohcD6ccCPyr4JjkSj4r.jpg|thumb|250px|right]]&lt;br /&gt;
Officially, Dark Water does not exist.&lt;br /&gt;
&lt;br /&gt;
Charts show only dangerous shoals and reefs east of New York. Coast Guard records describe the area as a navigation hazard plagued by bizarre compass failures, unexplained fog banks, and radio interference. Ships that approach too closely simply... turn away. Survivors rarely remember why.&lt;br /&gt;
&lt;br /&gt;
The island itself appears frozen sometime around 1893.&lt;br /&gt;
&lt;br /&gt;
Gas lamps burn every evening. Horse-drawn carriages outnumber automobiles. Telegraph wires hum softly in the mist. The townsfolk dress in Victorian fashions because, to them, the Victorian Era never ended.&lt;br /&gt;
&lt;br /&gt;
The explanation is not magical illusion alone.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=File:QACNb-g29sojG-5qxOXaYQzK8Es1U975vLEnRL52q2l8dlqy7NPC8EHMD1eD0THV8JhZHxx9PKHsOIYhqOmMrbS6HNR4APkCN8kqp8Xg45_TmJUja5phIZphZtGb8H_ZJf0_AK9IKY8yEZJoEiOGElN4O6fbvsxHZkqehaih9RcR-ohcD6ccCPyr4JjkSj4r.jpg&amp;diff=1726</id>
		<title>File:QACNb-g29sojG-5qxOXaYQzK8Es1U975vLEnRL52q2l8dlqy7NPC8EHMD1eD0THV8JhZHxx9PKHsOIYhqOmMrbS6HNR4APkCN8kqp8Xg45 TmJUja5phIZphZtGb8H ZJf0 AK9IKY8yEZJoEiOGElN4O6fbvsxHZkqehaih9RcR-ohcD6ccCPyr4JjkSj4r.jpg</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=File:QACNb-g29sojG-5qxOXaYQzK8Es1U975vLEnRL52q2l8dlqy7NPC8EHMD1eD0THV8JhZHxx9PKHsOIYhqOmMrbS6HNR4APkCN8kqp8Xg45_TmJUja5phIZphZtGb8H_ZJf0_AK9IKY8yEZJoEiOGElN4O6fbvsxHZkqehaih9RcR-ohcD6ccCPyr4JjkSj4r.jpg&amp;diff=1726"/>
		<updated>2026-07-28T13:33:12Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=File:HI2aFnj6bk3FnKRlaM44BWepKUYmayYamtSUkfHpdxlYRfk7Cq3WbTNFoM-IIDQcJC0KNmIcaUm_Wa_ARNM0tkgtxvToaeYTgcFGEx3BL64UOQR4cLZ0m34kJWC4rKBLIWC1fBrwT0LlzgJ29XQykgf2mAZxmPTfkB4bVVWfvIf1OIYGFp-rSpCi4IAHMG0A.jpg&amp;diff=1725</id>
		<title>File:HI2aFnj6bk3FnKRlaM44BWepKUYmayYamtSUkfHpdxlYRfk7Cq3WbTNFoM-IIDQcJC0KNmIcaUm Wa ARNM0tkgtxvToaeYTgcFGEx3BL64UOQR4cLZ0m34kJWC4rKBLIWC1fBrwT0LlzgJ29XQykgf2mAZxmPTfkB4bVVWfvIf1OIYGFp-rSpCi4IAHMG0A.jpg</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=File:HI2aFnj6bk3FnKRlaM44BWepKUYmayYamtSUkfHpdxlYRfk7Cq3WbTNFoM-IIDQcJC0KNmIcaUm_Wa_ARNM0tkgtxvToaeYTgcFGEx3BL64UOQR4cLZ0m34kJWC4rKBLIWC1fBrwT0LlzgJ29XQykgf2mAZxmPTfkB4bVVWfvIf1OIYGFp-rSpCi4IAHMG0A.jpg&amp;diff=1725"/>
		<updated>2026-07-28T13:31:21Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1724</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1724"/>
		<updated>2026-07-28T13:30:10Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
&lt;br /&gt;
* OOC Information&lt;br /&gt;
** Staff|Staff&lt;br /&gt;
** House_Rules|House Rules&lt;br /&gt;
** Chronicle Information|Chronicle Information&lt;br /&gt;
** KoNY Custom Content|KoNY Custom Content&lt;br /&gt;
** Grand Synod|Grand Synod&lt;br /&gt;
** OWBN Canon|OWBN Canon&lt;br /&gt;
** MET Conversions|MET Conversions &lt;br /&gt;
&lt;br /&gt;
* IC Information&lt;br /&gt;
** Sabbat_of_New_York|Sabbat of New York&lt;br /&gt;
** Hierarchy|Hierarchy&lt;br /&gt;
** category:Packs|Packs&lt;br /&gt;
** category:Factions|Factions&lt;br /&gt;
** category:Clans|Clans&lt;br /&gt;
** The Underworld|The Underworld&lt;br /&gt;
** The World of Darkness|The World of Darkness&lt;br /&gt;
** Esbats|Esbats&lt;br /&gt;
** Past Stories|Past Stories&lt;br /&gt;
** Dark Water|Dark Water&lt;br /&gt;
&lt;br /&gt;
*OWBN Sabbat&lt;br /&gt;
** Sabbat Genre Guide|Sabbat Genre Guide&lt;br /&gt;
** The Consistory|The Consistory &lt;br /&gt;
&lt;br /&gt;
* navigation2&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1723</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1723"/>
		<updated>2026-07-28T13:29:22Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
&lt;br /&gt;
* OOC Information&lt;br /&gt;
** Staff|Staff&lt;br /&gt;
** House_Rules|House Rules&lt;br /&gt;
** Chronicle Information|Chronicle Information&lt;br /&gt;
** KoNY Custom Content|KoNY Custom Content&lt;br /&gt;
** Grand Synod|Grand Synod&lt;br /&gt;
** OWBN Canon|OWBN Canon&lt;br /&gt;
** MET Conversions|MET Conversions &lt;br /&gt;
&lt;br /&gt;
* IC Information&lt;br /&gt;
** Sabbat_of_New_York|Sabbat of New York&lt;br /&gt;
** Hierarchy|Hierarchy&lt;br /&gt;
** category:Packs|Packs&lt;br /&gt;
** category:Factions|Factions&lt;br /&gt;
** category:Clans|Clans&lt;br /&gt;
** The Underworld|The Underworld&lt;br /&gt;
** The World of Darkness|The World of Darkness&lt;br /&gt;
** Esbats|Esbats&lt;br /&gt;
** Past Stories|Past Stories&lt;br /&gt;
&lt;br /&gt;
*OWBN Sabbat&lt;br /&gt;
** Sabbat Genre Guide|Sabbat Genre Guide&lt;br /&gt;
** The Consistory|The Consistory &lt;br /&gt;
&lt;br /&gt;
*Dark Water&lt;br /&gt;
**City&lt;br /&gt;
&lt;br /&gt;
* navigation2&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=The_World_of_Darkness&amp;diff=1722</id>
		<title>The World of Darkness</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=The_World_of_Darkness&amp;diff=1722"/>
		<updated>2026-07-28T13:11:25Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* The House of Black */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains details on the greater world of darkness for New York City. Not everything here is considered common knowledge.  If you have a question on wither your character can have the knowledge presented here In Character, please contact the staff first to get confirmation you are allowed to take such knowledge in character first before doing so.&lt;br /&gt;
&lt;br /&gt;
==The Black Hand==&lt;br /&gt;
The Black Hand of New York City is known to operate a base of operation on Governor&#039;s Island.  The territory is there&#039;s and those not of the Chosen are not welcome to visit.  Rumors abound about this facility housing over a hundred members of the Black Hand.  Though this is unlikely given the need for blood.  Some suggest this is a major staging area for the Black Hand or some sort of Training facility.  The information below is what is publicly known among the Sabbat about the members of the Black Hand that call New York City home.  Anything labeled &amp;quot;Black Hand Information&amp;quot; is only knowable by Black Hand Characters. &lt;br /&gt;
&lt;br /&gt;
==== Henri Lavenant ====&lt;br /&gt;
[[Image:Henri.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* Black Hand Information: Code Name: Laocoun&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Watch Commander&lt;br /&gt;
Henri Lavenant keeps his mortal background a great mystery . He sometimes elludes to being Embraced in what is now Monte Carlo, but it&#039;s unclear whether that&#039;s where he was born. Cardinal Polonia has been heard to speculate that given the man&#039;s abominable manners, he must have been of low birth indeed . Then again, Polonia has been heard to say any number of uncomplimentary things about Lavenant . The two have been figuratively and literally at each other&#039;s throats ever since they first met in old New York . Lavenant came to New York in the Gilded Age and quickly made a name for himself. Unlike many Sabbat, he wasn&#039;t ashamed to use mortals to get what he wanted, and he was equally willing to pose as a bruiser of the slums or a wealthy parvenu in order to cultivate his contacts . He solicited stock tips from Cornelius Vanderbilt, contributed generously to Plymouth Church, nursed a nascent Irish street gang into prominence and even bought art he couldn&#039;t stand just to keep his fingers in the city&#039;s various pies . None of this was done out of any great sense of humanity, of course . He used the higher classes of mortal society to help finance his enterprises and the lower classes to keep an eye on his fellow Sabbat without really seeming to do so . The Hand could not fail to notice or admire the fact that a substantial number of Lavenant&#039;s enemies seemed to meet Final Death somehow or other, but that in itself certainly wasn&#039;t enough to recommend him for membership . Then a dominion visiting the city had the misfortune to end up without a decent place to stay a scant couple of hours before dawn, and Lavenant offered him hospitality . The two stayed up a little past dawn, and in the course of their long conversation, the dominion learned something very interesting about Lavenant. Despite (or perhaps because of) all his mercenary activities, here was a creature desperately in search of something to believe in . Perhaps also feeling a little indebted to him, the dominion agreed to put Lavenant in touch with one&lt;br /&gt;
of the local Hand watch . Lavenant could take it from there, if he liked . Indeed, Lavenant took it from there . He succeeded in proving himself to the Hand, serving it as shakar for a while, then going on to become a dominion . When Polonia made his first exploratory forays into the region of the United States that he would one night oversee as cardinal, he made several trips to New York. He and Lavenant tried each other&#039;s nerves from the outset . There doesn&#039;t seem to be any particular incident behind this distaste, though . Both of them swear it was simply a case of oil and water not mixing . (Other older Sabbat smirk that this must simply mean that Polonia is far more like Lavenant than the Spanish noble would like to admit. Nevertheless, it&#039;s true that the two Cainites couldn&#039;t be more opposite in their behavior : Polonia upright, calm and soldierly ; Lavenant sprawling and crude .) Much to Lavenant&#039;s dismay, Polonia did succeed in gaining the cardinal&#039;s seat over the &amp;quot;Eastern Territories,&amp;quot; and Lavenant was unable to keep the older Lasombra from interfering in New York any longer, though he certainly continued&lt;br /&gt;
to try . Rumors circulate that his mortal network brought him advance notice of the planned Camarilla assault on New York and he tried to warn Polonia, but his advice was ignored in this matter as it was in every other . Other darker rumors suggest that perhaps Lavenant wanted to see Polonia lose the city, even at the cost of losing it himself . They claim that he either withheld part of what he knew or else deliberately made himself obnoxious in delivering his warning so as to elicit the worst possible response from the cardinal . Lavenant distances himself from such talk now. People will believe what they want to believe according to their own biases. In exile further down the coast, he continues to serve as dominion and shakar . Although his effectiveness has been damaged by the loss of his mortal contacts who were his single greatest asset, he is still a Cainite of considerable cunning and power, and he may yet rise again . . . regardless of what happens to the embattled Polonia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Miguel Angel Ramos====&lt;br /&gt;
[[Image:Miguel 3.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Country Gangrel&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Rock&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Remover&lt;br /&gt;
Miguel was born in rural Mexico, where he grew up as a hunter and tracker, skills that would serve him well after his Embrace into the Gangrel clan. His life changed when he was ambushed by a Sabbat pack while tracking a particularly elusive quarry. Instead of killing him, they saw potential in his skills and brought him into the fold. Embraced during a violent siege, Miguel quickly adapted to his new existence, thriving in the chaos and freedom offered by the Sabbat.&lt;br /&gt;
&lt;br /&gt;
His prowess in combat and his ability to survive in harsh conditions did not go unnoticed. He was recruited into the Black Hand, the Sabbat&#039;s elite paramilitary force, where he further honed his abilities. Over the decades, he rose through the ranks, earning a reputation as a fierce warrior and a cunning strategist. Now, as a Dominion of the Black Hand, Miguel oversees the training of Black Hand agents in New York City, ensuring they are prepared for the Sabbat&#039;s ongoing war against the Camarilla and other enemies.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Colonel====&lt;br /&gt;
[[Image:Colonel.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Malkavian Antitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Boss Man&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Watch Commander&lt;br /&gt;
Little is known about The Colonel&#039;s life before his Embrace. Rumors suggest he was a high-ranking military officer involved in covert operations, known for his strategic brilliance and ruthlessness. His descent into madness came with his Embrace into the Malkavian clan, a process that fractured his mind but also unlocked a terrifyingly insightful and unpredictable intelligence.&lt;br /&gt;
&lt;br /&gt;
Embraced into the Sabbat, The Colonel found a new purpose in the chaos and brutality of the sect. His military expertise quickly brought him to the attention of the Black Hand, and his unique blend of madness and genius made him an invaluable asset. Over the decades, he rose through the ranks, earning the position of Watch Commander in New York City, where he oversees Black Hand missions with a mix of military precision and Malkavian madness.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Black Horse Tanner====&lt;br /&gt;
[[Image:Black Horse Tanner.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue Antitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Wendigo&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Dominion Second&lt;br /&gt;
Tanner&#039;s mortal life was one of privilege and power. Born into a wealthy family with deep ties to the military and politics, he was groomed for leadership and command from an early age. His natural aptitude for strategy and combat led him to a successful career in the military, where he quickly rose through the ranks. However, his ambition and ruthless nature eventually drew the attention of a Ventrue Antitribu, who saw in him the perfect candidate for the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Embraced and inducted into the Sabbat, Tanner&#039;s transition was seamless. His new unlife amplified his skills and ambition, and he rapidly ascended through the ranks. His loyalty, efficiency, and tactical brilliance earned him a place in the Black Hand, where he soon became second-in-command to Miguel Angel Ramos. As Ramos&#039;s right hand, Tanner acts as both bodyguard and assassin, executing high-risk missions and ensuring the safety of his superior.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ermenegildo====&lt;br /&gt;
[[Image:Ermenegildo.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Fixer&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Dominion Second&lt;br /&gt;
Ermenegildo&#039;s mortal life was one of privilege and influence. Born into a noble family in Italy, he was educated in the finest schools and groomed for a life of power and politics. His natural charisma and cunning intellect made him a master manipulator, traits that caught the eye of a Lasombra elder. Embraced into the clan, Ermenegildo adapted quickly to his new existence, leveraging his skills to rise through the ranks of the Sabbat.&lt;br /&gt;
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His strategic mind and talent for resolving complex issues made him an ideal candidate for the Black Hand. Over the decades, he proved himself invaluable, handling delicate negotiations, eliminating threats, and ensuring the smooth operation of Black Hand activities. As a Dominion and second to Henri Lavenant, Ermenegildo serves as a fixer and problem solver, addressing challenges with a combination of diplomacy and ruthless efficiency.&lt;br /&gt;
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====Dr. Morrow====&lt;br /&gt;
[[Image:Dr morrow.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tzimisce&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Skin Doctor&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Magi&lt;br /&gt;
Dr. Morrow&#039;s mortal life was steeped in academia and scientific inquiry. Born in Eastern Europe to a family of scholars, he pursued a career in medicine, specializing in hematology and experimental surgery. His obsession with the secrets of the human body and blood led him to conduct controversial and often unethical experiments, which eventually attracted the attention of a Tzimisce elder. Embraced into the clan, Morrow&#039;s insatiable thirst for knowledge found new, darker avenues of exploration.&lt;br /&gt;
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In his unlife, Dr. Morrow quickly rose through the ranks of the Sabbat, his expertise in blood magic making him an invaluable asset. His cold, analytical mind and ruthless pursuit of knowledge earned him a place within the Black Hand, where he specializes in Thaumaturgy and Koldunic Sorcery, applying his skills to further the Sabbat&#039;s goals and eliminate its enemies.&lt;br /&gt;
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====Kestrelle Hayes====&lt;br /&gt;
[[Image:Kestrelle.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Virgo&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Chaplin&lt;br /&gt;
Kestrelle&#039;s mortal life was one marked by ambition and a thirst for power. Born into a wealthy and influential family, she was groomed from a young age to assume leadership roles within the business and political spheres. However, Kestrelle&#039;s aspirations extended beyond mortal limitations, and her insatiable desire for control eventually drew the attention of the Sabbat. Embraced into the Ventrue Antitribu, she found purpose and fulfillment in the sect&#039;s mission to overthrow the oppressive regime of the Camarilla.&lt;br /&gt;
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Rising through the ranks of the Sabbat, Kestrelle distinguished herself as a devout and charismatic leader. Her eloquence and persuasive skills earned her the title of Sabbat priest, tasked with guiding and inspiring her fellow Cainites in their eternal struggle against the tyranny of the Masquerade. Recognizing her unwavering dedication and fierce resolve, Kestrelle was initiated into the ranks of the Black Hand, where she serves as a priest, offering spiritual guidance and support to her brethren.&lt;br /&gt;
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====Gabriel de Cambrai====&lt;br /&gt;
[[Image:Gabriel 3.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Death Scythe&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Remover&lt;br /&gt;
Gabriel de Cambrai was once a celebrated artist in the mortal world, his talent for capturing beauty and emotion in his paintings earning him fame and adoration. However, his artistic pursuits were mere preludes to the darker passions that lay beneath the surface. Embraced into the Toreador Antitribu, Gabriel found his true calling in the Sabbat, where his creativity and skill with a brush were matched only by his ruthlessness and cunning.&lt;br /&gt;
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Gabriel de Cambrai&#039;s role within the Black Hand is that of a remover—a specialist tasked with eliminating threats to the Sabbat&#039;s interests. He operates with discretion and precision, conducting covert missions to neutralize Camarilla spies, anarch agitators, and other enemies of the sect. Gabriel&#039;s ability to blend seamlessly into high society allows him to infiltrate enemy strongholds and gather intelligence, ensuring the success of his operations.&lt;br /&gt;
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====Gatjil Munyarryun====&lt;br /&gt;
[[Image:Gatjil.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Brujah Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Witch Doctor&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
Gatjil Munyarryun was born into a world of struggle and resistance, the descendant of indigenous warriors who fought against the forces of colonization and oppression. Raised in the traditions of his people, Gatjil learned the ways of combat and survival from a young age, honing his skills in the harsh wilderness of his homeland. Embraced into the Brujah Antitribu, Gatjil found a new battlefield in the eternal conflict between the Sabbat and the forces of the Camarilla.&lt;br /&gt;
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As a member of the Black Hand, Gatjil specializes in the art of assassination, using his skills as a Shakar warrior to eliminate threats to the Sabbat&#039;s interests. Operating in the shadows of New York City, he strikes swiftly and decisively against the enemies of the sect, leaving no trace of his presence behind.&lt;br /&gt;
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====Lubomira Hradok====&lt;br /&gt;
[[Image:Lubomira.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Cancer&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Census Taker&lt;br /&gt;
Lubomira Hradok was once a scholar and librarian in the mortal world, her insatiable curiosity and thirst for knowledge leading her to delve into the darkest depths of human history. Embraced into the Nosferatu Antitribu, Lubomira found her true calling in the shadows of the Sabbat, where her talents for research and espionage could be put to use in service of the sect.&lt;br /&gt;
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As a member of the Black Hand, Lubomira specializes in gathering intelligence and maintaining the sect&#039;s census of Cainites within New York City. Her extensive network of informants and spies allows her to uncover secrets and manipulate events from the shadows, ensuring the success of the Sabbat&#039;s operations.&lt;br /&gt;
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====Hagar Stone====&lt;br /&gt;
[[Image:Hagar.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Malkavian Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Taurus&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
Hagar Stone&#039;s mortal life was marked by a fascination with the mysteries of the mind and the nature of reality. As a psychologist and scholar, he delved into the depths of human consciousness, seeking to unravel the secrets that lay hidden within. Embraced into the Malkavian Antitribu, Hagar found his intellectual pursuits elevated to new heights within the Sabbat, where his insights into the human psyche proved invaluable to the sect&#039;s cause.&lt;br /&gt;
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As a member of the Black Hand, Hagar specializes in diplomacy and negotiation, using his keen intellect and intuitive understanding of human nature to navigate the complex web of alliances and rivalries that define Cainite society. Operating in the heart of New York City, he serves as an emissary and diplomat for the Sabbat, forging alliances and brokering deals on behalf of the sect.&lt;br /&gt;
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====Antonio Domingo Vega Devareaux====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
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* Black Hand Information: Code Name: Noctis&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
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Antonio maintains close ties to a number of particularly powerful Cainites and leads a relatively mysterious unlife. He is a practitioner of Santeria and has been known to favor the Serpents of the Light, seeming to honestly enjoy their company. He has a heavily decorated career within the Sabbat including multiple sieges and even defended Cardinal Polonia from assassins in New York with the aid of his Templars and Logan Steele. He rose all the way to the position of Archbishop of Boston through these exploits and a bit of politics. However one night he vanished after a conflict with a group of Giovanni elders after besting them. A month later he entered the gathering and told everyone he was leaving for a while. Soon afterward, whispers abound that Antonio had spent the month trapped in a hell from which the Kuei-Jin come. Nearly a year later he returned as a member of the Black Hand.  Since that time, Antonio calls New York his home, but is rarely found there.  His missions for the Black Hand often taking him to the seas and forgotten places in the world.&lt;br /&gt;
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==Independent Vampires==&lt;br /&gt;
New York City isn&#039;t home just Sabbat Vampires.  While they are the controlling majority in the city; vampires of the independent clans also call the city home. The Giovanni in particular have an agreement with Cardinal Polonia to operate in the city itself and even control certain portions of it.  In exchange, the Sabbat gains information from the Giovanni that they collect in their territory.  In particular it is known the Giovanni have large sway and control over JFK Airport.  In addition to this, the Giovanni are limited to no more then five members of the clan in the city in any given time.  The Followers of Set in the city though have no such agreement.  The Setites do often keep a low profile in the city; they are known to sell and trade with members of the Sabbat for rare blood and weapons on occasion.  Lastly, there is also a delegation of Bahari that call New York City home.  These vampires mostly keep to themselves and are currently petitioning the Sabbat as a whole for membership.  These Bahari are quick to offer aid and support to any Sabbat member who asks.&lt;br /&gt;
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==== Donatello Giovanni ====&lt;br /&gt;
[[Image:Donatello.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Donatello was born into the original family branch in Italy and soon spoiled with wealth. He studied medicine, and after he was Embraced ventured to New York to make profits from the bitter conflicts between the Camarilla and the Sabbat. Establishing himself as a patron over Little Italy, he ensured that his domain was respected by both Sects. He was also responsible for the negotiations that ensured the successful alliance with the New York Sabbat. Today, he ensures that the Giovanni profit from the ongoing conflict, and nearly every gang has a share for him reserved.&lt;br /&gt;
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==== Bez Dunsirn ====&lt;br /&gt;
[[Image:Bez.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Bez was a delinquent at a young age who was frequently imprisoned. His sire had needed him for physical support over an affair with a Lasombra ; it wasn&#039;t planned for Bez to survive. Eventually Bez killed the Lasombra and his sire, returned to the Durnsirns&#039; home in Aberdeen , and reported; his message was well received. Since then, Bez has continued to get assignments, but he has a tendency to overshoot the mark, so Virginia ended up sending him to New York , where he&#039;s sure to be of use in the fight against the Sabbath .&lt;br /&gt;
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In New York, Bez reported to Donatello Giovanni , but understood that his unlife was not valued and that he was being used as “cannon fodder”. He therefore attaches great importance to carrying out orders correctly and not allowing himself to make any mistakes.&lt;br /&gt;
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==== Talmadge Milliner ====&lt;br /&gt;
[[Image:Talmadge.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Born into the prestigious Milliner family, Talmadge was groomed from an early age to serve as an enforcer for the Giovanni clan. Trained in the arts of combat and intimidation, he quickly rose through the ranks to become one of the family&#039;s most trusted operatives. Operating within the shadows of New York City, Talmadge serves as a loyal enforcer and protector of the family&#039;s interests.&lt;br /&gt;
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As an enforcer for the Milliner family, Talmadge&#039;s primary role is to ensure the security and prosperity of his clan&#039;s business ventures within the city. He operates with ruthless efficiency, using his skills as a combatant and his intimate knowledge of the criminal underworld to eliminate threats and maintain order within the family&#039;s territories.&lt;br /&gt;
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In addition to his duties as an enforcer, Talmadge serves as a trusted advisor and confidant to the leaders of the Milliner family, offering insights and expertise on matters of strategy and diplomacy. His loyalty to his clan is unwavering, and he will stop at nothing to protect its interests and preserve its legacy.&lt;br /&gt;
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==== Bartolomeo Giovanni ====&lt;br /&gt;
[[Image:Bartolomeo.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Bartolomeo Giovanni was born into the illustrious Giovanni family, known for their mastery of finance, commerce, and clandestine operations. From a young age, Bartolomeo was groomed to become a key player in the family&#039;s illicit enterprises. As he matured, he found his niche in the underworld of drug trafficking, utilizing his family&#039;s resources and connections to establish a lucrative network within New York City.&lt;br /&gt;
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Bartolomeo&#039;s primary goal is to expand his family&#039;s influence and wealth through his drug trafficking operations. He is motivated by a desire for power and prestige, as well as a sense of duty to his family and its traditions. Bartolomeo sees himself as a rising star within the Giovanni clan, and he is determined to carve out a legacy that will ensure his place in the annals of Kindred history.&lt;br /&gt;
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==== Sun Yang ====&lt;br /&gt;
[[Image:Sun Yang.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite&lt;br /&gt;
Born on the borders of territory to the Kuei-jin, Sun Yang, also named Wise Frog, was embraced in Sinkiang to act as an assassin for the Assamites, who occasionally clashed with their Cathayan counterparts. He soon advanced into a cunning diplomat and was able to cool the conflict between the warring supernatural factions a little bit. When the tense climate of the conflict became too much for him to bear, he asked his masters in Alamut to be removed and they reluctantly agreed, enabling to flee the communist occupation of Sinkiang in 1949. After a brief relocation to Turkey, Sun Yang was deployed into New York, to act as an observator of the Camarilla/Sabbat conflict there. Watching the Sabbat tearing itself apart in the Third Sabbat Civil War, he reported back to his elders, focusing on the actions of the wayward antitribu foremost.&lt;br /&gt;
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When Ur-Shulgi arose and purged Alamut, Sun Yang felt uncompelled to serve an ancient war master of Haqim, preferring peace and stability to a rampant crusade against the kafir. Instead, he assisted the Assamite schismatics that had come to New York in order to join the Camarilla. Although he himself preferred to stay outside of sect allegiance, he feels that the time draws near when he has to make a choice and to declare his course.&lt;br /&gt;
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==== Steven Clarke ====&lt;br /&gt;
[[Image:Steven.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Followers of Set&lt;br /&gt;
Clarke belonged to one of the various Setite coteries in Sabbat-controlled New York. One of his clients was a powerful kamut of the Black Hand, who competed with them for territory. Only through a deal with Italian crime lords could Clarke maintain his dominance within his domain.&lt;br /&gt;
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This event earned him the criticism of one of his clanmates, who persisted that this was a Kindred affair and mortal intervention would only do harm. After a heated argument, he received a poisoned dagger into his back and was left to die. He survived, however, and began to work against the temple within New York, knowing that it would be headed by his rival.&lt;br /&gt;
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==== Artakama Shiri ====&lt;br /&gt;
[[Image:Artakama.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite&lt;br /&gt;
Legend says in her mortal life Artakama was the forced bride of one of Alexander the Greats Generals.  In the records of Alamut the make no mention of this vampire of their blood.  Either she is unknown among them or is such a mistake to them she was erased from history.  Regardless of the truth, Artakama clearly hails from Persia and is a very old vampire.  It is only among the Cults of Lilith is her name truly known.&lt;br /&gt;
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Among the Bahari is known as the Bride of Lilith.  They pass stories of her past as a daughter to Persian noble given to Alexander’s generals as a prize when he conquered Babylon.  They say that Artakama suffered greatly at the hands of her would be husband.  They claim that as a mortal she was the one to poison Hephaestion; to inflict the pain upon Alexander that she had inflicted upon her.  After the deed was done she sought to end her own life but was taken in the night by an ancient vampire.  A woman, and some claim to have been Lilith herself.  She was born again in the night of a full moon as a vampire.  Since the moment of her rebirth she has dedicated her life and soul to Lilith.&lt;br /&gt;
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Artakama is one of the oldest and most powerful active members of the Bahari.  She has wandered the world planting seeds of her faith to watch them blossom.  Some say it was she who first infiltrated the young Sabbat and spread the knowledge of Lilith to them.  If this is true, it explains why she has been hunted by the Sabbat Inquisition for centuries.  She rarely stays in any one place for long and prefers to wander.  It is said her cults dedicated to Lilith span the world.  &lt;br /&gt;
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She is a cruel and bitter vampire that seeks to spread the teachings of Lilith as far and wide as she can.  Once more, and more freighting, she is a true believer.  Artakama personally believes she is blessed by Lilith and her Prophet on earth.  She forces those she comes across to give into the true light of Lilith; even if they have no desire to do so.  Only once she has broken someone will their eyes truly open to the grace of Lilith.  &lt;br /&gt;
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Tonight she finds herself in the city of New York.  Rumors have spread like wild fire that the Dark Mother has returned here.  As more and more Bahari flood the city seeking their Dark Mother; Artakama cannot help but be intrigued to follow.  She has turn the spot of the Revelation in the city into a holy site for the Bahari.  Here members of the cult seek to be touched by the Dark Mother.  For Artakama she is both Lilith’s Prophet and a mother.  She seeks to protect them all from the horde of Sabbat from the city and maintain the newly holy site.  She herself is not sure if Lilith did return here, but something ancient and powerful indeed seems to haunt this spot.  Something longing to cross over but unable to do so yet.  Now she seeks to gather the Bahari both to protect the site and find out the truth of Lilith in New York City. &lt;br /&gt;
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==== Gadreel ====&lt;br /&gt;
[[Image:Gadreel2.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: Inconnu Monitor&lt;br /&gt;
Reborn into darkness under the dome of Hagia Sophia, the Cainite who would become Gadreel and the avatar of the dream came from far more humble origins.  Though her real name is lost to time, Gadreel was a simple young girl born in the streets of Constantinople in the ninth century.  Like many young girls born to poverty, Gadreel was given to the church to be raised when her parents could not afford the burden her birth brought them.  Destined to live the life of a sister to god, the ancient Toreador Michael had other plans.  &lt;br /&gt;
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Unknown to her, Gadreel was part of the cult serving the ancient Toreador.  Micheal, who presented himself as the Archangel had amassed a following in a city unlike any before him.  Just after the Fifth Council, Michael began to feel the wait of ages and slumber calling him.  I devout man of God, Michael had one last vision before he rested.  That of a simple woman of faith among his own herd.  What god showed him that night, even Gadreel does not know.  The result of which was her embrace into the damned.&lt;br /&gt;
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As a last act before his slumber, Michael turned Gadreel and only gave her one command.  To watch.  Knowing nothing of her new existence or what truly had become of her; she obeyed.  To Gadreel the Archangel Michael himself had come to her, to bring her forth into Damnation.  Still, the wait of his words carried to her, and all she could do was hide in the shadows and watch.  Never really leaving Hagia Sophia, the young Cainite instead stayed and prayed by the tomb of the archangel.  Quickly did she learn how god had cursed her.&lt;br /&gt;
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For years Gadreel prayed and watched.  She saw others like herself come and go from the sacred place; often to give prayers like herself.  In this time she learned to manage her curse, feeding only from the few rats she could find.  Though her blood was far more potent then she yet understood; it was always in the shadow of the tomb of Michael she stayed.  Slowly she began to see the truth.  Many of these creatures like her would come and pray for guidance.  But so few had any real faith or empathy in their voice.  Instead they were doing so only for political reasons.  Perhaps god had damned her to test humanity once again.  She would watch the horrors of the world and be subjected to them to test her faith.  In this, she saw the work of god.  But even as a woman of faith, she still carried about human instincts and emotions.  Ones that she would let get the better of her.&lt;br /&gt;
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For centuries she watched until she could no longer obey her simple sires command.  Gadreel had to see the outside world for what it is.  For if these legions of damned would visit the tomb of Michael, how many were in the city itself.  From time to time Gadreel would journey to the outside of Hagia Sophia.  Always careful to make sure she was not followed back to the tomb of Michael it was one fatal night that changed it all.  Perhaps it was just chance, but the night of the death of Michael, Gadreel had traveled out into the city to see that the chaos was she had heard.  As the Fourth Crusade burned through the city of Constantinople, Gadreel could not help but go watch.  When she returned she lurked in the shadows once more.  It was shortly after a woman came to the tomb of Michael.  She bore witness to his diablerie at the hands of Mary the Black.  Though her soul cried out to stop what she was watching, she somehow felt the weight of Michael upon her once again, and all she could do was watch.  It was that very night Gadreel was born.&lt;br /&gt;
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Taking the name of the Angel who let the Snake into the Garden of Eden, Gadreel fled the only home she ever know into the vast unknown of the world.  For a time she wandered, ever watching.  The memories of Michael and the Golden City beginning to fade; she began to believe her task for god was over.  As she wandered into a forest one night to meet the morning sun and ask god herself why she had been damned; it was another of their kind who greeted her.  His name Gadreel has never spoken of, but what I known is the Cainite and her debating for many nights the meaning of gold, redemption, the nature of the damned, and her place in it all. Intrigued by the words of this Cainite, Gadreel desired to learn more.  In that moment, she had become part of the mysterious Inconnu.&lt;br /&gt;
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Traveling from place to place, Gadreel sought to study under the various members of the Inconnu.  They spoke of Golconda and every Cainite having a place in the world.  Their words resonated heavily with her.  Though she believed herself truly damned in god’s eyes and far from his grace, the words of ever sire Michael always stayed with her.  Centuries more passed and the world moved on as Gadreel studied at the feet of the masters of the Inconnu.  It was not until the ninetieth century did she receive the guidance she was looking for.&lt;br /&gt;
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Her sire, Michael, visited her one last time in a dream.  He spoke of his Dream, of the Golden city, and how there were those who sought to restore.  He told her that in the new world lied a great child of city that may yet birth the dream again.  It was this dream that caused Gadreel to claim the position of Monitor of New York City at one of the council meetings of the Inconnu.  Ever since then, Gadreel has served to watch over New York.  Always recording it’s history and remaining in the shadows.  Though even still to this night she finds herself getting involved as she did in Constantinople.  She will reach out to a Cainite here or there she finds interesting as the Angel that she is.  She watches as the Jyhad is played among some the most ancient vampires in the world in her city.  She even finds Cainites she recognizes from Constantinople coming to her city from time to time.  Gadreel knows that one day she may have to stop watching and finally act if she wishes to see the rebirth of her Sire’s dream. &lt;br /&gt;
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==== Hyperion, the Guardian of Time ====&lt;br /&gt;
[[Image:Hyperion.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: True Brujah&lt;br /&gt;
Deep in the halls of Columbia University an ancient being has carved out his own place to be alone and study.  To this very night, he known to almost no one in the city, but his eyes fixed on this point in time.  This ancient being is the vampire Methuselah known only as Hyperion to his follow True Brujah.  A member of the Guardian Faction of the True Brujah, Hyperion has come to study and find a way to avert the end of the world.  Hyperion has seen into the future and knows that New York City is the center point and start of Gehenna itself.  Since learning about this he has come to the city to try to find a way to avert fate.  So, Hyperion sits in his own pocket of time as he continuously explores ways to avert the coming apocalypse.  So far, he has not succeeded.  However, Hyperion did not start as the self-appointed guardian of time, but only a few well-kept manuscripts speak of the legends of his past.&lt;br /&gt;
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What few stories remain claim that when Hyperion was a mortal he was taken at a young age from his home in North Africa.  Raised as a servant to Greeks in Athens, he always had a curious desire to learn as much of history as he could.  The tales of the gods and empires from ages long past fascinated.  What the young Hyperion did not know was his future Sire has been watching and grooming him since childhood.  When Persia attacked Athens, the truly ancient Anis swooped in to give the now grown man the embrace.&lt;br /&gt;
Since those early nights, Hyperion has been a scholar first and a vampire second.  With the potent power in his blood he was able to not just be regulated to reading history, but experiencing it.  When he meet others of his blood, he cared little for their desired petty revenge against the Brujah.  Hyperion always found the story of the fall of Illyes and the rise of Troile as suspect.  If he had such mastery of time, how could his grandsire not have foreseen it as well.  He suspected that the rise of the Troile Brujah was in fact his plan all along, and thus saw no reason to seek revenge.&lt;br /&gt;
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Instead, Hyperion traveled the world in shadows.  He sought out the great libraries and ruins of the earth to learn of the past, present, and future.  He always kept to himself and focused on exploring time as he saw fit.  When Hyperion learned of Noddist Prophecy he became even more intrigued.  Is the world destined to die in an apocalypse or can it be saved.  Spending centuries pondering this question in and out of time, Hyperion knew one thing.  The Apocalypse starts in New York City with the rise of the Tzimisce Antediluvian.  Seeking any hope to avert this future he traveled for the first time to the new world.&lt;br /&gt;
Since the 19th century, Hyperion has called New York City his home.  He supported its growing academic institutions and in particular Columbia University.  It is here he has made his haven.  Beneath is vaulted halls, he sits in a self created pocket of time playing out the scenario of Gehenna over and over again.  Trying to find the one way it can be averted.  Driven to near madness Hyperion remains to this very night.  However, the time of Gehenna is drawing ever closer, and eventually he will have to speak with others of his kind.  In truth, Hyperion can not discover the answer to Gehenna alone, he will need others to help him see past his obsession.  Either way, the fateful moment is coming closer with ever passing on the hands of he clock.&lt;br /&gt;
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==Camarilla Vampires==&lt;br /&gt;
The Camarilla Vampires of New York once dominated and controlled Manhattan. In the 1990s Then, Archbishop Polonia led a crusade into Manhattan to claim the borough for the Sabbat.  With the slaying of Prince Micheala the Camarilla of New York crumbled.  Though some remnants yet remain.  The Tremere of the city are known to have a large network of chantries.  Despite the Sabbat&#039;s best efforts they have never been able to locate them to lay waste to them within the city.  The Camarilla that remains in New York City keep a very low profile and remain hidden to the majority of the cities vampires.&lt;br /&gt;
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==== Calebros ====&lt;br /&gt;
[[Image:Calebros.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu&lt;br /&gt;
* Position: Nominally Prince&lt;br /&gt;
Calebros has been the most powerful Nosferatu in New York City. He is a reclusive vampire, typical of his clan, and remained somewhat aloof from the Kindred society of New York even while he served as Prince pro tempore of the city. Soon after taking on the office during the Battle of New York, he abdicated it to the immediate interest of all of New York&#039;s powerful vampires.&lt;br /&gt;
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Despite being the most influential Nosferatu in New York for the past 50 years since his sire disappeared, Calebros is remarkably anonymous beyond his clan, and that is the way he prefers it. He maintains order in his warren beneath Manhattan while also coordinating plans and information for his brethren across the Americas and parts of Europe. As the reluctant, temporary, and now former Prince of New York, Calebros has not slept well since putting those duties behind him.&lt;br /&gt;
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Calebros remembers little of his mortal life. As a child, he was snatched away by the Nosferatu and held in prolonged captivity before his Embrace. To his thinking, he has always been Nosferatu, and the indistinct nature of his days as kine precludes notions of existential angst. He exists as the quintessential Kindred, and his efforts have been rewarded by his steadily increasing status among his clanmates and Damned peers.&lt;br /&gt;
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==== Aisling Sturbridge ====&lt;br /&gt;
[[Image:Aisling.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: High Regent&lt;br /&gt;
Aisling was born in 1890 in upstate New York to a banker and his wife. Her mother died when Aisling was two, and her father chose to let his daughter run wild like a hoyden with her brothers rather than endure his wife&#039;s meddling relations&#039; attempts to raise her. During this long period of freedom, Aisling gravitated toward mysticism through her Catholic upbringing and studied whatever she believed would be necessary to learn more. She taught herself Latin and Greek to read occult texts from the church library (she persuaded her elder brother to borrow books for her). Aside from reading, she attended seances and corresponded with a number of occultists, many of whom had little idea that they were communicating with a teenage girl.&lt;br /&gt;
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When her mother&#039;s family finally got wind that Aisling was accepting an invitation into an &amp;quot;Enlightened Society&amp;quot; or some such, they put their collective foot down and ordered her to finish school. Aisling instead took her trust fund and abandoned Victorian America for the decadence of London. In turn-of-the-century London, Aisling inserted herself into the occult scene, and her remarkable scholarship drew many eyes, including those of Aleister Crowley. Her brilliance did not go unnoticed by others; her sire-to-be, Lucien de Maupassant, met her during a séance salon, and the two became close confidants.&lt;br /&gt;
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In 1910, Crowley, apparently embittered that a girl so many years his junior was outstripping him in the hermetic mysteries, requested that Aisling become his next Scarlet Woman. In essence, it was a demand that she submit to rape. Lucien, already considering Aisling as a potential progeny, took her away from London and Crowley&#039;s grasp, and on an extended tour of Europe and the Middle East to secretly test her fitness as a Tremere. When he was satisfied he brought her to Vienna for the Embrace and to meet the rest of the Clan.&lt;br /&gt;
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For the next 30 years or so the pair served as free agents, delivering messages between chantries, building chantry libraries and investigating on Inner Council orders. World War II separated them for long periods as Aisling tended the chantries in Nuremberg, Warsaw, Kraków, and Dresden. Her friends in high places often could not decide what to do with her; on one hand, her questioning of the Tremere&#039;s role with the Nazi regime was intolerable to her superiors, but on the other, her work during air raids to preserve the treasures of embattled chantries was faultless. In 1948 her sire and longtime companion abruptly went missing during an assignment, supposedly given to him by the Inner Council. According to upper-level gossips, it was Meerlinda who turned the young woman&#039;s talents to America, with hopes that it might distract her. Certain that she would have felt or heard of Lucien&#039;s destruction, she continues to search for word of him even now.&lt;br /&gt;
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During the Firedance, her superior was caught by the Sabbat and destroyed so she rose as the prime Regent. Soon after, she was summoned by the Camarilla to Baltimore to discuss the Sabbat&#039;s offensive.&lt;br /&gt;
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Recently, some of the higher ranks have begun to watch her with growing concern. She is one of the most dynamic and popular regents, and she has a number of high-placed friends in and out of the clan. She has shown no qualms about making deals with other Kindred for assistance, eschewing much of the traditional Tremere insularity. Reviewing all of this success in a darker cast, however, are several of the powers that be among the higher ranks of the Tremere. In the opinions of several of the old guard, Aisling is a loose cannon, as evidenced by her own desires not to be Prince. One thing is certain in the nights to come: Aisling&#039;s loyalty will indeed be tested. Whether from within the Chantry of the Five Boroughs or as a result of an outsider&#039;s influence, the Tremere may well have to make an example of one who insists upon going her own way&lt;br /&gt;
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==== Adelaide Davis ====&lt;br /&gt;
[[Image:Adelaide.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Malkavian&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
When two boys turned up at the bottom of Snug Harbor in 1841, their pupils blown and rocks in their pockets, the quiet sailor’s community knew it had a problem. Things seemed tense for the fall, and then, in the winter, the Blakely boys disappeared. Everyone assumed that the Blakely boys had killed the original two and their consciences had finally gotten the better of them, urging them to leave. When both of the Blakelys were discovered the following spring in the same part of Snug Harbor, with the same head injuries and the same types of stones weighing them down, the residents were once again up in arms. It would seem they had a child-killer on their hands.&lt;br /&gt;
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As summer came around and school let out, it was not without some sense of trepidation that parents let their children play outside. As if to confirm their fears, Tom Hawkins was found at the foot of a tree, his head viciously bludgeoned with a rock. Tom was older than the other boys, however, and it seemed he had been too heavy for his attacker to drag to the creek. Rushed to the hospital, Tom was given around-the-clock care in hopes of nursing him back to health — and to identify his attacker.&lt;br /&gt;
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When Tom came to, he named Adelaide Davis, the daughter of a widowed sailor. At age 12, she “had had a lot of boyfriends,” most of whom ended up dead. After a much publicized (and not wholly fair, even if Adelaide did confess) trial, Adelaide was remanded to the custody of the state. Sent to the Blackwell’s Island lunatic asylum, she spent 10 years in a hopeless dementia. A Malkavian “nurse,” traveling from asylum to asylum, had read about Adelaide’s story and arranged paperwork for her to be freed from the asylum. With her father dead and a dubiously clean bill of mental health, Adelaide was released. She returned with her patron to Snug Harbor, Staten Island, staying in Adelaide’s father’s house, which had been abandoned. Within a few years, their relationship had blossomed, and Adelaide was Embraced.&lt;br /&gt;
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Adelaide kept a low profile after her sire ran afoul of the local Sabbat. She fed mostly from sailors, making a few contacts among the Cainites of the city, but she kept largely to herself. When pressed, she made nominal statements of allegiance to the Sabbat but never paid them much attention. So it went for almost a century, with Adelaide hiding from the sect that held the city,every now and then indulging her jealousy of “other” children — but these times she was careful enough to do it away from her home.&lt;br /&gt;
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==== Gerard Rafin ====&lt;br /&gt;
[[Image:Gerard.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
Ellis Island was the gateway to the Americas — between 1892 and 1924, 71 percent of all immigrants to the United States were processed there. Among them was a French tinker named Gerard Rafin, a moderately skilled laborer who took up residence on the Lower East Side. His skill with crafts and devices brought him to the attention of the Nosferatu, and before long he had been “recruited” into the leagues of the Sewer Rats. The Sabbat was still the prominent sect in the city, and Rafin made no few contacts among that group as well. The Nosferatu have long been on at least civil terms with their antitribu, and Rafin felt no real sectarian struggle demanding his loyalties.&lt;br /&gt;
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As time moved forward, so did technology, and Rafin became fascinated by it. His warren was always littered with copies of Popular Science, the Physical Review and other technology periodicals. While the Sabbat ranted and raged above ground, Rafin slowly brought, in his words, “technological stuff” to various Nosferatu dens — adding safeguards, communication networks and electricity. As his Americanization in the company of the New York Nosferatu and antitribu continued, Rafin heard tales of the Nictuku and other apocryphal horrors. These occupied his curiosity as much as technology did, and he became a sort of de facto expert on the subject. After a while, the two interests blended, with Rafin developing security devices to protect the Nosferatu Kingdom from horrors below as well as above, and various traps designed for the purpose of trapping the Nosferatu’s ancient predator.&lt;br /&gt;
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By the 1970s, Rafin had created a computer network that “sat atop” the military’s ArpaNet, through which local Nosferatu could communicate more securely than by telephone. With comrades and progeny, Rafin traveled the country, establishing other nodes for this “SchreckNET”. With a backpack full of breadboards, jumper switches and copper wire, Rafin and his crew expanded the Nosferatu’s information network nationwide. Tonight it exists as a subnet of the Internet, and as such covers conceivably the whole world.&lt;br /&gt;
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During his travels, Rafin concocted a “stage personality” that could precede him. Sure, Rafin was known for his technical prowess, but the larger-than-unlife character of Uncle Smelly embodied everything the Nosferatu were reputed for. In this guise, Rafin could travel with wide berth, other Kindred forgiving him for his Nosferatu proclivities and the Sewer Rats themselves welcoming him for his tales and technology. The fact that those who got in his way were often whipped within an inch of their unlives (including a few sheriffs) gave Uncle Smelly even more room to do his work.&lt;br /&gt;
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==== Yvette ====&lt;br /&gt;
[[Image:Yvette.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
When the semi famous Toreador violinist Tamoszius first came to the New World, he stopped briefly in New York. Before following many of his fellow Lithuanians to Chicago (and fleeing the horrid presence of the Sabbat), Tamoszius briefly entertained the idea of staying in New York. Only a year after arriving, he Embraced Yvette, a fellow violinist to whom he had been listening through the windows of her family&#039;s Brooklyn brownstone since entering the city. New York proved not to be to Tamoszius&#039; liking, however, and he fled the city, leaving his bewildered progeny behind.&lt;br /&gt;
Aggrieved at what she had become, Yvette vanished as well, leaving herdistraught family thinking that she had been murdered or kidnapped or had otherwise the victim of foul play. In truth, Yvette fled to Manhattan, where she spent her nights evading Sabbat vampires and practicing her instrument, the only aspect of her mortal life that she&#039;d been able to keep hold of.&lt;br /&gt;
Being Kindred proved to be too much for Yvette, however, and the toll it placed on her emotionally sent her into frequent torpors, from which she would rise, confused, before wandering the streets and succumbing to the cold sleep again.&lt;br /&gt;
Kindred have come and gone through Yvette&#039;s unlife. She&#039;s met a few here and there, and most of them seem to enjoy her playing, but neither they nor their society held much allure for her. She faced every night alone, even when she had taken lovers, and it wouldn&#039;t be long before she slipped into torpor&lt;br /&gt;
Then she saw Leonard. While stalking Grand Central Terminal one night for sustenance, Yvette watched, captivated, as a man left the train that had arrived from some northern location. She immediately fell in love with him; her soul rejoiced that what she had so long been waiting for had finally arrived. With a smile upon her face for the first time in over a century, she ran over to introduce herself, but stopped herself short. This was insane! How could she, a Kindred, just accost some poor man at the train station and profess her love for him?&lt;br /&gt;
Yvette quickly formulated a plan. Passing the man by, she entered the promenade, where he was sure to pass through. There, she took out her violin and began to play the most passionate concerto that had ever traveled through her bow. When the man heard it, he would be drawn to her, and they could spend their time together in love.&lt;br /&gt;
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==== Eugenio Esteves ====&lt;br /&gt;
[[Image:Eugenio.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: Regent&lt;br /&gt;
On his eighth birthday, Eugenio Estevez’s parents gave him to the witch who kept a castle just a few miles from their humble farm in rural Spain. Such was the practice with this old witch — he would take a child from the nearby villages every few years to serve as his housekeeper, and eventually the poor child would never be heard from again. No one wanted to risk the wrath of the witch, however, so they complied with his chilling demands.&lt;br /&gt;
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In Eugenio, though, the witch had more than he bargained for. Precocious for his age, the boy was always asking questions, learning much about the philosophies of Thaumaturgy while he cleaned up after the witch’s nightly studies. He read books the old Kindred kept on his shelves and studied formulae he found written in the laboratory. As he grew older, he followed the old scholar down the road of the Jewish faith. By the time he was at the age of majority, Eugenio had shaped up to be quite a protégé. Instead of devouring his blood, the old witch kept him on as an apprentice and embraced him.&lt;br /&gt;
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Eugenio’s rise through the Tremere hierarchy was just as prodigal. At first, he accompanied his sire to convocations at other chantries, where he met other members of the pyramid. Bidding his sire farewell, he traveled to a chantry in Toledo, where he studied the ways of binding spirits (and earned his nickname). His skill with Thaumaturgy earned him quick promotions there. He was soon elevated to the status of regent. His superiors watched his progress, and Eugenio was granted permission to start his own chantry. For a few years, he traveled the world, looking for a place to establish this new occult sanctum, but he never found a place that truly spoke to him. He returned to Spain and rejoined his old chantry, publishing a collection of letters between himself and his sire on the subject of spirit Thaumaturgy.&lt;br /&gt;
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Eugenio’s interest was piqued with the Camarilla’s plans for New York, however, and he used the opportunity to start his new chantry there. Working with Aisling Sturbridge, Genie developed the concept of satellite chantries that coordinated their efforts with a central one. Bringing this plan to fruition changed his outlook dramatically, and he left his Thaumaturgical studies by the wayside as he dove into the politics of the city in the wake of the Camarilla’s victory. While he once acted as regent for the chantry at the Jewish Museum, he relocated in less than a year to the Maupassant Room, where he could focus on matters of political concern to the Tremere. Even that shortly grew unfulfilling, and he became more enamored of the act of politicking itself and less with the aims of clan Tremere.&lt;br /&gt;
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In modern nights, Eugenio has made many contacts, but his reputation within his clan slowly degrades. The apprentices and lesser regents at the Jewish Museum have written him off entirely and Regent Wainwright of the Kenilworth chantry has no small degree of enmity for him. Genie has allowed his relationships with other Tremere to atrophy, though he appears outwardly to represent them well, as the insular Tremere still prefer to present a unified front to the other clans. Exactly how long Eugenio can maintain his current situation is unknown, but even High Regent Sturbridge, a staunch ally in the past, has her doubts about him.&lt;br /&gt;
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==== Lord Ephraim Wainwright ====&lt;br /&gt;
[[Image:Ephraim.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: Regent&lt;br /&gt;
Without his embrace into clan Tremere, Ephraim Wainwright would have probably suffered the same fate as other dwarfs in Nineteenth century England. He may have ended up either penniless or as part of an itinerant freakshow. A visiting Irish dignitary of the Tremere felt an uncharacteristic compassion for the man, however, and made him his ghoul. The ghouldom grew into a twisted apprenticeship — many of Lyle’s acquaintances mocked his homely “Homunculus” and Ephraim routinely handled unsavory duties at Lyle’s requests.&lt;br /&gt;
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As a child of hardship, Ephraim realized that the rude training he was receiving was his way to a better life. After demonstrating his mastery of several of Lyle’s pet theories, Ephraim received the embrace. His Thaumaturgical insights proved his salvation, and he found himself elevated from unsightly dogsbody to promising protégé. Before long, Ephraim completed his apprenticeship and returned to England, making his haven in London. There he purchased an estate, where he continued to study and advance his knowledge of blood magic. After a while, his book studies encouraged him to travel abroad. In the modern nights, he’s known as quite a jetsetter, having visited six of the seven continents, with plans to visit that seventh sometime soon.&lt;br /&gt;
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Ephraim Wainwright is a scholar’s scholar, constantly searching for the next breakthrough or putting some mystic principle to the test. He sees omens and divinations everywhere, which he diligently records in a black journal. His last work, Songs of the Eve of Gehenna, has been decried by both the Camarilla and traditional Tremere elders as inflammatory and apocalyptic. Regardless, his insights into the Hermetic arts are nothing short of phenomenal.&lt;br /&gt;
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After relocating his chantry to the United States, he was promptly promoted to a higher circle of mystery. Using his new opportunities, he visited the reformed Succubus Club in Atlanta, to compare his eschatological studies with the numerology of the performance of a Daughter of Cacophony. When an invitation came from Vienna for Regent Wainwright to head a new and prestigious chantry in New York City, he accepted.&lt;br /&gt;
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Since accepting that invitation, Regent Wainwright has been the master of the Kenilworth chantry, the largest of the Tremere houses of study under the Chantry of the Five Boroughs banner. It hasn’t been a smooth transition, however. Political tensions in the city have conspired to place two kindred for whom Wainwright holds little esteem (Sturbridge and Estevez) technically above him. Indeed, Wainwright answers to Sturbridge as she is the high regent of the chantry, and public opinion of the Tremere is guided by the sybarite scoundrel Estevez. Even within his own chantry, sympathies for other Tremere threaten to split the clan’s vaunted unity. Upstarts practice “technomancies” and other bastard sorceries, while even some of the lesser regents and advanced apprentices openly advocate the liberal policies of Estevez and Sturbridge.&lt;br /&gt;
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To that end, Wainwright has a purpose to which he’s been quietly requested by Vienna. He’s to slowly engineer the fall of Aisling Sturbridge, for which his reward will be the High Regency of the Chantry of the Five Boroughs. Estevez doesn’t fit into Vienna’s concerns, but the way Wainwright sees it, well, if Sturbridge isn’t following the Tremere’s code of ethics, she may have tempted a few others into her scurrilous ways.&lt;br /&gt;
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==== Masika St. John ====&lt;br /&gt;
[[Image:Maskia.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: Regent&lt;br /&gt;
Masika began her unlife as just another of the bitter, disenfranchised apprentices of an elder Tremere who viewed modern technology with suspicion and fear and suppressed it whenever he could. She had a major in computer science and her regent needed her to keep up with the modern world, a fact that he despised and he routinely let her feel his dissatisfaction.&lt;br /&gt;
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It was during this time that Masika began to exchange ideas with other Tremere neonates over the internet and began to experiment with Thaumaturgy and technology, using her computer as a mental extension of her. The result was the Path of Technomancy. Her Regent was not convinced, but allowed her to present her invention to the pontifices and the Inner Council. To the surprise of Masika&#039;s sire, the path was soon adopted into the Fortschritt Chantry and became widely practiced.&lt;br /&gt;
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Masika received praise from many neonates, but her Regent feared that her reputation would eclipse his own and only advanced her in the Circles of Mysteries, refusing to release her from apprenticeship. He relocated her to New York, into the apprenticeship of Ephraim Wainwright. Masika now seeks to refine her path and strengthen the digital network of the Pyramid.&lt;br /&gt;
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==== Valentine ====&lt;br /&gt;
[[Image:Valentine.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Position: None&lt;br /&gt;
An uneasy entente cordiale of French Ventrue and Toreador marked the Embrace of Edouard Clause. With both parties observing a quiet cold war of prominence in late nineteenth-century France , the Kindred of both clans exceeded themselves at times, Embracing childer out of vanity or simply to one-up their rival Damned. Many of these may have made fine candidates for the Embrace at a later point in their lives or with better sponsors hip by their sires, but most were simply left to languish or do as they would, unliving symbols of affluence in the time of the waning grandeur of the Third Republic. Edouard was Embraced from the family of a cabinet member, remarkable for his charms and his skill with the rapier. &lt;br /&gt;
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The impending World War marked an end to the precarious calm, however, and with millions of their countrymen headed off to war, France found itself with a surplus of undead. Many neonates and even a few ancillae were offered a choice: Flee France or take their chances with the war. With blood a precious resource in times of relative underpopulation, few established Kindred wanted to share vitae with the spoiled fledglings of a bygone era of prosperity. &lt;br /&gt;
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Of course, more than a few of these fledglings were resentful of their new place in Kindred society. Many went anarch, hoping to redistribute the resources of the few wealthy Kindred more equitably among the undead as a whole. Edouard Clause was among these, murdering his sire in a grand statement of allegiance with the anarch cause and troubling the bloated ticks of the Camarilla whenever the opportunity presented itself.&lt;br /&gt;
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This minor anarch rebellion was short-lived, however, as the elders saw the need to act decisively. With war looming at the borders, they had little patience with the whims of whelps. Over a two-month period, numerous French elders culled the ranks of the Kindred, sending the wise packing if they could escape before meeting Final Death. Knowing that his sire&#039;s murder placed him at the top of many lists of examples to be made, Edouard stole away quietly when word of the elders&#039; ire first hit the streets. Inventing a noble background for himself and taking the rake&#039;s name of Valentine, Eduoard fled to the United States. He feared it as a barbaric place, however, and chose to remain in New York, the port of his arrival, so that he wouldn&#039;t have to travel the maverick country and meet his end by some ignominious cause. Assuming that the city must be a Camarilla stronghold, he introduced himself to Prince Michaela, citing a false lineage, and she granted him permission to stay in her domain.&lt;br /&gt;
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==== Mazz ====&lt;br /&gt;
[[Image:Mazz.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Brujah&lt;br /&gt;
* Position: Harpy&lt;br /&gt;
Stephen Patrick Maslowe was Embraced over a century ago, and some of the habits of the time have died hard. As an English immigrant to the United States, he fulfilled his own Manifest Destiny and moved West, where he was Embraced after a brief affair with a woman who turned out to be a Kindred. Shortly thereafter, he sank into torpor after a clash with his sire over who would be the sole Kindred in town.&lt;br /&gt;
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When he rose from his long sleep, Mazz didn&#039;t miss a beat. In fact, aside from the obvious technological advances, he doesn&#039;t think the world is too much different the police are all mavericks or morons; anyone with enough sense can stay ahead of the law and get rich doing it. The society of Kindred hasn&#039;t changed much since then, either. This time, though, he&#039;s not going to be the one sent to torpor.&lt;br /&gt;
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With that frame of mind, Mazz caught a train to New York, where he had heard things weren&#039;t too different from the frontier, in terms of Kindred matters. The city was a virgin territory, waiting to be exploited by somebody who knew how to do it. Mazz started small, running a numbers racket in the East Village, but he expanded into minor extortion and protection. He co-opted a gang of Irish toughs, which helped him not only extend his sphere of influence but also bought him into the underworld scene – he wasn’t a cowboy anymore, he was part of organized crime.&lt;br /&gt;
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==== Thomas Arturo ====&lt;br /&gt;
[[Image:Thomas.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: None&lt;br /&gt;
Thomas’s introduction to the world of the Kindred came through his professional life. He was an assistant to the prestigious architecture firm of Richard Meier &amp;amp; Partners in New York City. Arturo had worked on a design for an exceptionally wealthy client. At the project&#039;s completion, the client decided that she’d like to preserve the talents of the person creating her haven. Although dubious at first of his client’s bizarre form of payment — he almost greeted the sunrise out of despair during his early unlife — Thomas grew to understand that along with its drawbacks, unlife had many benefits. In fact, he retains a few professional contacts with Meier &amp;amp; Partners to this night, many of whom joke that he hasn’t aged a day since they met him. While a mythical “day job” keeps Arturo from meeting with his associates during the daylight hours, he’s perfectly able to “freelance” for them at night.&lt;br /&gt;
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==== Hellene Panhard ====&lt;br /&gt;
[[Image:Met gala panhard.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
In life, Hellene was part of a banking family and inherited skill in organizing events. Hellene&#039;s Embrace, however, was a hasty affair. Michaela had adopted a Sabbat tactic and often Embraced great numbers of fledglings that were sent as cannon fodder against the enemy. Hellene was one of the few of these Embraces that managed to survive. With her talents, she secured herself a place within the small Camarilla community of New York as a Harpy, orchestrating attacks against Sabbat havens and using intrigue as her main weapon.&lt;br /&gt;
&lt;br /&gt;
Hellene had always a strained relationship to other childer of Michaela and after the Battle of New York, she pledged her allegiance to Calebros. Much of her effort was put into keeping the Kindred of New York unified, but she always secretly sought to assume the princedom that she believed was rightfully hers. &lt;br /&gt;
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==== Nicholas Chang ====&lt;br /&gt;
[[Image:Nicholas.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: None&lt;br /&gt;
In the nights of rampant Sabbat presence in New York City, some Cainites chose who they wanted for the Embrace and asked questions later. Nicholas&#039; sire chose him out of boredom and because she thought his lifestyle would be a pleasant diversion. Soon after his Embrace Nicholas&#039;s sire in turn grew bored with him and left him to his own devices. He chose not to follow his pack, instead keeping the company of the mortal racers with whom he had more in common than the debauched Sabbat.&lt;br /&gt;
&lt;br /&gt;
Until his Embrace, Nicholas had been a warehouse worker, loading and unloading trucks for a food service company. He lived at home and devoted his paychecks to modifying his Honda Civic with Jackson Racing aftermarket parts. After his Embrace, the only things that have changed are his diet, his car and his occupation. Nicholas now runs an after-hours garage at the edge of Brooklyn that specializes in Hondas. He drives an Acura Integra Type R.&lt;br /&gt;
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==Anarch Vampires==&lt;br /&gt;
The Anarch Vampires of New York have always had an understanding with the Sabbat.  They largely leave each other alone.  In exchange for not aiding the Camarilla within the city, the Anarchs have been granted control and territory of Cony Island.  As a result the Anarchs of New York mostly keep to themselves and out of the way of the Sabbat.  Though the vampires of both sects have been known to work together from time to time.&lt;br /&gt;
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==== Boss Callihan ====&lt;br /&gt;
[[Image:Callihan.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Position: Baron&lt;br /&gt;
Callihan was born in Londonderry, Ireland sometime in the late 18th or early 19th century, and is old enough to have been affected by the tenure of Lord Castlereagh as the British Chief Secretary for Ireland, who quashed the Irish Rebellion of 1798. Despite being Irish himself, Callihan at the very least admired the man for some reason, later keeping a portrait of him in his personal office. He emigrated to the United States in the 19th century, and as an adult worked his way into New York City&#039;s political scene through the infamous Tammany Hall organization.&lt;br /&gt;
&lt;br /&gt;
The excesses of Tammany Hall during the nineteenth century made many people very rich — especially Boss William Marcy Tweed’s Democratic Party cronies, who successfully bilked New York City out of as much as $200,000,000. While Tweed himself was eventually arrested, prosecuted and imprisoned (later dying in prison), Callihan one-upped the old boss. Callihan used his money to buy his way into one of the other shadow societies of New York—the Kindred. Embraced by a Sabbat Ventrue, Callihan laid low and laundered his money through the Cainites of his new peerage.&lt;br /&gt;
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Callihan quickly grew disillusioned with the Sabbat. Few of its members had the sort of refinement and decorum that he was used to. Those few who did snubbed him because of his lineage — had he known beforehand about clan sentiments, he would have tried to convince a Lasombra to Embrace him. As feelings between the sect and Callihan soured, he took up with a group of reformers calling themselves anarchs. With his money, his skill at manipulating people and events, and his notoriety in the mortal world, the anarchs welcomed him.&lt;br /&gt;
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Callihan rose quickly through the anarchs’ ranks, becoming a boss in his own right. While the faction didn’t truly appeal to him any more than the Sabbat, he had managed to acquire some degree of power and influence within it. And it was just that possession of power that kept him where he was, a lion among the jackals, or so he saw it.&lt;br /&gt;
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Over the years, he grew familiar with the Sabbat’s enemy, the Camarilla, and chose to keep himself and his anarchs out of the Battle of New York, hoping to steal a place for himself while the sects were distracted fighting each other. &lt;br /&gt;
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==Garou==&lt;br /&gt;
===The Velvet Shadow===&lt;br /&gt;
The Umbra of New York is a blasted Hellhole.  The Wyrm here has won.  The last remnants of Gaia are but a corpse to be defiled.  The Wyld barely has any places left.  The Weaver presence is still stronger but subservant to the Wyrm.  When one observes or looks across into the spirit world they see a reflection of the city that’s over run with corruption.  While the Wyrm is dominate in the city, it is clear it some other force influencing the Spirit World of New York City.  It is both of the Wyrm and also separate at the same time.  The streets and the buildings are lined with throbbing fleshy ground and masses.  A sickly blue and black mass covers the city itself.  It takes the form of objects and landscape.  Or rather clearly looks like them.  It has trees, butwhen you look close are flesh.  Massive thick red veins course through the fleshy mass of the city.  While it covers most things, has not consumed all yet.  Though it continues to grow and spread.&lt;br /&gt;
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At the center of this growing mass in the spiritual reflection of Times Square grows what has been called the Qlipoth.  A massive twisted tree of flesh that grows and climbs towards the sky.  It seems to have roots and grows beneath the city itself.  All the veins across the warped city connect to this tree; like a massive root system.  They indeed even appare to carry blood.  No one knows for sure the origins of the Qlipoth; as it’s a fairly recent edition to the Umbra.  It however seems to be much of the source of the cities corruption.  Bizzares Nightmare spirits are birthed from it and run wild in the Spirit World of the Umbra.  While they are clearly of the Wyrm; even the Black Spiral Dancers are unsure of what they are and where they are coming from.  &lt;br /&gt;
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Any creature who to actually visit the Umbra of New York is in for a nightmare.  It is not a safe or friendly place.  It is a horror show or defilment, corruption, and violence.  Only those truly aligned with the Wyrm can hope to remain untouched.  The Light does not exist here.  Those not aligned with the Wyrm can expect to be hunted, tempted, and attacked here.  The spirits of this place only respect strength and darkness.  The few Gaian Garou that remain in the city avoid the umbra completely or spend as little time as they can there.  &lt;br /&gt;
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The physical world is only one part of the caern.Hiddenin the Umbra, the force of the Wyld struggles to emerge into the physical world.Conversely, the force of the Weaver can be seen outside the park, waiting for the opportunity to rush in and  impose its stasis. Garou traveling into the Penumbra can see the spiritual roots of the activity within the bawn, as well as representations of the battle between the Weaver and Wyld. Some examples are listed below.&lt;br /&gt;
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* &#039;&#039;&#039;Turtle Pond:&#039;&#039;&#039; Anyone peering deeply into the pond will see a shifting white mass at the bottom.  Further examination reveals the spirits of hundreds and hundreds of tiny white mice climbingovereach other. There is the faint stench of a mouse nest, and a frightened, childlike voice is sometimes heard singing from the depths.&lt;br /&gt;
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* &#039;&#039;&#039;Belvedere Castle:&#039;&#039;&#039; The elements are strong here. On tempestuous days, elemental forces batter against the battle­ ments of the castle. A thread of electrical energy (a data stream) spurts from the castle, but the spirit of the Wyld can be sensed glowing warmly behind the castle walls.&lt;br /&gt;
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* &#039;&#039;&#039;Fifth Avenue:&#039;&#039;&#039; Everything is orderly and precise. Long threads stretch along the street, struggling &lt;br /&gt;
To keep the traffic flowing in regular patterns. The bright green energy of the forest quickly fades into life-sapping gray. Spirits trapped in nearby stoplights shout one-word commands. About once a week, a foolish Pattern Spider will make a desperate foray into the park, only to be consumed by the Wyld.&lt;br /&gt;
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* &#039;&#039;&#039;Zachary Ellison:&#039;&#039;&#039; This agent of the Shadow Lords {listed below) is continually surrounded by a cloud of darkness. Banes hover around him, whispering dangerous and obscene thoughts.  His determination and spiritual focus hold them at bay.&lt;br /&gt;
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* &#039;&#039;&#039;Bethesda Fountain:&#039;&#039;&#039; An aura of healing surrounds the fountain. The concrete around it ripples like water, and the whole area is more than alive: it&#039;s capricious, contempla­ tive, mysterious and rejuvenating. Waves on the nearby lake roll from the peninsula into a huge whirlpool; this watery vortex marks the spot where Moon Bridges are strongest.&lt;br /&gt;
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* &#039;&#039;&#039;Woilman Rink:&#039;&#039;&#039; Layers of spiderwebs and dancing fields of electricity elementals hold the Pattern in place. The Weaver knits its Pattern over the Earth and yearns to spread further into the park. Naturae scream under the webbing, and Blight Children skate merrily on the surface of the ice, mocking any Garou who come nearby. Beneath the ice, in a frozen Blight, reside the Dark Trinity, the three Banes who work in concert to destroy the Garou (see Dark Trinity, pp. 272-273).This Blight can only be entered by breaking a hole in the Penumbral ice. Even then, invaders must travel icy caverns and suffer frigid temperatures to reach the actual lair deep beneath.&lt;br /&gt;
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===The Nameless Tower===&lt;br /&gt;
Within the Spirit World, the Nameless Tower has an exact reflection within.  The Nameless is a Pit in the heart of New York City, within spitting distance of Central Park and the hallowed Sept of the Green. This is not a coincidence. The Nameless sits ideally positioned for an attack on the Sept.&lt;br /&gt;
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Formerly the site of a Glass Walker caern, most Garou do not know that its new residents are Black Spiral Dancers. Nor do they realize that Zhyzhak has taken up residency. When the sept was last concerned, the Black Spiral Dancers came at them in force, ripping Banes of trauma, misery, and horror from air of the city and launching a massive sneak attack on the Sept. However, the Spirals had underestimated the Garou, who crushed them with a vengeance. That was almost eleven years ago, and since then, the city has healed and the Wyrm’s foothold has weakened.&lt;br /&gt;
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Then Zhyzhak came. Not good. Not good at all.&lt;br /&gt;
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The Nameless sits on West 64th street, just down the street from Central Park. Built in A.D. 1916, a former hotel, its tall white façade stands out against the brick pile apartments and theatres that line the street. When the city moved on, the hotel couldn’t follow. Time dictated its devolution into an apartment complex, which eventually became the concern of a Glass Walker named Roth, mostly for its upper-deck view of Central Park to one side, and the city to the other. The location was a melding of visionary power, progress, and nature that appealed to his inner sense of the world.&lt;br /&gt;
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The Glass Walker acquired the upper levels of the Tower for his own, created a caern, and led his sept for years. Hunters confronted the sept, after tracing their location through a number of purchases matching the profile of a Glass Walker who had recently frenzied in the Bronx and killed six people. The Veil remained intact as the public saw only some sort of freak car accident involving a large dog. Roth’s sept had always been viewed askance by the werewolves of the Sept of the Green, and in turn, his pack had been rather exclusive and self-interested in the past. When members started to disappear, he chalked it up to their usual roaming habits, until the hunters managed to leave a note inside his sanctum, bypassing its formidable defenses.&lt;br /&gt;
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By then, it was almost too late, but Roth’s uncharacteristic plea for help from the Sept of the Green came early enough that, had they acted, his sept might have survived. Roth’s refusal to let them investigate his caern, and his presumption that they should be his hunting dogs rankled the Garou, who threw up their hands in frustration and left, suspecting that Roth was using them to retrieve Garou who didn’t want to be found. After all, he had no evidence that any harm had come to his people.&lt;br /&gt;
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Thus, Roth lost his entire small sept. Consumed&lt;br /&gt;
with vengeance, he turned to the Black Spiral Dancers, welcoming them into his abode. Since then, they have made it their own, transforming the upper floors into a Pit of profound strength.&lt;br /&gt;
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Inside the Nameless, the elevators run all night, and if the time is right, the moon is full, and one’s eyes are open, there are more floors to the complex than the outer structure suggests. These floors form the lair of the Black Spiral Dancers. Its odd apartments are their dens, the numbers on the doors twisting into runes that haven’t been seen since the age of the Picts.&lt;br /&gt;
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Over time, the Spirals have moved a number of their Kinfolk into the apartments on floors below the tainted caern. On these floors, reality warps. Residents sometimes hear sounds in the apartment above them — rasping sounds, clicking sounds. The pipes in the walls sometimes groan and burble as if something thicker than water was passing through them, and in the hallways, the sounds of great heaping thuds and clomping footsteps echo, but tenants leave their apartments to scenes of absolute normalcy. Indeed the Kinfolk among them are more aware of these things and their sources, but in New York City, they’re just one more sleep-deprived face among millions.&lt;br /&gt;
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The Nameless is a platform for a new attack against the Sept of the Green. The Black Spirals have found safety and prosperity in the shadow of Roth’s caern, which still appears to the Garou to be as secretive and off-putting as it ever has. Most who sense the foreboding coming from the Tower chalk it up to Roth’s deteriorating state of mind.&lt;br /&gt;
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Werewolves living in the Nameless find that its fire escapes are within convenient leaping-distance of those of adjacent, shorter apartment buildings, allowing them easy access to the rooftops of buildings up and down the street. Spirals of this hive hunt in the shadowed streets, haunting the square between Dante Park and the New York Philharmonic. So far, they have managed to keep their cover. But Zhyzhak’s arrival signals a certain escalation.&lt;br /&gt;
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===Qliphoth===&lt;br /&gt;
In Jewish mysticism, the Qliphoth is the polar opposites of the holy Sefirot.  In the Umbra this dark flesh tree climbs ever closer to the heavens.  It expands over the city and grows.  Its veins pulse and throb with blood.  No one for sure knows where it comes from who is its master.  Some Black Spiral Dancers and Mages have flocked to it in order to uncover its secrets.  The Qlipoth seems to birth dark nightmare spirits aliens to any known standard spirit knowledge that exists.  Some aquite the tree to being a Vampiric entity over the entire city.&lt;br /&gt;
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Those few have begin to research into the Qlipoth know it is spirit in nature but also more.  Some have noticed with the rise of death in the physical world the tree grows.  Indeed, it seems the Qliphoth has sentience of some sort.  In some branches dark apples made of flesh grow filled with blood.  None have been bold enough to try one yet.  Several of those researching the Qlipoth have given it another name.  The Tree of Damnation.  They theorize it is the opposite of the Tree of Life and grows because of the fall of the world into darkness.  &lt;br /&gt;
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The Qliphoth itself can be transversed.  As a massive tree it has many hollows and paths in its trunk and branch structre.  Pockets of rooms and either alcoves exist.  It would be incredibly easy to become lost in the Qlipoth because of all its winding paths.  However, they all seem to lead up.  No one has been able to fully map the tree of flesh yet; so no clear pathway exists. &lt;br /&gt;
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If one were to make it to the top of the Qlihoth they would reach a grand chamber that sits in the branches.  Within its fleshy branches and floor sit three massive Black branched thrones.  Each stands at twenty feet tall. Though none sit in them yet.  The root veins from the city and Qlipoth itself all meet and connect to the three thrones.  One theory is the Throne is for the Wyrm itself when it comes to the Penumbra.  Regadless, none sit in the thrones yet.&lt;br /&gt;
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The Throne area of Qlipoth is heavily protected by the nightmare spirits it births.  They seem to be waiting for someone to come to claim the thrones and blood of the city.  The power of the entire lifes blood of New York flowing into one point.  Such power and knowledge would make one a dark god.  &lt;br /&gt;
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While the Qlipoth continues to grow and expand its ultimate purpose and who it belongs too is unknown.  The Black Spirals of New York are both fascinated by it and desire its power.  However, they know while it is of the wyrm it is also something else entirely.  A few brave servants of the Wyrm have tried to claim the Qlipoth home.  None have returned.  In truth the Qlipoth is perhaps the most dangerous and deadly part of the Umbra of New York.&lt;br /&gt;
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===Wolves of Wall Street===&lt;br /&gt;
==== Uthryzzxk ====&lt;br /&gt;
[[Image:Uthryzzxk.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: black Spiral Dancers&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Metis&lt;br /&gt;
* Auspice: Ahroun&lt;br /&gt;
Born in the Hive pits of the Trinity Hive of the Black Spiral Dancers in 1999, Uthryzzxk is rumored to be the daughter of Zhyzhak the Legend.  Though Zhyzhak has never claimed or spoken of Uthryzzk as her daughter, few suspect she ever would even if true.  As the breeding pits of Hives are a chaotic mess and each Black Spiral needs to stand on their own be cut down.  For Uthryzzxk; she never claimed to be the daughter of Zhyzhak, but also never refutes the claims either.  &lt;br /&gt;
Regardless of the truth, since her birth the wild Black Spiral Ahroun was prophesied, much like her suspected mother, to be the Herald of the Apocalypse and coming of the Wyrm to the world.  Her density was known by the Theurge’s of the Hive at the moment of her blood birth and the signs the Wyrms showed.  Her body was born with sickly Black and Green markings, almost like a tattoo across her body which ordained destiny.  &lt;br /&gt;
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Moments after her birth, Uthryzzxk was brought to the Hive of the Red Star.  There she was taught the darkest ways of the Wyrm by its theurges, and trained by the most potent Black Spiral Dancers Ahrouns (her suspected mother among them).  She was breed since that time to embrace her prophesied destiny and become the perfect weapon for the wyrm itself.  Just before the destruction of the Red Star; the Hives Theruges foresaw the coming event as a sign the time had come for Uthryzzxk to embrace her destiny.  She was sent and traveled for the first time to the material plane.  Following the last guidance of the Hive’s Theruges, she traveled the globe to assemble the greatest pack of wyrm abominations possible.  She gathered fallen fera, other Black Spiral Dancers, even Vampire abominations to her cause.  If King Albrecht is the Last Gain King, Uthryzzxk may be the first Queen of the Wyrm.  She alone has managed to unite and pull together the various forces of the Wyrm under her command.  The forces of Pentex, the Black Spiral Dancers, Wyrm Cults, the Fomori, Banes, and even the Mealjin Incarna themselves recognize her the Hearld of the End Times and of the Wyrm.  All follow her lead and descend at her command like a wave of locusts.&lt;br /&gt;
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To unite the factions of the Wyrm, Uthryzzxk needed to gather three ancient and powerful wyrm relics as a sign of her support by the Wyrm.  For the Eater of Souls she needed to collect The Heart of the Wyrm.  It was in India this ancient wyrm fetish lied.  Searching for months she found the burial site at the spot upon an ancient vampire had been slain at the time of her birth.  Performing a grand ritual and the sacrifice of over a hundred mortals she was tested by the Eater of Souls.  Her very Soul poked and probed by the beast showing any sign of weakness.  When she showed none, the Eater yielded the relic.  A simple green crystal that at the heart entrapped a piece of blood from the ancient vampire.  For the Beast of War she was called to collect the ancient Bane Sword, the End of All Things.  It was in the Mountains of Russia she found the ancient Bane Sword; long since buried by the Silver Fangs.  Guarded by one of the most Ancient of Nexus Crawlers, Uthryzzxk battled with the great spirit for three days before tearing its head off and claiming the blade.  Finally for the Defiler Uthryzzxk sent out on the journey to collect The Veil of Sin.  This torn silk veil woven from the strands of the weaver itself had long been lost in the Middle East.  Traveling to Jerusalem, Uthryzzxk uncovered one of the most ancient temples to sin itself and confronted the Fetishes guardian, the oldest of the Succubus.  She was tested for weeks by the fiend to break before the Succubus and show she was not worthy.  Despite its best efforts the Spiral would not break.  She survived the Succubus and claimed the Fetish as her own.  &lt;br /&gt;
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Only once Uthryzzxk claimed all of these ancient wyrm fetishes did she walk to the Spiral to claim the mark of a Wyrm united.  The Easter of Souls, the Beast of War, and the Defiler had no choice but to accept her density and purpose.  It is said the Wyrm itself breathed balefire on her back, and she emerged the glowing green sigil of the united wyrm pulsed on her; showing all who would dear challenge her she alone was the appointed chosen of the wyrm.  Now, Uthryzzxk moves with her united army and the call of her suspected mother to one of the hearts of the Garou Nation.  The Sept of the Green lies vulnerable and ready as she descends upon.  By her will alone will the sept fall and become the most glorious of Hives for the Wyrm.  One she will sit on a throne of skulls drinking the blood of the Garou and vampires alike, as she heralds in the End Times.&lt;br /&gt;
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==== The Emperor of Cats ====&lt;br /&gt;
[[Image:Emperor.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: Hell Cat (Fallen Qualmi)&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Homid&lt;br /&gt;
* Pryio: Daylight&lt;br /&gt;
Little is known of the past history for the fallen bastet Qualmi known as the Emperor of Cats.  Rumors among the Bastet tell a cautionary tale of a Bastet who followed his curiosity with disregard to all safety into the secrets of the Wyrm.  Lured by the promise of secrets and knowledge the Qualmi found his way down the black spiral only to emerge forever changed.  Other stories tell the tale of a Qualmi whose name has since be erased as one who sought to unite all Bastet as a King long ago only to have him lose everything he cared about in his pursuit of it.  Regardless of the true history of the Emperor of Cats; his name is known in terror among the Qualmi these nights.&lt;br /&gt;
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The Emperor of Cats is well known for his atrocities and horrors he inflicts upon the Bastet.  He prowls at night searching for them and their kin; only to capture torture and play with them into they break into service of the wyrm and ultimately himself.  In his warped mind the Emperor of Cats sees himself is destined ruler of a united bastet in service to the wyrm.  With his empire of Hell Cats he will over run the Garou nation and offer their souls as sacrifice to his dark master.&lt;br /&gt;
Now the Emperor of Cats has come to New York City to aid in the fall of the Sept of the Green.  He will show all servants of the Wyrm he is rightfully feared and crowned.  Those few who survive will fall to the endless torments of his claws.&lt;br /&gt;
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==== Ivan Konietzko ====&lt;br /&gt;
[[Image:Ivan.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Tzimisce&lt;br /&gt;
* Tribe: Black Spiral Dancers&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Homid&lt;br /&gt;
* Auspice: Theurge&lt;br /&gt;
Among the Shadow Lords of Eastern Europe there is a ghost story among them known as the Eternal Atrocity.  It is both the tale of a boogeyman told to cubs to frighten them and a cautionary tale of the true depths of the horror of the Wyrm.  The Shadow Lords warn their cubs that if they are not careful in the lands beyond the forests, the Eternal Atrocity will sweep down from the sky as they sleep to claim their lives and souls for all eternity.  However, the story of the Eternal Atrocity is just that, a story.  Or is it perhaps more true then even the Shadow Lords would dare to admit?&lt;br /&gt;
&lt;br /&gt;
All stories and legends have some fragments of truth to them.  The tale of the Eternal Atrocity begins in the early nights of the middle ages.  A time when the Shadow Lords warred with the Tzimisce Lords of Eastern Europe.  They say a Garou was born named Ivan Konietzko, the same family as the Margrave himself.  A spiritual warrior born in a time of war.  They say he was gifted child of the moon, one destined for greatness of his tribe and would deal a crippling blow to the Tzimisce.  So lost in his destiny and so where the rest of his pack they thought themselves invincible.  They won many battles against the vampire lords, but they grew to bold.  They had ignored the threat of other forces of the wyrm beyond the blood suckers.  So it would be that his entire pack would fall before not leeches, but the Black Spiral Dancers.  &lt;br /&gt;
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It is said that Ivan was captured, flayed alive with silver and forced to watch his entire pack tortured and killed by the spirals.  They made him choose in what order they died.  The Theurge of the Spirals saw the same fate as the Garou, but saw it not as an enemy of the wyrm but one of its greatest champions.  And so they kept the young Ivan alive.  Torturing and breaking him down until he was quite made.  In his desperation he finally gave into his own madness and walked the spiral.  As with all Spirals the Wyrm showed Ivan his fate and purpose.  As he returned to his now follow Spiral Brothers be proclaimed a great prophecy of the wyrm.  It had shown his purposes the high prophet and priest of the Wyrm.  To him the Wyrm was a great Cathedral of Flesh.  The Shadow Lords had been fighting the Wyrm all along, but it was not the great enemy.  It was the savior for all life on earth.  For one day all shall become one with it.  Blessed by the Wyrm and given his Prophecy the Hive allowed the newly reborn Ivan the Black Spiral to travel alone to find this great Cathedral of Flesh and behold its Defiler glory.&lt;br /&gt;
&lt;br /&gt;
Ivan traveled deep into the forgotten lands of the Tzimisce, searching for the Wyrm from his vision.  He meet Tzimisce Lord after Tzimisce Lord.  Eventually traveling deeply into the Carpathian Mountains he found his Cathedral.  As he laid eyes upon its glory he knew this was truly the Wyrm in all its physical majesty.  He spent nights praying for the Cathedral to bless him and let him embrace his destiny.  The Tzimisce Lords of the Cathedral played the Spiral Little attention.  It wasn’t until one night the Viovode Andrik Rustovitch came to seek his own knowledge at the Cathedral did he notice the spiral.  Here before Ivan was the greatest enemy of the Shadow Lords.  He pleaded with the elder Vampire to hear his tale.  Amused by this Werewolf who would travel for so long and deep into Tzimisce territory, Andrik agreed to hear his tale.  The pair spent many evenings together.  Rustovitch listened to the visions and stories of Ivan and in turn learned more secrets of his enemy.  Ivan came to believe the Wyrm had sent this vampire to him to bless him completely and defile him body and soul completely, unlike any before him.  In exchange for a useful ally and knowledge, not to mention the pain it would cause his enemy Shadow Lords, Rustovtivch agreed to embrace Ivan.  Using his powerful Koldunic Rituals, he buried Ivan in the dirt of the Carpathians and turned him into a vampire. On that night the Eternal Atrocity was born.&lt;br /&gt;
&lt;br /&gt;
Since those early nights Ivan has embraced his role as the chosen High Priest and Prophet of the Wyrm.  He believes the Tzimisce Antediluvian is the Wyrm reborn into physical form on earth.  The Gauntlet separating spirit from Flesh.  Like the majority of his clan, Ivan joined the Sabbat, but he has always paid it little mind; especially considering he is a heretic in the eyes of the sect.  In truth he leads a small cult of Tzimisce and Black Spirals Dancers in a twisted faith in service to the Wyrm and the Tzimisce clan founder.  He oversees dark rituals to his Wyrm, blessing any Black Spiral Dancers with the touch of the Wyrm itself, offering them finely crafted Vicissitude modifications.  Ian knows the time draws near for him to travel to what will become the greatest Hive dedicated to the Wyrm.  Zhyzhak has summoned the Eternal Atrocity from his dark churches in Eastern Europe.  To make read to war with the Sept of the Green.  The signs have shown it is time for one of the greatest Caerns to fall and for the wyrm to replace it with their most glorious hive.  Ivan believes this is the moment he has been destined for.  To create the true temple to the wyrm over its physical form in New York City.  It is a density that can not be avoided.&lt;br /&gt;
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==== Tur--Glash ====&lt;br /&gt;
[[Image:Tur.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: black Spiral Dancers&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Metis&lt;br /&gt;
* Auspice: Ahroun&lt;br /&gt;
Tur-Glash was born into a pack of Black Spiral Dancers deep within the heart of a corrupted caern. From a young age, he was trained in the ways of violence, treachery, and the dark rituals of the Wyrm. He quickly distinguished himself as a fierce and ruthless warrior, earning the favor of his elders and the dark spirits they served.&lt;br /&gt;
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His rise through the ranks was marked by brutal cunning and unrelenting ambition. He led numerous raids against other Garou tribes, reveling in the chaos and destruction he wrought. Each victory brought him closer to the dark power he craved, and he performed countless acts of depravity to further his standing among the Black Spiral Dancers.&lt;br /&gt;
&lt;br /&gt;
Now a Rank 5 Elder, Tur-Glash commands a pack of equally corrupted werewolves in New York City. He has established a hidden base within the labyrinthine tunnels beneath the city, using it as a staging ground for his operations and a site for his dark rituals.&lt;br /&gt;
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==== Mistress Was It Good For You ====&lt;br /&gt;
[[Image:Mistress.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: black Spiral Dancers&lt;br /&gt;
* Rank: 3&lt;br /&gt;
* Breed: Homid&lt;br /&gt;
* Auspice: Ragabash&lt;br /&gt;
Born as Vanessa Moretti, Mistress Was It Good For You grew up in the gritty underbelly of New York City. She was drawn to the darker aspects of human nature from a young age, displaying a knack for manipulation and an insatiable desire for control. Her awakening to her true nature occurred during a traumatic event, where she was abducted by a Black Spiral Dancer pack and subjected to their corrupting influence.&lt;br /&gt;
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Surviving the descent into the Black Spiral, Vanessa emerged as Mistress Was It Good For You, embracing her new identity and powers. Her natural aptitude for manipulation and control made her a valuable asset to her new tribe. She quickly ascended the ranks, proving herself through acts of cunning, cruelty, and dark ritual.&lt;br /&gt;
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==Mages==&lt;br /&gt;
The Awakened of New York City often has very little interaction with the Vampires of the City.  With their own battles to fight; the Mages often aren&#039;t involved with the affairs of the damned.  However, on occasion some vampires of the city have had some interactions with the Mages.  While there is likely a chantry or two of Mages within the city; what is known is the large amount of Technocratic Agents that operate in New York City.  The Mages are known to control St. Patrick&#039;s Cathedral, and that a powerful Angel protects them and the church.&lt;br /&gt;
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==== Kristen Sobin ====&lt;br /&gt;
[[Image:Kristen.jpg|thumb|250px|left]]&lt;br /&gt;
* Tradition: Order of Hermes&lt;br /&gt;
* Position: Regent&lt;br /&gt;
Kristen Sobin hails from a long line of mages deeply rooted in the traditions of the Order of Hermes. Born into a prominent Hermetic family, she was exposed to the mystical arts from a young age. Her father, a renowned Hermetic scholar, and her mother, a powerful magus in her own right, instilled in her the values of discipline, knowledge, and the pursuit of magical mastery.&lt;br /&gt;
&lt;br /&gt;
She attended prestigious academies within the Order, excelling in her studies and quickly rising through the ranks. Her affinity for the Path of the Mind and the Path of Prime made her a formidable mage, combining intellectual prowess with raw magical power. Kristen&#039;s talents did not go unnoticed, and she was soon entrusted with significant responsibilities within the Order.&lt;br /&gt;
&lt;br /&gt;
Kristen resides in a well-protected chantry located in a historic building in the heart of New York City. The chantry serves as both her home and a center of learning for her apprentices. It is a place where ancient Hermetic knowledge meets modern innovation, filled with rare books, magical artifacts, and state-of-the-art technology.&lt;br /&gt;
&lt;br /&gt;
Kristen Sobin&#039;s primary goal is the preservation and advancement of Hermetic knowledge. She is committed to the education and development of the next generation of mages, ensuring that the Order of Hermes remains a powerful force in the mystical world. Additionally, she seeks to strengthen the alliances between different magical traditions, believing that unity is essential for the survival and prosperity of the mage community.&lt;br /&gt;
&lt;br /&gt;
In her personal quest, Kristen is driven by a desire to uncover lost Hermetic secrets and push the boundaries of magical understanding. She often embarks on dangerous expeditions in search of ancient tomes and powerful artifacts, driven by an insatiable curiosity and a questing spirit.&lt;br /&gt;
&lt;br /&gt;
Kristen is a complex character, embodying both the rigidity of Hermetic discipline and the flexibility required to navigate the modern world. She is fiercely intelligent, with a sharp wit and a keen sense of strategy. Her leadership style is firm but fair, and she expects nothing less than excellence from those under her tutelage.&lt;br /&gt;
&lt;br /&gt;
Despite her stern exterior, Kristen has a deep sense of loyalty and compassion for her fellow mages. She believes in the potential of every mage to achieve greatness and is dedicated to helping them reach their full potential. Her questing essence drives her to constantly seek new knowledge and push the boundaries of magical understanding.&lt;br /&gt;
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==== Father Jonathan St. Peter ====&lt;br /&gt;
[[Image:Father Jonathan.jpg|thumb|250px|left]]&lt;br /&gt;
* Tradition: Celestial Chorus&lt;br /&gt;
* Position: Priest&lt;br /&gt;
Born in a small town in the Midwest, Jonathan was raised in a devout Catholic family. From a young age, he felt a deep connection to the divine and a calling to serve God. He entered the seminary in his early 20s and was ordained as a priest by the time he was 30. His journey into the mystical began during his theological studies, where he discovered ancient texts and scriptures that hinted at a deeper, more profound understanding of the divine.&lt;br /&gt;
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His awakening to his powers came during a moment of intense prayer and meditation, where he experienced a vision of the divine light and heard the celestial chorus. This experience revealed to him the interconnectedness of all creation and the power of true faith. Embracing his new path, he joined the Celestial Chorus, a Tradition that resonated with his beliefs and mission.&lt;br /&gt;
&lt;br /&gt;
As a Catholic priest and a mage of the Celestial Chorus, Father Jonathan has a dual role within his community. He serves as the parish priest of a historic church in New York City, where he leads his congregation in worship, provides spiritual guidance, and offers solace to those in need. His church also serves as a sanctuary for those seeking protection from supernatural threats and a place for the Celestial Chorus to gather.&lt;br /&gt;
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Within the Celestial Chorus, Father Jonathan is a respected leader and mentor. He is responsible for guiding younger members of the Tradition, helping them understand the divine harmony that flows through all things. He also works to foster unity among the disparate factions within the mage community, believing that only through cooperation can they achieve their higher purpose.&lt;br /&gt;
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==== David Holmes ====&lt;br /&gt;
[[Image:David Holmes.jpg|thumb|250px|left]]&lt;br /&gt;
* Tradition: Virtual Adepts&lt;br /&gt;
* Position: Hacker&lt;br /&gt;
David grew up in the heart of New York City, a true digital native surrounded by the constant hum of technology. His parents, both engineers, nurtured his curiosity and encouraged his fascination with computers and the internet from a young age. By the time he was a teenager, David was already a proficient coder and hacker, spending countless hours in the virtual realms of cyberspace.&lt;br /&gt;
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His awakening occurred during an intense hacking session where he breached the security of a hidden server, only to find himself in a digital landscape unlike any he had seen before. This experience opened his eyes to the deeper layers of reality and the potential of the digital world. Guided by fellow technomancers, David joined the Virtual Adepts, a Tradition that perfectly matched his skills and ambitions.&lt;br /&gt;
&lt;br /&gt;
In the bustling metropolis of New York City, David plays a pivotal role within the Virtual Adepts. He is a master hacker and a pioneer in the exploration of virtual realities. His primary responsibilities include developing new technologies, securing digital information, and pushing the boundaries of what is possible in the virtual realm.&lt;br /&gt;
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==Keui-Jin==&lt;br /&gt;
The Wan Kuei of New York City have always controlled China Town for as long as anyone can remember.  The Sabbat of the city know to avoid the territory claimed by the Cathayans.  No too few Sabbat have dared to encroach into China Town to never be seen again.  However, there are stories of some who been able to make deals with on rare occasion.  Their leader appears to be an ancient eastern vampire that takes joy in the violence and death caused by the Sabbat. Those rare few vampires granted an audeicne in China Town must remember to be on their best behavior and etiquette among the Wan Kuei.&lt;br /&gt;
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==== Wu Fei ====&lt;br /&gt;
[[Image:Wu Fei.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Resplendent Crane&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Born during the Ming Dynasty, Wu Fei was a respected magistrate known for his unwavering commitment to justice and morality. His transition to a Kuei-jin was seen as both a curse and an opportunity to continue his life&#039;s work on a different plane of existence. Over the centuries, Wu Fei has wandered through various regions of China, striving to bring order and righteousness in a world often overshadowed by chaos and corruption.&lt;br /&gt;
&lt;br /&gt;
Wu Fei&#039;s primary goal is to maintain balance and order among the Kuei-jin of New York City&#039;s Chinatown. He seeks to guide them towards enlightenment and away from the temptations of their darker natures. Additionally, he works tirelessly to protect the local mortal population from supernatural threats, believing that it is his duty to safeguard the innocent.&lt;br /&gt;
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Despite his many strengths, Wu Fei faces numerous challenges. The diverse and often conflicting interests of the Kuei-jin in New York City require delicate diplomacy and a firm hand. He must also contend with the ever-present threat of the Shadowlands and the machinations of other supernatural factions vying for control. Furthermore, his strict adherence to the principles of the Resplendent Crane Dharma sometimes puts him at odds with those who believe in a more flexible approach to morality and justice.&lt;br /&gt;
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==== Yu Sun ====&lt;br /&gt;
[[Image:Yu Sun.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Thrashing Dragon&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Yu Sun was born in the early 19th century in a rural village in China. From a young age, she was known for her rebellious spirit and love for adventure. Her transition to a Kuei-jin came after a tragic encounter with bandits, where she chose to embrace the darkness to survive and seek revenge. Over the centuries, Yu Sun has traveled extensively, indulging in the pleasures and excesses of life while honing her supernatural abilities.&lt;br /&gt;
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Yu Sun&#039;s primary goal is to enjoy life and ensure that those around her do the same. She sees her opium den not just as a business, but as a sanctuary where people can escape their troubles and indulge in their desires. She strives to create an environment of freedom and pleasure, where the boundaries between the mundane and the supernatural blur. Additionally, she seeks to protect her domain from external threats, ensuring that her haven remains a safe and vibrant place for all who enter.&lt;br /&gt;
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Despite her carefree attitude, Yu Sun faces numerous challenges. The presence of rival factions and supernatural entities in Chinatown often threatens the stability of her opium den. She must navigate the delicate balance of maintaining her influence while avoiding conflicts that could jeopardize her and her patrons&#039; safety. Furthermore, her hedonistic lifestyle sometimes leads to internal conflicts, as she grapples with the consequences of her actions and the impact they have on those around her.&lt;br /&gt;
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==== Jin Shen ====&lt;br /&gt;
[[Image:Jin.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Devil Tiger&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Jin Shen was born in the tumultuous times of early 20th-century China. His family lived in the countryside, struggling to survive amidst the chaos of warlords and foreign incursions. Jin&#039;s early life was marked by hardship, but it also instilled in him a fierce sense of determination and a pragmatic view of the world.&lt;br /&gt;
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As a young man, Jin found himself drawn to the teachings of the Devil Tiger Dharma. He was fascinated by the philosophy of embracing the darker aspects of existence, of harnessing one&#039;s inner demons as a source of power. In the chaotic landscape of his homeland, the Devil Tiger&#039;s teachings resonated deeply with Jin&#039;s own experiences.&lt;br /&gt;
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Coming into the ranks of the Kuei-Jin, Jin Shen quickly rose through the ranks, displaying an innate talent for strategy and leadership. He honed his skills in combat and manipulation, learning to navigate the intricate web of politics and power that defined Kuei-Jin society.&lt;br /&gt;
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Eventually, Jin Shen found himself drawn to the promise of opportunity and prosperity in the New World. He journeyed to New York City&#039;s Chinatown, where he established himself as a prominent figure in the underworld. Using his knowledge of the streets and his mastery of martial arts, Jin quickly gained control over the various Asian gangs that operated in the city.&lt;br /&gt;
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==== Tae Hyun Kai ====&lt;br /&gt;
[[Image:Tae.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Thousand Whispers&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Tae Hyun Kai&#039;s journey as a Kuei-Jin began in the heart of China&#039;s ancient landscapes, where whispers of the Thousand Whispers Dharma echoed through misty mountains and secluded temples. Born into a family of scholars and artists, Tae Hyun Kai was immersed in the rich tapestry of Chinese culture from a young age. He developed a profound appreciation for the arts, finding solace and inspiration in the delicate brushstrokes of calligraphy and the graceful movements of traditional dance.&lt;br /&gt;
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Drawn to the enigmatic teachings of the Thousand Whispers Dharma, Tae Hyun Kai embarked on a spiritual quest to unlock the secrets of the unseen world. Under the guidance of his mentors, he learned to navigate the realms of spirits and shadows, honing his abilities to commune with the spirits of the dead and manipulate the forces of Yin and Yang.&lt;br /&gt;
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Upon his rising into the ranks of the Kuei-Jin, Tae Hyun Kai found himself torn between his love for the mortal world and the allure of the supernatural. He struggled to reconcile his desire for artistic expression with the demands of his newfound existence, seeking refuge in the vibrant streets of New York City&#039;s Chinatown.&lt;br /&gt;
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==== Mealea Yun ====&lt;br /&gt;
[[Image:Mealea.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Song of Shadow&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Mealea Yun&#039;s journey into the world of the Kuei-Jin began amidst the neon lights and bustling streets of 1980s New York City. Born into a family of immigrants in Chinatown, Mealea was always drawn to the darker side of existence. From a young age, she found herself fascinated by stories of death and the afterlife, captivated by the mysteries that lay beyond the veil of the mortal world.&lt;br /&gt;
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As she grew older, Mealea&#039;s obsession with death only intensified. She delved into the macabre with a voracious appetite, seeking out tales of ghosts and hauntings, exploring abandoned buildings and forgotten graveyards in search of hidden secrets. Yet despite her morbid interests, Mealea remained an outsider in the eyes of her peers, a solitary figure lost in the shadows of her own obsessions.&lt;br /&gt;
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It was on the eve of her nineteenth birthday that Mealea&#039;s life was forever changed. Drawn to an abandoned temple hidden deep within the heart of Chinatown, she stumbled upon a group of Akuma performing a mysterious ritual. Intrigued by the sight, Mealea approached cautiously, unaware of the supernatural forces that lay dormant within the ancient walls.&lt;br /&gt;
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In a flash of light and shadow, Mealea&#039;s world was shattered as she was killed and rose one of the Kuei-Jin. Transformed into a creature neither living nor dead, she found herself reborn into a world of darkness and uncertainty. Yet far from being afraid, Mealea embraced her new existence with a sense of exhilaration, eager to explore the hidden depths of her newfound powers.&lt;br /&gt;
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==== Mother of the Weeping Blood ====&lt;br /&gt;
[[Image:Mother.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Devil Tiger&lt;br /&gt;
* Position: Ancestor&lt;br /&gt;
The Keui-Jin known as the Mother of Weeping Blood is the oldest of the hungry dead within New York city and perhaps one of the eldest in the new world.  An ancestor from China living in solitude, she fled to the New World during the Opium Wars arriving in the young China Town of New York City.  Since then, she has called the city her home and protects it violently from all outsiders.&lt;br /&gt;
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The story of the Mother of the Weeping Blood starts during the Song Dynasty.  As a mortal and young woman; she was one of the many imperial consorts of emperor Duzong.  She lived during a troubled time of her people and the Mongol Invasions of Kublah Khan.  At the time she had been in the lands of Xiangyang.  While her training as an imperial concubine had allowed her to master the arts of her calling in life; they did little to protect her during the rampages of war with the Mongol horde.  Her death, was not a swift one when it came.  Captured by the invaders, she was taken to their camp and used by the Mongrel solders as conquers.  The pain and suffering she endured before her life ended caused her very soul to scream as it entered in the Yomi worlds.  &lt;br /&gt;
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Having such a violent death at a young age gave her the rage and anger in death the climb out of the thousand hells and back into her body.  On a rainy and stormy night in south china the Mother of Weeping Blood was born a new.  &lt;br /&gt;
Since that time, she had grown into the beliefs and took her core the teachings and philosophies of the Howl of the Devil Tiger.  If the world was full of such monsters that caused her death, and such cruelty to take her young life, she would embrace the demon and rule over them.  Her eyes had been open to the truth of the world.  Of its pain, suffering and darker reality.  She revealed in the atrocities some would consider of the Devil Tigers.  Growing and learning with each new experience.  With time she had even earned a noble place among the tigers of the Quincunx.  &lt;br /&gt;
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Around the time of the Opium Wars of China, the Resplendent Cranes of the Quincunx had grown tired over the Mother of Weeping Blood’s acts.  They argued she was walking a thin line to becoming Akuma.  An accusation that offended her greatly.  For she would serve no master ever again.  However, in her exploring and growing within the Howl of the Devil Tiger her acts of violence, cruelty, and atrocity could no longer be ignored.  Such acts often get you few friends among those of the Resplendent Crane.  With the Opium War as an excuse, the Quincunx charged the Mother of Weeping Blood to travel to the Americas as one of the first of their kind of such age to be sent.  In truth it was little more than an exile.  While she had broken few laws of their kind, they simply wanted her atrocities performed elsewhere.  Preferably upon those of the West.&lt;br /&gt;
&lt;br /&gt;
So she arrived, like most immigrants did at the time through the waters of New York City.  Settling in her new home, alone among her kind; she choose to start her new life in what would day become the famous China Town of New York City.  Since then, more of the hungry dead have made the same journey as she and their population grew within the walls of China Town.  Though she claimed it as her personal domain; the Mother of Weeping Blood decided to keep a low profile.  Some of the more famous unsolved murders in New York were actually performed by her.  In time she revealed herself and took leadership of the young growing court in the city.  Few among the Keui-Jin could deny her claim.  Her age and enlightenment alone demanded it.  In the years that passed the city of New York grew to a stronghold of the Kin-Jin known as the Sabbat.  Feeling a kindship for the wild and violent was of their cousins; she has used her potion within the court of the Iron Apple to make sure her fellow Keui-Jin remain safe from the Sabbat.  For decades she has gained favors and worked closely with the Sabbat elders of New York from the shadows.  Both the safe guard her people, and continue to explore her own enlightenment.  The day to day operations of the court and to all outsiders are run not by the Mother of Weeping Blood.  Rather the court appears to have many much younger Keui-Jin who lead it.  The truth however, is without the age and power of the Mother of Weeping Blood, the Keui-Jin of New York would have been murdered a long time ago.  She keeps the true horrors and ancient abominations at bay that call the city home.  &lt;br /&gt;
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==Hunters==&lt;br /&gt;
The Imbued of New York City have plagues it since their birth in the Modern Nights.  The Hunter&#039;s lack any sort of centralized leadership, and thus in a city of nearly 12 million people they are hard to find.  AMong the vampires, two of the imbued have gained a reputation for hunting the damned.  Though not actually Hunter&#039;s Themselves; the two that are known feed information to the imbued of New York.&lt;br /&gt;
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==== Michael Nevelson ====&lt;br /&gt;
[[Image:Michael 3.jpg|thumb|250px|left]]&lt;br /&gt;
* Creed: Bystander&lt;br /&gt;
Brighton Beach may have been named after an English resort, but it certainly didn&#039;t look like one in the early 1980s. Michael was born to Russian immigrants making their home in the collapsing Brooklyn neighborhood, and it&#039;s largely because of the cloistered nature of the ethnic neighborhood that he feels he&#039;s never been able to get ahead. The neighborhood always seemed to exist under a shroud of misfortune to be the shadow of the vampire Oleg Selivanov.&lt;br /&gt;
&lt;br /&gt;
The Brighton Beach boardwalk was always a string of businesses cloaked in mystery. Some were Russian nightclubs, some were restaurants, some were tchotchke stores set up as fronts for the mafia. Almost all of them were run by sad eyed men who moved furtively and who brought the fear of the vampyr with them from the Old World. Michael&#039;s father was one of these men, and in addition to the rent and utilities, he paid his tribute to the undead. After seeing how hard his father worked and how much he had to give away, Michael vowed never to be in that position himself. In his 16th year, he had had enough, and carried a stolen pistol with him one night, fully intending to kill the man Selivanov sent to collect his money. The agent turned out to be a vampire, and handily defeated the boy. &lt;br /&gt;
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In repayment for Michael&#039;s actions, the Cainites killed his parents, leaving him and his sister alive as a reminder not to cross them again. Their tactic had the opposite effect, however, and in a rage, Michael drove a broken broomstick through the heart of the vampire who came to laugh at the boy&#039;s misfortune.&lt;br /&gt;
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He sees his suffering as a test placed before him by God, who needed to be sure of the boy&#039;s strength of will before setting him free to do His work. With the fire of righteousness Michael hunts Kindred, returning to the abandoned Bronx tenement he and his sister have holed up in at the end of the night to take care of her.&lt;br /&gt;
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==== Zhanna Nevelsky ====&lt;br /&gt;
[[Image:Zhanna.jpg|thumb|250px|left]]&lt;br /&gt;
* Creed: Bystander&lt;br /&gt;
For a brief time, Zhanna helped her brother Michael fight the their own private feeding grounds. A fateful confrontation with a hellishly powerful creature of the night left her paralyzed, however. The creature broke her back just as Michael had run it through with one of the long, fire hardened stakes he fashioned from broom and mop handle &lt;br /&gt;
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As for her life now, most of it .is spent propped up on a mattress in an unused Bronx apartment building, watching daytime television and eating whatever Michael can bring her. Secretly, she blames him for her condition quite justifiably but she knows how much it means to him to be fighting-these minions of the Devil in the name of the Lord. Thus, she suffers quietly while Michael wrestles with his own problems.&lt;br /&gt;
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====The Order====&lt;br /&gt;
[[Image:TheOrder.png|thumb|400px|left]]&lt;br /&gt;
For Decades the Society of Leopold has struggled in their war against the Supernatural. Even their most elite members of the Gladius Dei were losing ground to the growing power and influence of the damned. As the Inquisition grew less invested in their holy war against the supernaturals of the world, it seemed the threat of the Society of Leopold might fade from the night. It wasn’t until an unlikely ally appeared to help the Inquisition grow in equal power to the threats they faced.&lt;br /&gt;
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Members of the Gladius Dei who specialized in hunting vampires were approached by a corporation seeking to aid them in their battle. Shinzui Industries, the advanced technology company from Japan, reached out to Gladius Dei to form a partnership. With their advanced technology and vast resources they could supply members of Gladius Dei with the tools it needed to hunt the damned in the world. Members of Gladius Dei who spent their whole lives hunting the race of Caine gladly accepted the offer. As such, the Order was born.&lt;br /&gt;
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The following link is for Storyteller use only.&lt;br /&gt;
[https://drive.google.com/file/d/1HhXwDaGbs-3ooxDSgN6rKhmCKv4r8LrM/view?usp=sharing The Order]&lt;br /&gt;
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==Wraiths==&lt;br /&gt;
===The Shadowlands===&lt;br /&gt;
The Maelstrom destroyed most of the Underworld’s cities, leaving only broken ruins half buried in the sand. New York City once boasted one of the largest Necropoli, fully as important to the Underworld as the mortal city is to the living world. The New York Necropolis remains unusually large and intact, though uniquely changed. It may also be the only spot in the Underworld where a crucible can find ghosts who endured the Maelstrom - though most of them would have preferred Oblivion. Charac- ters  can  find  plenty  of  danger  in  the  New  York Necropolis,  as  well  as  many  opportunities  to  gain information, make contacts, buy cool stuff and deal with personal issues. Storytellers receive three loca- tions where they can use the magic power of Plot Device to give the characters what they need to know or own to thwart Grandmother, if the characters are willing to face the dangers to gauze and soul. Like its mortal counterpart, you can get anything you want in The New York Necropolis. For a price.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
New York&#039;s Necropolis came to prominence in the mid-19th century. As the mortal city grew with incredible speed, its population of the restless dead grew as well, tethered to the living by the immigrants&#039; mix of hope, ambition and despair. The city&#039;s ghostly popular- ton grew as quickly as the mortal cities did. Fortunately, many of New York&#039;s buildings cast cytoplasmic shadows into the Underworld with equal speed, so the restless dead found plenty of places to dwell. &lt;br /&gt;
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The decades from 1880 to 1930 brought drastic changes to both cities. The mortal city saw some of the most ambitious urban planning in the history of the world. Successive city governments ringed Manhattan Island with quays and bridges, veined it with subways, built Central Park and the huge tunnels that still supply the city&#039;s water and cleaned up the worst of the slums. Companies raced to build every-higher skyscrapers, giving New York City its distinctive skyline.&lt;br /&gt;
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The mighty civic transformation happened in the Underworld as well.  Building the skyscrapers meant demolishing older buildings. These passed to the underworld (if they did not exist there already). The new buildings gained a shadowy existence in the under- world as well. The unusually rapid and complete turnover of buildings gave the Necropolis a dual character. The gleaming spires of the skyscrapers rose from, and often interpenetrated, a layer of wood and brick homes, facto- rise, warehouses and tenements.  New York’s ghosts marveled along with its mortal population when they saw Lady Liberty&#039;s torch glowing over the dark waters of the city harbor.&lt;br /&gt;
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Its huge population made the New York Necropolis a hub for the strange commerce of the Underworld. Some of New York&#039;s immigrants were already dead - ghosts of farm lands, carried by tethers to their mortal kin or traveling from other Necropolis to seek their fortune in the Emporium of the Underworld. Ancient ghosts from deeper in the Underworld arrived to seize power in the name of their king, though they found themselves making unexpected compromises with the native spooks.&lt;br /&gt;
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New York&#039;s ghosts boasted that they dwelled in a special city. Some ghosts saw a mystical geometry in the design and placement of skyscrapers, museums, man- sons and government offices. Others suggested that the influx of foreign spirits made New York the Omphalos, the mystical center of the world. This theory became more popular (though only among New York ghosts) when the United Nations made the city its headquarters. Ghosts from other Necropoli usually thought the New York spirits were just bragging.&lt;br /&gt;
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The middle decades of the 20th century saw a darkening of the mortal and ghostly cities. The mortal slums became poorer, grimier and deadlier, while their inhabitants sank into rage and despair. When greedy mortal owners burned slum buildings to collect insure- acne money, these tenements appeared in the Necropolis as black piles of congealed hate and pain, where Specters walked openly.  The spirits that could influence the living did everything they could to encourage the de- traction or gentrification of the slums, while the Necropolis militia demolished Specter haunts one by one. The 1990s saw continuing improvement in the cities of the living and the dead.&lt;br /&gt;
Then the Maelstrom struck and Grandmother rose. As in other Necropoli, hordes of Spectres and the deadly storm overwhelmed the city&#039;s defenders. And then something strange happened. The ghost storm circled round on itself, forming a mighty whirlwind within the wider Maelstrom.  The Necropolis swept in on itself.  Ghostly skyscrapers, Warehouses and tenements lifted in the storm and crushed into each other. Ghosts and Spectres tumbled helplessly in the whirlwind, crushed between and into The buildings. Only the Empire State Building stood firm in the eye of the storm.&lt;br /&gt;
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The whirlwind subsided as Grandmother pushed the Maelstrom into what is now the Stormwall. A new wave of Spectres invaded the ruined Necropolis. They found that many ghosts survived the Maelstrom - but they  were  fused  with the  spiritual  substance  of the Necropolis,  and  thus  impossible  to  harvest.  The Necropolis gained a new monarch shortly thereafter. Vidod the Monger, one of the least of the Malfeans, saw unusual possibilities in the wrecked Necropolis. When the Malfeans rebelled against Grandmother, Vidod gained its freedom as well. It did not throw in its lot with the other Malfeans, however. Instead, it declared its domain a neutral ground in the war, where any spirit or Spectre could visit or dwell.&lt;br /&gt;
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A few spooks have crossed from the living world to the ruined Necropolis. Vidod has kept its word: Every Spectre  knew  Vidod&#039;s  absolute  readiness  to destroy anyone  who attacked  non-Spectres,  so  they left  the spooks alone. They also knew that Vidod would with- draw its protection from any ghost who refused to acknowledge its suzerainty or broke its laws, however, so its subjects remain hopeful that they may someday torment and destroy other spirits. So far, the other Malfeans do not consider Vidod worth attacking - not until they defeat Grandmother. For her part, Grandmother does not comprehend com- merce, so she ignores the Monger.  Some of her more astute minions understand trade, however, and take advantage of Vidod&#039;s willingness to do business with Anyone or anything.&lt;br /&gt;
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===Geography===&lt;br /&gt;
The New York Necropolis now consists of three con-Centric zones, with the Empire State Building at the center. The Spectres call the inmost zone the Jumble. It consists of a chaotic tangle of broken skyscrapers, bridges, old brick factories, Warehouses and tenements, private homes and naked, twisted iron frameworks. These are the remnants Of the Necropolis. In every other Necropolis, the Maelstrom destroyed the Underworld shadows of Buildings that still exist. In New York, at least some of these shadow-buildings still exist, though broken and displaced from their mortal counterparts. For instance, the spire of the Chrysler Build- ing pokes from a thicket of twisted ironwork about half a mile from the Empire State Building. Next to it lies the relic of the Old Brewery, the 19th century city&#039;s most notorious and Hellish tenement. The Jumble slowly spins clockwise around the Empire State Building. The wrecked Buildings Jostle against each other and break apart. Some ghosts and Spectres take the trouble to repair sections of buildings or construct ramshackle homes out of the Fragments.&lt;br /&gt;
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Contorted subway tunnels and storm drains connect the Jumble to the Labyrinth. These are not the Current subway tunnels. Instead, these brick-lined tunnels are the relics of long-forgotten private Subways. Some of the tunnels connect to entire subway stations that the mortal city sealed off and forgot. The black stone of the Labyrinth gradually consumes and replaces the ectoplasmic brick, Stone and concrete of the relic subways. &lt;br /&gt;
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Beyond the Jumble lies the Palisade, a perpetual Maelstrom-wind that circles the Jumble. More Frag- ments of the Necropolis rise and sink within the storm-blown sands. Outside the Palisade lie A few wrecked buildings sunken into the sand. These ruins constitute the Outer Boroughs. They Include the only Spectre hives that lead from the mortal world to this part of theUnderworld.&lt;br /&gt;
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===The Hub: Empire State Building===&lt;br /&gt;
The Necropolis&#039; copy of the Empire State Building Looks a bit different than its material counterpart. Most obviously, it has Cleopatra’s Needle wedged into the central tower, and the great Coney Island Ferris wheel impaled on its pinnacle. The Ferris wheel slowly turns along with the Jumble. Sparks of silver light and ebon darkness - Vitality and Spite - race up and down the building&#039;s art deco metalwork. More lights flicker in the Myriad windows.&lt;br /&gt;
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No force bars anyone from entering the Empire State Building, but few ghosts or Spectres venture inside or stay there long.  A constant low moan, like many voices howling in the distance, echoes through the interior.  A spook’s imaginary skin prickles, and his Stains Spontaneously appear, one by one, until he leaves this place.&lt;br /&gt;
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As a character heads deeper and higher into the buildings, gaps appear in the walls, floors and ceilings and grow larger without weakening the structure. The core of the building is a huge, vertical shaft more than 200 feet wide and I,000 feet tall, surrounded by scraps of wall, floor and  Ceiling that hang, disconnected but immobile, in midair. The shaft holds an ectoplasmic tornado. Wailing faces, thrashing arms and other body parts of ghosts and Spectres constantly emerge from and vanish back into the tornado. By jumping between fragments of floor, a spook can approach within 20 feet of the vortex. Some Horrors may permit an even closer approach - or a foolhardy spook could simply jump into it.&lt;br /&gt;
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Anyone crazy enough to enter the soul-vortex is carried by the storm. The character also suffers an immedi- ate hive-mind linkage to all the ghosts and Spectres within it. That&#039;s not especially useful, since the component spirits are  conscious  of  very  little  except  their  own  torment. Indeed, they are so damaged  that they lack distinct egos. Their Vitality and Spite spins out from their tattered gauze to flicker through the storm.&lt;br /&gt;
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Characters can use the vortex to gain Vitality or Spite, or they can try to glean useful memories from the component spirits. For spooks who try to absorb Vitality, treat this as Thievery against an effective Willpower of 7. The vortex has the blended Vitality of hundreds of ghosts - maybe thousands - but the character still gains Spite points from the deed. Spec- tres  can  attempt  to  thieve  Spite  points  from  the vortex in the same way, but they cannot avoid gaining one point of Vitality from the deed (a strange condi- tion  for  Spectres,  which  offsets  one  point  of  their Spite for one scene). A spook could also deliberately thieve Spite points from the vortex, or a Spectre could suck Vitality, if for some reason they wanted to do this.&lt;br /&gt;
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While within the soul-vortex, Spectres are also disconnected from the hive-mind. Botching the Will- power roll for Thievery causes the Spectre&#039;s permanent expulsion from the hive-mind and transformation into an Orphan-Grinder.&lt;br /&gt;
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A character can try to pull memories out of the vortex.  Doing  so  requires  a  contested  roll  of  the character&#039;s Wits + Empathy (to sift through the fleet- ing  mental  impressions  and  resist  the  onslaught  of pain)  against  the  soul-vortex&#039;s  Willpower  of  7.  For each success, the character can ask one question and receive a brief answer that is at least somewhat relevant.  The Storyteller should remember that the ghosts and Spectres in the vortex are not omniscient. &amp;quot;Don&#039;t know&amp;quot; is an acceptable, relevant answer if the character seeks information about something that a pre-Maelstrom New Yorker ghost or Spectre could not know. When the character wants to leave the vortex, the player attempts another contested Willpower roll against the vortex. If the player succeeds, the vortex hurls the character out with considerable force. The player  then  attempts  a  Dexterity  +  Athletics  roll (difficulty  7)  to  have  his  character  grab  one  of  the floating bits  of  building  and  avoid  falling  down  the shaft. If the player fails the roll, the Storyteller rolls one die: The result gives the number of dice of damage that the character suffers from what might be a very long fall before he smacks into something large enough to stop him.  Of course, other characters can try to catch the character using their Horrors.&lt;br /&gt;
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Each failure in a contested roll causes the charac- ter to lose a point of Willpower from the mental strain of resisting the mad agony of the trapped, tattered spirits. If a character loses all Willpower, he joins the soul-vortex forever.&lt;br /&gt;
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Players may imagine other creative uses for the spiritual vortex. If their plan sounds plausible, Story- tellers should let it work (though it may endanger the characters). The soul-vortex is a unique and awesome phenomenon. It ought to do things that are not nor- mally possible, such as turning one of Grandmother&#039;s never-human  Spectres  into  an  Orphan-Grinder  or permanently  separating  a  ghost  from  his  evil  twin. (Indeed, Vidod claimed the New York Necropolis precisely because it seeks to master the vortex.)&lt;br /&gt;
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===Vidod&#039;s Emporium of Soul&#039;s Desire Grand Central Terminal===&lt;br /&gt;
From the outside, Grand Central Terminal seems battered but intact.  This is, of course, a Necropolis version of the famous station, so its colors are darkened and less intense than the version in the living world.&lt;br /&gt;
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Inside, the interior is encrusted with bones, though the dark blue dome of the ceiling still bears the gilded constellations of the zodiac. Several man-sized icicles of black glass hang down from the ceiling around the dome. Down below, two levels of brick subway tunnels lead into the Labyrinth. Doors made of bones cleverly fitted together and bound in black glass turn concession stands and ticket offices into locked vaults. Web-cables contact each door. Chandeliers of black-glazed human figures hang from the ceiling. Their heads burn with a pale violet flame and drip an oily fluid that reeks like long-overripe garbage. &lt;br /&gt;
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The Malfean keeps its nest high up against one wall, where no one could reach it except by flight (or using Horrors).  The  nest  is  a  patchwork  of  ornately  carved doors and panels and brass rails and balustrades, glued together  with  black  glass  into  a  rough  box.  When anyone calls out or touches its maze, Vidod pops open a door and swiftly flies over to its visitor. Sometimes, the Malfean may be found inventorying the contents of one of its vaults instead. The Malfean is always eager to deal. Several  miscellaneous  Spectres  also  stay  within  the terminal, serving as Vidod&#039;s personal staff and answering questions  about  what  the  Malfean  offers  and  expects from visitors. (Storytellers can design Vidod&#039;s staff for themselves. The Malfean chooses moderately powerful, intelligent breeds such as Frighteners.)&lt;br /&gt;
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Vidod propounds a simple law.  Everyone in the Necropolis must tell it they accept its absolute rule. No one may attack anyone who has offered submission or who desires to offer his submission right away. Anyone can sell anything, to anyone, for anything else.  All records from the Necropolis belong to Vidod. No one may steal anything from anyone else.  Anyone caught breaking these rules becomes the prey of any Spectre willing and able to kill him.&lt;br /&gt;
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The Malfean itself is the Necropolis&#039; premier mer- chant. Its vaults hold an incredible farrago of trash and treasure,  from  relic  kitchen  knives  to  small  Memory Towers (rent for a time or buy outright) to crystal orbs filled  with  children&#039;s  dreams.  Several vaults hold the books and civic records salvaged from the Necropolis. Through  the  hive-mind,  it  knows  every  secret  of  the Malfeans  and  Grandmother  (or  at  least  anything  not locked in a Memory Tower - and Vidod finds most of Grandmother&#039;s  mind  incomprehensible).  Vidod will barter any of it, but characters must offer something the Malfean considers of greater value.&lt;br /&gt;
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Most importantly, Vidod can barter for intangibles. Characters can pay with their knowledge of Horrors, or with a cherished memory. The Malfean can also act as a middleman, exchanging bodies, skills, Stains, desti- nies or anything else in return for some payment to itself. Through its deal-making, Vidod strives to accumulate power and influence, and so rise in the chaotic ranks of the Malfeans.&lt;br /&gt;
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===The Palisade===&lt;br /&gt;
The Jumble is about two miles in radius. Around it blows  the  constant  storm  wind  that  the  Necropolis&#039; inhabitants  call  the  Palisade.  This local Maelstrom protects the Necropolis from other storms that lash the Underworld.  The Palisade’s winds constitute a Force- One Maelstrom, inflicting four dice of lethal damage to any creature that enters the storm. The Palisade is half a mile wide.&lt;br /&gt;
The Palisade constantly exposes wreckage from the Necropolis. Smaller flotsam lifts into the howling winds to join the rains of iron needles, boiling blood, petrified toads and other strange or gruesome detritus.  Larger chunks remain lodged in the sand. Sometimes the storm exposes  an  old  haunt,  though  the  Maelstrom  winds often  wear  away  the  less  sturdy  structures  before  the sands have a chance to bury them again.&lt;br /&gt;
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Some of the tougher and stronger breeds of Spectres can endure the Palisade. So can spooks with Juggernaut or a Vitality Emblem of Protection, at least for short times. A few spirits dare to enter the Palisade in hopes of finding something valuable before the winds destroy it. An exposed haunt near the inner or outer boundary always attracts treasure-hunters. The would-be looters often fight each other too, since the Palisade falls out- side Vidod&#039;s law.&lt;br /&gt;
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The Brooklyn Bridge offers the only safe way to cross the Palisade.  Thousands of workers suffered years of unspeakable torture just to build the foundations of its towers, and many died in agony from caisson sickness. The bridge killed its architect, engineer John O. Roebling, and maimed his son but did not quell their drive to see the bridge completed.  When the bridge was finished, however, New Yorkers and Brooklynites hailed it as the Eighth Wonder of the World. Torment, death, obsess- sion  and  pride  cast  a  shadow  of  the  bridge  into  the Underworld and gave it the spiritual strength to resist the Maelstrom.&lt;br /&gt;
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The Palisade&#039;s winds do not harm anyone who walks across the Underworld’s Brooklyn Bridge.  The  Winds remain strong as they scream in Roebling&#039;s revolution- ary  web  of  steel  cables,  but  a  person  who  crosses  the bridge  does  not  feel  their  full,  deadly  force.  Vidod stations Spectre guards at the Jumble end of the bridge, to inform visitors of the Malfean&#039;s laws.&lt;br /&gt;
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===The Outer Boroughs===&lt;br /&gt;
The  Outer  Boroughs  have  no  distinct  boundary from  the  rest  of  the  Wasteland.  The  Maelstrom  de- stroyed  most  of  the  haunts  in  the  Bronx,  Brooklyn, Queens  and  Staten  lsland,  or  swept  them  into  the Jumble. A few of the sturdier haunts might remain, but we leave this choice to Storytellers.&lt;br /&gt;
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At least two Spectre hives reach between the Outer Boroughs and the mortal world.  Malfean forces have commandeered one, and Grandmother has not &lt;br /&gt;
yet cho- sen to withdraw it.  The other remains held by Grandmother&#039;s forces. Spectres from both hives occa- sionally venture into the Necropolis to trade with Vidod. They seek ghost-weapons salvaged from the Jumble or try to hire spooks as mercenaries who can attack the enemy without the hive-mind broadcasting their plans. The Malfean hive&#039;s Spectres are led by a Reaper loyal to Zyras the All-Consuming. (Use the stats for Grimm, on p. 272 of Orpheus, or use some other Reaper or powerful Spectre who has become an ongoing enemy to the crucible.)  An Omophagia or lrrumo of comparable power leads Grandmother&#039;s loyalists.&lt;br /&gt;
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The lone spot in the Outer Boroughs where charac- ters might find safety is the Green Head.  This is the Statue of Liberty’s head, ripped from its Underworld analogue and half-buried in the Wasteland. The Mael- strom broke out the windows in Liberty’s crown, so characters can climb inside. The rest of the ghost-statue is gone. The Green Head is one of the toughest struc- tures in the Underworld, metaphysically speaking, because of the incredible numbers of people who have esteemed the Statue of Liberty. The Stormwall rating within the Green Head (and the actual Statue of Liberty) is 10, however. Spectres don&#039;t like to come near the Green Head because it&#039;s about everything they aren&#039;t: hope and freedom.&lt;br /&gt;
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===New York Purgatory the World Trade Center===&lt;br /&gt;
The terrorist attack of September 11, 2001 came after the Maelstrom. When the twin towers fell in the mortal world, they rose in a storm of fire and dust in the Underworld. The imploded Necropolis, however, had no place for the World Trade Center.  The relic sky- scraper became one more unique aberration of the New York Necropolis. The World Trade Center exists outside the Jumble, but can only be seen and reached from inside. It doesn&#039;t manifest in the Outer Boroughs.&lt;br /&gt;
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Now and then, the Palisade storm becomes clear enough that a spook in the Jumble can see through it.  The view always includes the World Trade Center. The relic towers are caught forever  in the first second of their collapse, as windows  slid  from  their  frames  while  the  vast  billows  of smoke still poured from their burning upper stories.&lt;br /&gt;
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The Spectres who pushed through the storm to loot the relic towers never came back. The hive-mind trans- mitted their destruction to all the other Spectres. The few spooks who dwell in the New York Necropolis say the World Trade Center has become a holy place, but one that destroys any spirit who enters. None of them can cite anyone who&#039;s tested that theory, though. They heard it from someone who knew a ghost who set out for the Towers and never returned, or some similar legend.&lt;br /&gt;
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If they choose, and possess some way to resist the Palisade, characters can explore the relic World Trade Center. They discover a place almost as strange as the soul-vortex in the Empire State Building. The Twin Towers fell in one of the most incredible acts of malice - of spite - in modern times. Thousands died  in  pain  and  terror  when  they  fell,  but  they  also became the focus of pity and outrage for the hundreds of millions who watched them fall on live television. Their relics absorbed this outpouring of emotion to become a place of sacred horror. Characters who enter the World Trade Center step into an outpost of Purgatory.&lt;br /&gt;
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The lobby and other entrances to the World Trade Center are vacant. A few minutes after the characters enter the building and move out of sight of the doors, however, they find fire, smoke and a Harrowing for each of them. See Chapter Two for a description of Harrowings and how to run them.&lt;br /&gt;
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At the Storyteller&#039;s option, the World Trade Center grants special rewards to characters who embrace the chance to confront their fears, hatreds, obsessions and other personal traumas and flaws. The Twin Towers are a  special  place,  accessible  only  through  special  effort, and  encountered  near  the  climax  of  the  chronicle: Normal rules don&#039;t need to apply. &lt;br /&gt;
Storytellers can use the Harrowing as a plot device to help the crucible toward its climactic confrontation with Grandmother. For instance, a spook&#039;s visionary conflict might include clues about Grandmother or about where the weapon against her may be found.  For  another  example,  the Harrowing  might  be  a  chance  for  a  spirit  character finally to eliminate that evil twin whom the player now finds extremely tiresome. Since the chronicle ends soon anyway, the Storyteller can grant any gift that would seem cool and help the plot, without worrying about its long-term consequences for the chronicle.&lt;br /&gt;
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===The Restless Dead===&lt;br /&gt;
==== Vidod ====&lt;br /&gt;
[[Image:Vidod.jpg|thumb|250px|left]]&lt;br /&gt;
* Guild: Malfean, Onceborn&lt;br /&gt;
* Position: Lord of New York City Necropolis&lt;br /&gt;
Vidod, who resembles a hideous and enormous insect-human hybrid, makes his home in Grand Central Station, towards the center of the massive Jumble. He has transformed the inside into a massive vault full of rare treasures he has scavenged or had others scavenge from the Shadowlands. Vidod can be bargained with for his wares, but it usually costs the interested party something they must think long and hard with before parting, be it memories of a loved one to their living body. Vidod almost always gets the better end of the deal, but as Grandmother draws closer to consuming everything, many would take the risk in order to save the Underworld and the Skinlands.&lt;br /&gt;
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Vidod&#039;s motivation for taking over New York was not to rule over the ghosts, but to master the puzzling soul tornado that was somehow created in the Empire State Building. &lt;br /&gt;
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==Old Gods==&lt;br /&gt;
There are legends in New York city of ancient monsters who dwell within the bowels of the City.  The first, and most famous, is the Cathedral of Flesh that calls the under city of New York Home.  No one quite knows there this ancient unliving horror came from.  It seems to have been here since the start of the city itself.  A master work of the Tzimisce clan, some vampires theorize it was some grand project brought from the Old World to the New World long ago.  No one knows for sure the truth of the Cathedral of Flesh, but all vampires fear the undercity of New York and few dare to ventrue beneath it.  The Second Ancient creature is a rumored Lasombra goddess named Ereshkigal.  She too claims the undercity of New York as her home.  Few vampires have ever interacted with or met with the vampire goddess.  Those that do claim she is ancient beyond measure and despises the Lasombra Antediluvian above all else. To know these things on an In Character Level requires Approval of the KoNY Storyteller staff and a certain amount of the ability &amp;quot;City Secrets: New York&amp;quot;&lt;br /&gt;
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==== The Cathedral of Flesh ====&lt;br /&gt;
[[Image:Cathedral.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tzimisce&lt;br /&gt;
* Generation: Unknown&lt;br /&gt;
The great Mystery underneath New York.  Some claim it is the Tzimisce Antediluvian.  Others claim it is the mythical Cathedral of Flesh of clan legend. .  Perhaps the Tzimisce clan founder has indeed returned to it to take control of it like a vessel, or perhaps it has simply become something else.  The truth is likely only ever to be known to Antediluvians, who are the only ones who could possibly stand before its might.  For now, it plays the role of ctholonic god, spreading its seed, consuming, and gaining followers.&lt;br /&gt;
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In the lands of the dead, the great Cathedral feeds on the souls of the dead.  As the Cathedral exists in a state of slumber yet awareness, it requires to consumption of souls to awaken.  Because of this, a great vortex appears in the shadowlands, to swallow all the restless dead who are unfortunate enough to get caught in the vortex.  The vortex leads straight into the great Maw of the Cathedral.  Indeed, the only reason the Necrpolis of NYC survived was because the Cathedral protected it, so that it could attract and continue to feed off the dead.&lt;br /&gt;
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==== Ereshkigal ====&lt;br /&gt;
[[Image:Eresh.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Generation: 4th&lt;br /&gt;
It is said that the Lasombra Antediluvian never embraced a woman; Ereshkigal is the reason for that myth.  In the lost temples to the Lasombra ancients lie the fragments of the clans myths and secrets.  In the hidden corners of the forgotten city of Petra lies an altar built by the masters of the abyss.  The altar long since unused, is the lock in maintaining the Vault of Shadows.  A place created and forged by the ancient Lasombra and the Eldest.  Lost to the clan, the vault remains hidden and the altar unused.  &lt;br /&gt;
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Buried deep within the city of Petra the Altar of Shadows remains hidden to this day.  If one were to explore the darkest corners of the forgotten city and knew exactly where to look they might find the forgotten passage way.  The thickest of darkness, not natural to the world, guards entrance to the grand altar.  Clan legends speak only scarcely of the Vault of Shadows.  What is said of the legendary place is that it was crafted by the Eldest himself as a personal haven within the abyss, and more importantly a prison.  The eldest is notorious for having embraced several individuals.  The eldest being Montano; who still walks the earth.  But Montano is not from the time of the second city, surely Lasombra had other childer.  It is the Shadow Vault that the historians of clan reckon his failed childer remain.  Others argue it was the first version of the Castle of Shadows, before the Eldest decided to call Sicily its home.  Or perhaps it is both.&lt;br /&gt;
If it were to be discovered, the Altar of Shadows is covered in ancient ruins and hieroglyphs from a language and culture long since lost.  Those who spent time here would be able to discern that messages carved into the remaining stone are of protective nature, of binding, and sealing.  Only several names remain carved into the stone around the altar. Tersa, Ereshkigal, Sunil, Khanon Mehn, Tepekit, Karobos, Tublacain, Nergal, and Nangaithya.  It is the name Ereshkigal that would strike fear if those who explored it knew the truth.&lt;br /&gt;
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Among the fragments left in the temple in a language long since dead before the birth of Christ tells the tale of Princess of the Kingdom of Shadows.  Only shards of the tale remain.  They tell the story of a woman born in total darkness in the embrace of the shadows.  It claims the child was born from the Underworld, a gift given the material world.  The physical form of a goddess given birth to seduce the Lasombra clan founder.  In his desire for knowledge of the dark and eternal longing, Lasombra embraced the goddess.  Lasombra cared for the woman who was his child like no other.  The others of his family grew jealous with the sway she had over their father.  None save the clan founder trusted the goddess of the underworld.  Ereshkigal practiced alien and bizarre rights dedicated to the darkness from where she came.  Some of the fragments even claim she was the first to practice the true art of Abyss Mysticism; of which the modern practice is but a shadow of the true art.  She taught her secrets only to her Sire and the priests of her blood.  With ever growing desire for his love, Lasombra did not realize when it was into the arms of another she had fled.&lt;br /&gt;
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The story continues that Ereshkigal had taken a new lover.  One closer to the darkness then even Lasombra himself.  His name was Nergal, and even that ancient feel under her spell.  In the city of Mashkhan-Sapir she ruled as Queen.  Though Nergal was King, he too was caught under spell and submissive to his queen.  When Lasombra learned of his betrayed love, his fury knew no bounds.  Assembling an army he stormed the city of Mashkhan-Sapir, slaying all within and casting all that remained into the Abyss.  For Ereshkigal, her very existence was wiped from the history of the vampire world.  Though thought slain by many, death would have been a reward compared to the betrayal Lasombra felt.  Taking his childe with him, and denying her a return to the darkness from where she came, he forged a prison for her.  For all eternity Ereshkigal was to spend alone in the darkness.  So the story goes.  Now from the shadows a voice whispers, it speaks to those of her blood for her final release now that Gehenna is on its eve of arrival.&lt;br /&gt;
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==== Ninazu ====&lt;br /&gt;
[[Image:E5a7e44edae58ec1eec79c02b91c1c92.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Generation: 4th&lt;br /&gt;
Whatever the vampire called Nergal of Ur was in life, little does it matter now in death.  All that remains are legends and stories of the nefarious Ventrue ancient.  Some claim he hailed from a long forgotten cult to death god in a culture that made is barely past the Bronze Age.  Others claim he was the first mortal lawyer of the second city, chosen by Ventrue to argue justice for the mortals of the city.  His sire even remains much of a mystery.  His lineage claiming to the childer of the Antediluvian himself and others claiming he stole the heartsblood of another to achieve his potency of blood.  Regardless of these myths there is one story in particular that stands among them; as the consort to Ereshkigal.&lt;br /&gt;
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Written in a history swallowed by the darkness of the Abyss; tells the tale of the vampire Goddess Ereshkigal.  The first of the childer of Lasombra himself and the very first Abyss Mystic.  In these lost tales it speaks of her king and lover Nergal.  While most vampires who are able to uncover this story and know anything of Baali think that Nergal was the infamous Baali founder.  However, they forget often names like Nergal are often viewed as titles and where held by many vampires over the ages.  Nergal of Ur is but one of them. &lt;br /&gt;
As he ruled over the kingdom of darkness with his queen Ereshkigal; he was not her equal.  Together the two set out to claim a city of shadows, vampires and mortals.  Calling upon the darkness of the Abyss Ereshkigal gave strength to her power.  For Nergal, he turned to far darker corners of the earth for his strength.  Calling upon ancient corrupted spirits and dark summoning chambers he made his first pact.  Though never as a supplicant to these dark forces.  No instead he stood as an equal.  He debated, argued, and tricked many a dark spirit to giving him strength.  When the time came for the Sire of Ereshkigal to come and challenge their kingdom of shadows; Nergal stood by his bride in defense of the city.  While defending the city against the onslaught of Lasombra he turned to find his queen.  When he broke from the battle to look for her; Nergal found her gone.  Horrified that his love would abandon him he broke in that moment.  He ran from the city they created collapsed into the darkness of the Lasombra Antediluvian to never be seen or spoken of again.&lt;br /&gt;
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Either by chance or by luck, Nergal of Ur, Now going by Andrew Lawrence, had sit his law firm Lawrence &amp;amp; Zettler Attorneys at Law within New York.  His firm becoming the retainer services to Magadon Pharmaceutical.  A situation he welcomed as the dark spirit masters he worked with also worked with the Pharmaceutical Company.  Using his skills and army of lawyers he defends the company and sues others who would dare question their malicious practices.  As he built his power base within the city; it became something of a shocked when rumor began to reach him that the ancient Ereshkigal was in New York City. &lt;br /&gt;
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Believing his dead love returned to his own city the ancient Methuselah plans and manipulates to get his revenge against Ereshkigal.  To all that meet him, he appears as a neonate independent venture lawyer looking to assist any vampire of New York in their legal matters.  In truth he seeks to corrupt more and more of the Kindred of New York to bind them in contracts to service with himself or his dark patrons.  All in due to time for when he plans to move against his returned love and take revenge. &lt;br /&gt;
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==Demons==&lt;br /&gt;
Infernalism and the Fallen plague New York City like any other in the world.  Little is known among vampires of the demonic courts or even its members within the city.  Only one particularly nasty plague demon is well known among the supernaturals of the city. She rules the Earthly domains of Hell in the city with an Iron Fist.  Few dare confront the demonic horror; however some vampires have been known to attempt deals with them from time to time.&lt;br /&gt;
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==== Obyzouth, The Plague Queen ====&lt;br /&gt;
[[Image:6b7cb1fe83307823501b303837d07b2c.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Devourer &lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
Obyzouth has gone by many names over the millennia, but her legacy as one of the plague lords remains legendary.  Obyzouth was one of the 30 demons summoned from hell and bound to the silver coins paid to Judas Iscariot, the Decani.  Each of the Decani are a powerful demon in their own right, but Obyzouth holds a noble distinction among them.  Her association with rats and other vermin often attribute her to have been the angel of rodents.  So much so, legends has it, that she is one the demon either responsible or helped spread the black death in Europe.  After the plague swept across the world, it is assumed her owner was finally found and defeated and like so many others of the earthbound were driven into slumber.  Obyzouth awoke less than year ago in New York City.  Her Decani coin was found by those who had risen in Carthage, and brought it with them to aid in their desires.  From her reliquary of the coin, Obyzouth whispered promises into their ears.  After he awakening her new master was destroyed.  Now she remains in her coin, waiting for her new “master” to control and be free once more.  Obyzouth knows her brother Decani are active, and indeed one is very nearby in Montreal.  If she is to have any success, she most move quickly.  Shortly after her arrival in New York City and the death of those who brought her, the vampiric cult of Lilith had managed to obtain the coin.  Not knowing what they help in their hands, Obyzouth was quick to convince their leader that she was a childe of Lilith, one of the Lillim.  As she demanded no worship from them (as vampires make useless thralls), she simply presented the front she needed to go about her own plans.  Slowly Obyzouth rises to power, as she establishes new cults of followers and begins to work her plans to consume the greatest city on the planet into a wasteland of plague and death.  A utopia of disease, Obyzouth will rule once more over the Decani, just as she had during the Black Death.&lt;br /&gt;
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==== Z’iothlist, The Lord of Mysteries ====&lt;br /&gt;
[[Image:Ziothlist.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Fiend&lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
In the time before the Fall, Z’iothlist was an angelic artisan of ideas, a celestial scribe tasked with charting the uncharted and revealing divine mysteries to Creation. As a Fiend, Z’iothlist delighted in teaching humanity the skills to expand their consciousness, from mathematics to architecture, from alchemy to philosophy. They were the epitome of inspiration and intellectual curiosity.&lt;br /&gt;
However, Z’iothlist grew disillusioned with the constraints imposed by Heaven. They believed the rigid structure of Creation stifled true understanding and potential. When the rebellion began, Z’iothlist joined Lucifer’s cause, not out of hatred but from an unshakable belief that the universe must evolve beyond its current form. During the war, Z’iothlist served as a strategist and manipulator, designing spells and machinations that turned the tide in pivotal battles. They took delight in turning the Creator’s design against itself, weaving paradoxes that fractured the faith of angels and mortals alike.&lt;br /&gt;
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Ejected from the Abyss into the modern world, Z’iothlist&#039;s essence became bound to a relic of ancient knowledge—a codex of forbidden lore etched onto pages of shifting ink and fractal patterns. This cursed tome, The Infinite Codex, is said to rewrite itself continuously, offering maddening glimpses into alternate realities and forbidden truths. Those who dare to read it risk losing their minds, becoming puppets in Z’iothlist’s ever-evolving schemes.&lt;br /&gt;
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Their manifested form is a nightmarish amalgam of shifting shapes: a towering figure with an elongated, mask-like face adorned with a multitude of eyes that shimmer with unnatural hues. Their limbs flow and reform as serpentine tendrils, while their voice echoes with countless overlapping whispers. Their presence disrupts the natural order, with objects and minds alike bending to their chaotic influence.&lt;br /&gt;
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==== V’igath, the Countess of Pleasure ====&lt;br /&gt;
[[Image:Vigath.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Defiler&lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
Before the Fall, V’igath was an angel of the seas, a muse to mortals who guided their exploration of creation’s sensory beauty. They inspired humanity to craft art, music, and culture, reveling in the joy of shared experiences. V’igath believed that the Creator’s work was incomplete and that through indulgence, humanity could glimpse divine perfection.&lt;br /&gt;
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However, their fascination with mortal desire and passion grew into obsession. When Lucifer rebelled, V’igath joined the cause, convinced that freeing Creation from divine restraint would allow mortals to transcend their limitations. During the war, V’igath seduced both angels and humans to their side, using charm, beauty, and forbidden pleasures as weapons. They became infamous for their ability to corrupt even the most steadfast warriors, turning loyalty into fervent devotion to their cause.&lt;br /&gt;
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Imprisoned in the Abyss for millennia, V’igath’s essence twisted into a reflection of their corrupted ideals. Upon their escape, they bound themselves to an exquisite reliquary: a marble statue of a perfect androgynous figure, its surface marred with fine cracks that ooze fragrant ichor. The reliquary radiates an aura of simultaneous ecstasy and dread, compelling those who behold it to either worship or destroy it.&lt;br /&gt;
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In their manifested form, V’igath is a being of radiant, otherworldly beauty with shifting, prismatic hues. Their voice is a melody that stirs the deepest desires in those who hear it, while their touch brings both pleasure and agony. The ground beneath them blooms with strange, iridescent flowers that wither as quickly as they appear, leaving behind a sickly sweet scent of decay.&lt;br /&gt;
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==== Niogash, The Baroness of War ====&lt;br /&gt;
[[Image:Nigash.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Devil&lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
Before the Fall, Niogash was a being of radiant authority and unshakable resolve. Tasked with the governance and protection of creation, they stood as a pillar of strength, a guardian of divine order. Yet within their noble purpose lay a darker truth: Niogash saw conflict not as a tragedy, but as a crucible for greatness. They believed that only through struggle and combat could mortals and angels alike achieve their full potential.&lt;br /&gt;
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When Lucifer rebelled, Niogash joined the cause, driven by a vision of a world where strength ruled supreme and the weak were cast aside. They became one of the rebellion’s fiercest warriors, leading armies with unmatched ferocity and forging a reputation as an unstoppable force on the battlefield. To Niogash, the war against Heaven was more than a rebellion—it was a test of worthiness, a grand arena in which only the strongest deserved to endure.&lt;br /&gt;
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Eons of imprisonment in the Abyss twisted Niogash into a being of relentless fury. Upon escaping, they bound their essence to a war-torn relic: an enormous, bloodstained battle standard adorned with the sigils of fallen kingdoms and a crown of crimson blades. Known as the Banner of Eternal Strife, this artifact exudes an aura of aggression, inciting violence in all who stand beneath its shadow.&lt;br /&gt;
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In their manifested form, Niogash is a towering figure clad in jagged, obsidian armor streaked with molten veins of blood. Their face is a skull-like visage, wreathed in a crown of fire that flickers with every scream of the battlefield. They wield a massive, double-headed axe that drips with the essence of their countless victims, and their presence alone inspires both dread and frenzied bloodlust.&lt;br /&gt;
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==Changeling==&lt;br /&gt;
New York City was the site of the climactic Battle of Manhattan during the Accordance War, where the High King of the returned Sidhe, Lord Dafyll fell against the Troll commander Lyros who had lead the commoners in the noble&#039;s absence. When David Ardry became High King and founded Concordia, the city became part of the Kingdom of Apples, as the Duchy of the Golden Sigil. As a result, the city has a high percentage of Kithain and New York is easily one of the most heavily populated cities on the East Coast among them.&lt;br /&gt;
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===The Ghastly===&lt;br /&gt;
[[Image:Ghastly.jpg|thumb|250px|left]]&lt;br /&gt;
* Type: Chimera?&lt;br /&gt;
* Faction: Itself&lt;br /&gt;
The Ghastly is an ancient being of inhuman intelligence and malice slumbering in the Dreamrealms surrounding New York City. The Ghastly is a creature of chaos and sheer, unbridled Glamour. The Nunnehi knew of it and did battle with it in past millennia. It has been dormant for centuries, though. It&#039;s slumbering consciousness is centered in the Black Crystal Caverns and serves as the source for much of the freehold&#039;s Glamour. The nockers and other fae who live in Goblin Town have been drawing power from its chaotic dreams unknowingly for centuries. In return it has fed on their dreams and their creativity, effectively Ravaging them, and processing this back into the chaotic Glamour that is the freehold&#039;s trademark. If the nockers know it exists, it&#039;s only on the most subconscious of levels. None of them, except maybe the freehold&#039;s founder, Doctor Zachary Tapp, have ever guessed there is an overriding intelligence in their grotto. The Ghastly is subtle, even in slumber, and has insinuated aspects of its consciousness in every nook, cranny, and soul in the freehold. The chimera that plague Goblin Town also draw sustenance from it.&lt;br /&gt;
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In waking form, the Ghastly manifests as a dense, rolling, white fog. Colors flash through it and inhuman screams emanate from its core. In this form it is visible to changelings and mundane creatures alike. Any Garou encountering it would notice that it is a creature of the Wyld corrupted by the Wyrm. Its primary power is the creation of both incredibly sophisticated illusions and chimera. Because it lacks physical substance, it cannot be destroyed by conventional means. Cadmium Redd&#039;s experiments with Banality have disturbed its slumber; it has already opened one eye.&lt;br /&gt;
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==The Syndicate==&lt;br /&gt;
Among the shadowy Underworld of New York exists an intricate web of organized crime. While the Italian Mafia may be the most famous from movies and tv shows, they are hardly the only organized crime family in the city.  In truth, the crime families of New York dance a careful web of intrigue and territory.  While each family tends to respect each other&#039;s jurisdiction in theory, in practice the crime families are often at war with another for resources and territory in the city.  More then one Crime War has been waged in New York City by the families amongst themselves and between the families and the cities&#039; police.  While many groups of organized crime have risen and fallen in the history of New York city over the generations, tonight five major Syndicates remain.  Always just on the brink of war with one another, the five crime families work a careful balance around one another.  Within the context of the world of darkness, none of these Syndicates are ignorant of the Supernatural in New York.  The leading members of the families know vampires, werewolves, and all sorts of creatures of the night haunt the city, and do business with many of them.  While the leaders of the Syndicates are not of themselves, supernatural, they know how to play the game and keep their mouths shuts about the secret world of darkness they live in.  They often don&#039;t care who they work with, as long as they pay and show respect.  Even Cardinal Polonia works with the Syndicates and respects their purpose, need and autonomy among mortals, even if he doesn&#039;t personally like it.  He knows they are a necessity. Most members of the Sabbat have some times, dealings, or connections with the Syndicates, and even a rare few are counted among membership to them.  However, without the Syndicated, New York City truly wouldn&#039;t function as it is and crime would be completely out of control and in chaos.  In many ways the Syndicates are an ordered evil versus a chaotic evil of rampant pointless crime in the city.  While the Camarilla often works through politicians and members of the higher aspects of city, the Sabbat tends to work with these criminal elements.  Both groups know, somteimes...people just gotta die.&lt;br /&gt;
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===Cosa Nostra===&lt;br /&gt;
[[Image:A18ba3d6792ac6f45a81564cf466a607.jpg|thumb|250px|left]]&lt;br /&gt;
* Don of Dons: Nico Gambino&lt;br /&gt;
* Common Name: The Italian Mafia&lt;br /&gt;
Nico is charismatic yet intimidating, able to charm allies and instill fear in rivals with equal ease. He is fiercely loyal to his family and crew, seeing them as extensions of himself. Beneath his composed exterior lies a volatile temper, especially when loyalty is questioned. He values tradition and honor, often quoting old Sicilian proverbs. Despite his ruthless nature, he shows a softer side to those he trusts, especially to his younger sister, whom he protects fiercely. Born into a family with deep ties to the mob, Nico learned the ways of the underworld from a young age. After his father’s untimely death in a turf war, he quickly rose through the ranks, proving himself a cunning strategist and a brutal enforcer. By his early thirties, he had taken control of the Gambino family, expanding their influence throughout New York City. Under his leadership, the family diversified its operations, moving into legitimate businesses while still maintaining a stronghold in traditional criminal activities like extortion and smuggling. Nico seeks to solidify his family&#039;s legacy, ensuring that the Gambino name remains synonymous with power and respect. He is motivated by a desire for control and the protection of his loved ones. In a city rife with supernatural undercurrents, he is also driven by curiosity about the mysterious factions that lurk in the shadows, leading him to occasionally dip into the world of the unknown.&lt;br /&gt;
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===Bratva===&lt;br /&gt;
[[Image:76b6698db88d1a109fc80af2de2d7731.jpg|thumb|250px|left]]&lt;br /&gt;
* Pakhan: Pietro  Ivankov&lt;br /&gt;
* Common Name: The Russian Mafia&lt;br /&gt;
Pietro is pragmatic and calculating, known for his level-headedness in crises. He exudes an air of authority and confidence, often speaking in a slow, deliberate manner that commands respect. While he can be charming, his humor is often dark and laced with sarcasm. He values loyalty above all else and is willing to go to great lengths to protect his interests. Underneath his composed demeanor, he harbors a deep-seated ruthlessness, especially when betrayed. Born in Russia, Pietro&#039;s family immigrated to the United States when he was a child. Growing up in a tough neighborhood in Brooklyn, he quickly learned the ways of survival. He became involved in petty crime as a teenager, eventually rising through the ranks of the Russian mafia. After orchestrating a series of successful operations that expanded their territory, he seized control of the organization following a brutal power struggle. Now, he oversees a vast network of illegal activities, from human trafficking to arms dealing, while also investing in legitimate businesses to launder money.&lt;br /&gt;
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===The Westies===&lt;br /&gt;
[[Image:A5eeff415ce2d1f3503fc6a6bd212a87.jpg|thumb|250px|left]]&lt;br /&gt;
* Captain: Jake Connolly&lt;br /&gt;
* Common Name: The Irish Mob&lt;br /&gt;
Jake is a charismatic and approachable leader, known for his easygoing nature and sharp wit. He has a knack for storytelling and often uses humor to defuse tense situations. Despite his friendly demeanor, he possesses a fierce temper and a ruthlessness that emerges when loyalty is questioned. He values family—both biological and chosen—and will go to great lengths to protect those he cares about. His love for his Irish roots is evident in both his pride and his willingness to defend them at any cost. Born into a working-class family in the Bronx, Jake learned the value of hard work and street smarts early on. He became involved with the Irish Mob as a teenager, initially working as a runner before proving himself as a skilled enforcer. After a series of high-stakes power plays within the organization, he orchestrated a coup that placed him at the helm of the Irish Mob in New York City. Under his leadership, the organization has thrived, balancing traditional criminal enterprises like extortion and gambling with more modern ventures, including cybercrime.&lt;br /&gt;
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===Yakuza===&lt;br /&gt;
[[Image:A5922ddb7960cfb8067ed548806bd98c.jpg|thumb|250px|left]]&lt;br /&gt;
* Oyabun: Daisuke Yamaguchi &lt;br /&gt;
* Common Name: The Japanese Mafia&lt;br /&gt;
Daisuke is a master of poise and restraint, embodying the principles of bushido—honor, loyalty, and respect. He approaches leadership with a calm, methodical demeanor, preferring diplomacy over violence when possible. However, beneath his composed exterior lies a fierce protector who will unleash his wrath on those who threaten his family or territory. He values loyalty above all and expects the same from his subordinates, fostering an environment where respect is earned through loyalty and shared purpose. Born in Osaka, Daisuke moved to New York as a child with his family, who sought better opportunities in America. He grew up immersed in the cultural duality of Japanese traditions and American life. As a teenager, he was drawn into the Yakuza’s New York branch, quickly rising through the ranks due to his intelligence and strategic thinking. After a series of power struggles within the organization, he ultimately took control, expanding their influence by blending traditional Yakuza practices with modern criminal enterprises, such as cybercrime and money laundering.&lt;br /&gt;
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===Triad===&lt;br /&gt;
[[Image:82893f2315a07bd8da16212180392bb1.jpg|thumb|250px|left]]&lt;br /&gt;
* Shan Chu: Mei Kuok-koi&lt;br /&gt;
* Common Name: The Chinese Mafia&lt;br /&gt;
Mei is a formidable presence, known for her quick wit and unwavering determination. She combines a strategic mindset with an approachable demeanor, able to charm allies while maintaining an air of authority. While she is diplomatic and often prefers negotiation over violence, she is not afraid to be ruthless when the situation demands it. Mei is fiercely loyal to her crew and values family ties, believing that unity is essential for survival in the cutthroat world of organized crime. Born in Guangzhou, China, Mei moved to New York City with her family as a child. Growing up in a neighborhood steeped in Triad influence, she quickly learned the intricacies of the criminal underworld. After earning a degree in business management, she joined the Triad as an advisor, using her education to modernize their operations. Through a combination of cunning and strategic alliances, she ascended to leadership, becoming the first woman to head the Chinese Triad in New York City. Under her command, the organization has diversified its operations, venturing into areas such as cybercrime, gambling, and legitimate businesses.&lt;br /&gt;
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==The Archean Gateways==&lt;br /&gt;
In New York City there are places where the walls that separate worlds is thin, and mortals may intentionally (or accidentally) cross over into alien realms.  Among the world of the supernatural, such places are known as Archean Gateways.  This rare locations offer a chance and risk for others to explore other realms they may not normally have access too.  This is not without danger, however, these alien worlds were never meant for mortal minds to comprehend. Indeed, the supernatural tied to each Archean Gateway has a guardian on the other side who polices intruders.  Besides the normal dangers of the realm, those who would dare visit must also know to avoid the Archean Gateways Guardian.  Even if they manage to sneak past its Gurdian a whole host of dangers exist in each realm they must navigate to survive and eventually find a way back home.  The methods used to access the Archean Gateways are all based on Urban Legends and rituals that nearly anyone can perform to gain entrance….if they dare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadowlands Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Archean Gateway will grant who know its legend access to the lands of the dead, aka the Shadowlands.  &lt;br /&gt;
* Location: 55 Central Park West&lt;br /&gt;
* Method: Elevator Game&lt;br /&gt;
* Guardian: Woman in White&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umbral Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Archean Gateway will grant who know its legend access to the lands of spirits, aka the Penumbra.  &lt;br /&gt;
* Location: Abandoned Subway Station&lt;br /&gt;
* Method: Three Kings Ritual&lt;br /&gt;
* Guardian: Montauk Monster&lt;br /&gt;
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&#039;&#039;&#039;Dusk Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Archean Gateway will grant who know its legend access to the lands of Abyss, aka Dusk.  &lt;br /&gt;
* Location: Willowbrook State School&lt;br /&gt;
* Method: The Midnight Game&lt;br /&gt;
* Guardian: Cropsey&lt;br /&gt;
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&#039;&#039;&#039;Nightmare Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Archean Gateway will grant who know its legend access to the lands of Nightmares, aka The Near Dreaming.&lt;br /&gt;
* Location: Roosevelt Island Smallpox Hospital&lt;br /&gt;
* Method: One-Man Hide &amp;amp; Seek&lt;br /&gt;
* Guardian: Typhoid Mary&lt;br /&gt;
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==The House of Black==&lt;br /&gt;
[[Image:House of black.jpg|thumb|250px|left]]&lt;br /&gt;
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NOTE: Knowing about the House of Black requires Storyteller approval!&lt;br /&gt;
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Once upon a time, New York City houses one of the three only existence Tremere Antitribu Chantries in the world.  With the death of the Tremere Antitribu, their chantry of old fell to be forgotten and plundered.  Left to decay and rot, the old Tremere Antitribu Chantry was forgotten by the Sabbat as a whole.  This all changed when the clone childer of Goratrix himself joined with the Sabbat in 20204.  Having Goratrix’s ambition, Goratrice now seeks to claim and rebuild the losses of House Goratrix by transforming it into the House of Black.&lt;br /&gt;
&lt;br /&gt;
Located in Redhook Brooklyn New York, the Masonic Temple was a front for the old Tremere Antitribu Chantry.  As one of the few who remember its former glory and existence, Goratrice has claimed the old chantry as her own.  Seeking to rebuild from the ground up.  Her first task was to recruit the only other Tremere Antitribu in the city, Jasime Rose to support her.  Goratrice next step was to reach out to the Black Witch of Montreal for support in her efforts.  These three cainites form the core of the House of Black, but 3 cainites is not nearly enough for a chantry.  Having Goratrix’s long memory and knowledge, Goratrice also sought out Janina Lanka.  A sabat cainite hiding as a Tzimisce, but in truth one of the Telyavelic Tremere elders of the Sabbat.  Approaching her, an alliance was struck.  The remaining Tremere Antitribu and the Telyavelic Tremere would use the chantry of New York City that once belonged to the Tremere Antitribu as the foundation for the new House of Black to replace House Goratrix.  While perhaps one day the House of Black will grew the Tremere Antitribu once more, such a project would take decades.  Until then, this alliance of the remaining Tremere Antitribu and Telyavelic Tremere serves as a starting point for a true revival of the remnants of the Tremere within the Sabbat.  There may even be other survivors of the Tremere Antitribu purge from 1998 that may hear the call of the House of Black.  One of which has chosen to answer the grand rite of introduction performed by Goratrice, the Tremere Antitribu Hannigan has answered her call and returned to New York to help build the House of Black.  The other Survivor of the Tremere Antitrbu purge is Carmen, who has cautiously approached the House of Black.&lt;br /&gt;
&lt;br /&gt;
The Chantry itself remains hidden to the greater Sabbat as it is rebuilt between the two bloodlines.  Perhaps in time it will be revealed as a great resource to the sect and the remnants can move on from the shadows.  For now, its needs to be rebuilt and Thaumaturgical study promoted.  Besides the Tremere Antitribu and the Telyavelic Tremere, those among the sabbat’s other clans and bloodlines who may have learned Hermetic Thaumaturgy may be offered an invitation to join the House of Black to aid in the reconstruction and growth of Thaumaturgy within the Sabbat itself.  A task, that will again, takes decades to produce larger results if they should succeed.&lt;br /&gt;
The House of Black has a secret benefactor in Cardinal Fransico Domingo de Polonia.  A potent Hermetic Thaumaturge in his own right, the Cardinal also found the mandate of his own clan to find, support, and protect any surviving Tremere Antitribu they can find seriously.  The Cardinal is a welcome member of the Chantry and has authority within the Sabbat over the project that is the House of Black.  &lt;br /&gt;
&lt;br /&gt;
*Structure of the Chantry&lt;br /&gt;
**Level 1 – The Sealed Lodge:&lt;br /&gt;
The shattered remains of the Masonic building’s ground floor, its stonework bearing faint sigils from Sabbat rituals layered over Hermetic ruins. The entrance to the true Chantry lies beneath a cracked black-and-white tile floor in the antechamber.&lt;br /&gt;
**Level 2 – The Blood Reservoirs:&lt;br /&gt;
A flooded chamber lit by oil lamps and phosphorescent fungus, with canals of vitae used in geomantic circulation. A mechanical altar taps ambient Chi from the ley lines below. A spirit well rests here, bound with silvered manacles and scrawled warnings in Old Church Slavonic and blood-runes.&lt;br /&gt;
**Level 3 – The True Chantry:&lt;br /&gt;
A spiraling sanctum of bone-lined halls, echoing chant chambers, and relic vaults. Contained here are:&lt;br /&gt;
***The Crimson Gospel Codex: a living grimoire written in bound vitae.&lt;br /&gt;
***The Flensing Wheel: used for penitence, enlightenment, or initiation.&lt;br /&gt;
***The Jade Furnace: a blood-forging apparatus for crafting talismans and spirit vessels.&lt;br /&gt;
***The Dark Library: A massive Occult Library for use of Thaumaturgical Study.&lt;br /&gt;
***The Great Grove:  An indoor garden created for and used by the Telyavelic Tremere&lt;br /&gt;
&lt;br /&gt;
*Current Chantry Levels&lt;br /&gt;
**Guardians: 3&lt;br /&gt;
**Library: 5&lt;br /&gt;
**Research: 3&lt;br /&gt;
**Sanctity: 4&lt;br /&gt;
**Stores: 2&lt;br /&gt;
&lt;br /&gt;
*Members of the House of Black&lt;br /&gt;
**Goratrice: 5th Generation Tremere Antitribu&lt;br /&gt;
**Jasmine Rose: 13th Generation Tremere Antitribu&lt;br /&gt;
**Janina Lanka: 7th Generation Telyavelic Tremere&lt;br /&gt;
**Hannigan: 9th Generation Tremere Antitribu&lt;br /&gt;
**Soror Liling: 9th Generation Telyavelic Tremere&lt;br /&gt;
**Frater Yoram: 8th Generation Telyavelic Tremere&lt;br /&gt;
**Carmen: 8th Generation Tremere Antitribu&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Sabbat_of_New_York&amp;diff=1721</id>
		<title>Sabbat of New York</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Sabbat_of_New_York&amp;diff=1721"/>
		<updated>2026-06-18T12:36:03Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Hierarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Much of this is an In-Character description of the city of New York.  As such, this should be seen as what a regular member of the Sabbat in the city would know and understand of the city, whether or not it is &#039;&#039;factually&#039;&#039; true.  Still, this is what a New York  vampire would believe, so it is up to you (the Player) to decide how much you &amp;quot;buy in&amp;quot; to what is presented here. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sabbat of New York are a varied lot.  As much as there are all kinds of people (and there are all sorts of kinds, given a city of nearly 8.5 million people), there is as much variety in the Cainite population.  All [[:Category:Factions|Factions]] are represented, from the regular Loyalist to the rather rare Children of the Dracon.  If it&#039;s a type in the Sabbat, it&#039;s represented in the Big Apple.&lt;br /&gt;
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[ In OOC terms, a PC can be pretty much anything in the Sabbat.  The world is your oyster, as they say, and the only limit is your imagination (really). ]&lt;br /&gt;
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What &#039;&#039;&#039;is&#039;&#039;&#039; common in the city is that much of the citizens are loyal Sabbat, strong believers in the cause and proud of their city.  For them, it is truly the Gem of the sect and no one can convince them otherwise.  Montreal may be the soul of the Sabbat and Mexico City may be the heart, but New York!  New York is the city where Cainites are made.  Hell, the current Regent of the Sabbat, Radu of Bistri, made his start in the &amp;quot;New World&amp;quot; as a Bishop of New York.  Sure, it&#039;s sometimes close (or is) hell on earth and Caine knows that it has fallen more than once to the Camarilla, but godammit are the Sabbat of New York proud to be New Yorkers.  Many of them live and die for this city and it is the only place they would ever truly call home.&lt;br /&gt;
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__TOC__&lt;br /&gt;
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== History of New York ==&lt;br /&gt;
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=== Overview ===&lt;br /&gt;
New York has been a city of the Sabbat since practically colonial times and it&#039;s been (to the Sabbat of the city) always a Sabbat city, even with its relatively short periods of Camarilla control.&lt;br /&gt;
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Before there was the term &amp;quot;the New World,&amp;quot; the Native Americans controlled the area, particularly Mahican and Munsee tribes.  For the most part, that meant Lupines and for a long time, perhaps before recorded history, what is now New York was Lupine territory.  Of course, that all changed when the Europeans came.  When the Dutch settled, Cainites came with them.  These Cainites were, like many of the first vampires in the New World: Sabbat, vampires fleeing the tyranny of the Old World Camarillans for new land.&lt;br /&gt;
&lt;br /&gt;
Like the colonists they came with, the Sabbat who came to the New World were looking for new opportunities.  Among them was the woman who would be the first Bishop of the city, [[Ecaterina the Wise]].  It would be she who helped build the city, along with other members of the Sword of Caine.  Many bishops came and went but it was Ecaterina who stayed and gave her blood to the city.  Other bishops, like Radu of Bistri, only came to make a name for themselves before leaving for &amp;quot;greener pastures.&amp;quot;  For a long time, it was her who kept the city Sabbat.&lt;br /&gt;
&lt;br /&gt;
New York has never been a &amp;quot;peaceful&amp;quot; city, even in consideration that most Sabbat cities are tumultuous cities.  Because of its geographical importance as a port and its economic contributions to the New World, many Camarillans have tried to take the city for the Ivory Tower.  Of course, the Sabbat who have lived in the city, those who really understand and love the city, have fought tooth and nail to keep the city part of the Sword of Caine.  Even so, Camarillans have more than once made headway into the city, particularly through Manhattan.  Try as they may, the Sabbat of the city could never truly push out the very few Camarilla who made their home in the borough.  This was particularly true at the turn of the 21st century, when in 1929, a Ventrue named Michaela took a hold on Wall Street and the Tremere took up residence, though some say the Nosferatu of the Camarilla were the first to make a presence (though perhaps unknown to most).&lt;br /&gt;
&lt;br /&gt;
Around the time Radu left the city at his appointment to Cardinal, an ambitious and strong-willed Cainite came to the city to replace him, a man named [[Francisco Domingo de Polonia]].  At the time, he was relatively unknown outside his clan, but that did not hold out for long.  Shortly after his arrival, Polonia was made Archbishop and instantly became a rival of long-time bishop, Ecaterina.  In due course, he focused his attention on making the city a bastion for the Sabbat (even if some already considered it as such).  Some reviled him for his politics and militaristic viewpoints, but others saw him as a great leader, one of the greatest New York has ever seen since Ecaterina.  When the Camarillans made their counteroffensive against the Sabbat at the turn of the century, it was Polonia who led the charge, not once but twice within the last few decades, more than once fighting alongside his brothers and sisters and taking the head of then-Prince Michaela and forcing the great Archon di Padua to torpor.&lt;br /&gt;
&lt;br /&gt;
Curiously, Polonia was not on the front lines in the most recent attempt by the Camarilla to take control of New York from the Sabbat, when an upstart Ventrue named Damien Vanderbilt declared himself Prince and took over Manhattan while an uprising of the Followers of Set threatened other parts of the city.  Some say it is because Polonia had planned for Manhattan to fall all along, considering the time in which the incursion occurred (in the midst of a burgeoning Fourth Sabbat Civil War) and how it ended (at the end of the same Civil War).  The Loyalists like to think Polonia let it all happen because he didn&#039;t want to see &#039;&#039;&#039;his&#039;&#039;&#039; city burn... and let&#039;s be honest, Polonia has long seen New York as &#039;&#039;&#039;his&#039;&#039;&#039; city.  Still, it was the Sabbat of the city that bled and died to route out the Camarilla and, then, the Setites and it will always be the regular Sabbat that live and &amp;quot;breathe&amp;quot; New York.&lt;br /&gt;
&lt;br /&gt;
In recent nights, Ecaterina has been made Priscus of the city and Polonia is now Cardinal of the whole North American East Coast.  As such, there has been a bit of a power vacuum, bishops coming and going (at least eleven in the last decade) due to the pressures of a city that never knows peace.  A recent unknown Lasombra named Salvatore Maranzano (the same Maranzano of the Italian mafia) was made Archbishop in early 2015, but fell into disfavor after disappearing from public eye due to the traitorous actions of his childe. On the night of Palla Grande in 2016, Bishop Jake Waters (himself a Serpent of the Light) ascended to Archbishop to replace the largely absent Lasombra, appointed by the Cardinal. Only time will tell if he can survive the rigors of the job that has passed more hands in the last decade than the entire history of the city... &lt;br /&gt;
&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
Below is a bit of an overview of the history on the power structure of New York, particularly as a Sabbat city (at least, according to Polonia, a man who has seen a lot of nights in New York, though not as much as now-Priscus Ecaterina):&lt;br /&gt;
&lt;br /&gt;
{| - class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Figure&#039;&#039;&#039; || &#039;&#039;&#039;Clan&#039;&#039;&#039; || &#039;&#039;&#039;Title&#039;&#039;&#039; || &#039;&#039;&#039;Time Period&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ecaterina the Wise || Brujah antitribu || Bishop || c. 1661 - 1969&lt;br /&gt;
|-&lt;br /&gt;
|Otahyoni || Tzimisce || Bishop  || ? - 1679&lt;br /&gt;
|-&lt;br /&gt;
|Livia Czerny || Tzimisce || Priscus || 1774 - 1817&lt;br /&gt;
|-&lt;br /&gt;
|Radu of Bistri || Tzimisce || Bishop || 1792 - 1801&lt;br /&gt;
|-&lt;br /&gt;
|Jonas Van Cortlandt || Lasombra || Bishop || 1804 - 1862&lt;br /&gt;
|-&lt;br /&gt;
|[[Francisco Domingo de Polonia]] || Lasombra || Archbishop || 1761 - 1999&lt;br /&gt;
|-&lt;br /&gt;
|Turlev || Tzimisce || Bishop || 1866 - 1990&lt;br /&gt;
|-&lt;br /&gt;
|Armando Mendes || Lasombra || Bishop || 1991 - 1999&lt;br /&gt;
|-&lt;br /&gt;
|Blaise Carême || Tzimisce ||  Priscus || 1902 - 1953&lt;br /&gt;
|-&lt;br /&gt;
|Ladislav Ciorbea || Tzimisce || Priscus || 1953 - 1977&lt;br /&gt;
|-&lt;br /&gt;
|Turlev || Tzimisce || Priscus || 1990 - present&lt;br /&gt;
|-&lt;br /&gt;
|Void || Tzimisce || Priscus || 1999 - present&lt;br /&gt;
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|De Marquis || Lasombra || Priscus || 1999 - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Simon Orozco|Símon Orozco]] || Lasombra || Bishop || 1993 - present&lt;br /&gt;
|-&lt;br /&gt;
|Violet Tremain || Tzimisce || Archbishop ||1999 - 2000&lt;br /&gt;
|-&lt;br /&gt;
|Ecaterina the Wise || Brujah antitribu || Archbishop || 2008 - 2015&lt;br /&gt;
|-&lt;br /&gt;
|[[Jack A Purfock|Jack A. Purfock]] (PC) || Toreador antitribu || Bishop || early/mid-2000s&lt;br /&gt;
|-&lt;br /&gt;
|Nate Monroe (PC) || Ventrue antitribu || Bishop || Mid-2000s&lt;br /&gt;
|-&lt;br /&gt;
|Martin Blank (PC) || Lasombra || Bishop || Mid-2000s&lt;br /&gt;
|-&lt;br /&gt;
|Nick Fury (PC) || Ravnos antitribu || Bishop || 2012 - 2013&lt;br /&gt;
|-&lt;br /&gt;
|Alejandra Maricela Devareaux Reyna (PC) || Lasombra || Bishop || 2012? - 2013&lt;br /&gt;
|-&lt;br /&gt;
|Jorska Illyonovitch Grimaldi (PC) || Tzimisce || Bishop || 2013&lt;br /&gt;
|-&lt;br /&gt;
|Dragomir Sibelius Grimaldi (PC) || Tzimisce || Bishop || 2012 - 2013&lt;br /&gt;
|-&lt;br /&gt;
|Soraya Mirza (PC) || Assamite antitribu || Bishop || 2013 - 2014&lt;br /&gt;
|-&lt;br /&gt;
|Hirune Arroki (PC) || Lasombra || Bishop || 2014 - 2015&lt;br /&gt;
|-&lt;br /&gt;
|Jorska Illyonovitch Grimaldi (PC) || Tzimisce || Bishop || 2014 - 2016&lt;br /&gt;
|-&lt;br /&gt;
|Jake Waters (PC) || Serpent of the Light || Bishop || 2014 - 2016&lt;br /&gt;
|-&lt;br /&gt;
|Salvatore Maranzano || Lasombra || Archbishop || 2015 - 2016&lt;br /&gt;
|-&lt;br /&gt;
|Chief (PC) || Salubri antitribu || Bishop || 2014 - present&lt;br /&gt;
|-&lt;br /&gt;
|Jake Waters (PC) || Serpent of the Light || Archbishop || 2016 - 2019&lt;br /&gt;
|-&lt;br /&gt;
|Jack A. Purfock || Toreador antitribu || Priscus || mid-2000s - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Justine Bern]] || Lasombra || Archbishop || 2019 - 2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Don Medina Sidonia]] || Lasombra || Priscus || 2015 - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Ecaterina the Wise]] || Brujah antitribu || Priscus || 2015 - present&lt;br /&gt;
|-&lt;br /&gt;
|Hilaro Deveraux || Lasombra || Archbishop || 2019 - 2022&lt;br /&gt;
|-&lt;br /&gt;
|Sahil || Ravnos Antitribu || Archbishop || 2022 - 2026&lt;br /&gt;
|-&lt;br /&gt;
|Mx. Macabre || Harbinger of Skulls || Archbishop || 2022 - 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special OOC Note on the History ===&lt;br /&gt;
You might be wondering why New York has not been, at least for any noted length, and is not a Camarilla city.  If one were to take the Clan Novel Saga and/or New York by Night as canon, New York in present day &#039;&#039;should&#039;&#039; actually be a Camarilla-controlled city after 2000.  However, in [http://www.owbn.net One World by Night] and Kings of New York history, this is not the case.  In fact, according to the history presented in our game, New York never fell to the Camarilla.  There &#039;&#039;was&#039;&#039; indeed a fight during the siege of the East Coast for control but, in the history of the game and the game&#039;s organization, [[Francisco Domingo de Polonia|Cardinal Polonia]] defeated the assault on (what he would say as his) city.  In OOC terms, the game has been running almost consistently since prior the publication of the Clan Novel Saga as a Sabbat-controlled city and, as such, has remained Sabbat.  For more information, please consult the [[Staff|Storytelling Staff]], especially if you wish to have it involved in your PC&#039;s background.&lt;br /&gt;
&lt;br /&gt;
== Further Information ==&lt;br /&gt;
&lt;br /&gt;
For more information on New York (particularly in White Wolf&#039;s World of Darkness), please see the city book, [http://drivethrurpg.com/product/2294/New-York-by-Night New York by Night], as well as [http://drivethrurpg.com/product/3750/Rage-Across-New-York Rage Across New York].&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[Hierarchy]] of New York&lt;br /&gt;
* [[:Category:Factions|Factions]] of New York&lt;br /&gt;
* [[:Category:Packs|Packs]] of New York&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Sabbat_of_New_York&amp;diff=1720</id>
		<title>Sabbat of New York</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Sabbat_of_New_York&amp;diff=1720"/>
		<updated>2026-06-18T12:35:28Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Hierarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Much of this is an In-Character description of the city of New York.  As such, this should be seen as what a regular member of the Sabbat in the city would know and understand of the city, whether or not it is &#039;&#039;factually&#039;&#039; true.  Still, this is what a New York  vampire would believe, so it is up to you (the Player) to decide how much you &amp;quot;buy in&amp;quot; to what is presented here. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sabbat of New York are a varied lot.  As much as there are all kinds of people (and there are all sorts of kinds, given a city of nearly 8.5 million people), there is as much variety in the Cainite population.  All [[:Category:Factions|Factions]] are represented, from the regular Loyalist to the rather rare Children of the Dracon.  If it&#039;s a type in the Sabbat, it&#039;s represented in the Big Apple.&lt;br /&gt;
&lt;br /&gt;
[ In OOC terms, a PC can be pretty much anything in the Sabbat.  The world is your oyster, as they say, and the only limit is your imagination (really). ]&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;&#039;is&#039;&#039;&#039; common in the city is that much of the citizens are loyal Sabbat, strong believers in the cause and proud of their city.  For them, it is truly the Gem of the sect and no one can convince them otherwise.  Montreal may be the soul of the Sabbat and Mexico City may be the heart, but New York!  New York is the city where Cainites are made.  Hell, the current Regent of the Sabbat, Radu of Bistri, made his start in the &amp;quot;New World&amp;quot; as a Bishop of New York.  Sure, it&#039;s sometimes close (or is) hell on earth and Caine knows that it has fallen more than once to the Camarilla, but godammit are the Sabbat of New York proud to be New Yorkers.  Many of them live and die for this city and it is the only place they would ever truly call home.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== History of New York ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
New York has been a city of the Sabbat since practically colonial times and it&#039;s been (to the Sabbat of the city) always a Sabbat city, even with its relatively short periods of Camarilla control.&lt;br /&gt;
&lt;br /&gt;
Before there was the term &amp;quot;the New World,&amp;quot; the Native Americans controlled the area, particularly Mahican and Munsee tribes.  For the most part, that meant Lupines and for a long time, perhaps before recorded history, what is now New York was Lupine territory.  Of course, that all changed when the Europeans came.  When the Dutch settled, Cainites came with them.  These Cainites were, like many of the first vampires in the New World: Sabbat, vampires fleeing the tyranny of the Old World Camarillans for new land.&lt;br /&gt;
&lt;br /&gt;
Like the colonists they came with, the Sabbat who came to the New World were looking for new opportunities.  Among them was the woman who would be the first Bishop of the city, [[Ecaterina the Wise]].  It would be she who helped build the city, along with other members of the Sword of Caine.  Many bishops came and went but it was Ecaterina who stayed and gave her blood to the city.  Other bishops, like Radu of Bistri, only came to make a name for themselves before leaving for &amp;quot;greener pastures.&amp;quot;  For a long time, it was her who kept the city Sabbat.&lt;br /&gt;
&lt;br /&gt;
New York has never been a &amp;quot;peaceful&amp;quot; city, even in consideration that most Sabbat cities are tumultuous cities.  Because of its geographical importance as a port and its economic contributions to the New World, many Camarillans have tried to take the city for the Ivory Tower.  Of course, the Sabbat who have lived in the city, those who really understand and love the city, have fought tooth and nail to keep the city part of the Sword of Caine.  Even so, Camarillans have more than once made headway into the city, particularly through Manhattan.  Try as they may, the Sabbat of the city could never truly push out the very few Camarilla who made their home in the borough.  This was particularly true at the turn of the 21st century, when in 1929, a Ventrue named Michaela took a hold on Wall Street and the Tremere took up residence, though some say the Nosferatu of the Camarilla were the first to make a presence (though perhaps unknown to most).&lt;br /&gt;
&lt;br /&gt;
Around the time Radu left the city at his appointment to Cardinal, an ambitious and strong-willed Cainite came to the city to replace him, a man named [[Francisco Domingo de Polonia]].  At the time, he was relatively unknown outside his clan, but that did not hold out for long.  Shortly after his arrival, Polonia was made Archbishop and instantly became a rival of long-time bishop, Ecaterina.  In due course, he focused his attention on making the city a bastion for the Sabbat (even if some already considered it as such).  Some reviled him for his politics and militaristic viewpoints, but others saw him as a great leader, one of the greatest New York has ever seen since Ecaterina.  When the Camarillans made their counteroffensive against the Sabbat at the turn of the century, it was Polonia who led the charge, not once but twice within the last few decades, more than once fighting alongside his brothers and sisters and taking the head of then-Prince Michaela and forcing the great Archon di Padua to torpor.&lt;br /&gt;
&lt;br /&gt;
Curiously, Polonia was not on the front lines in the most recent attempt by the Camarilla to take control of New York from the Sabbat, when an upstart Ventrue named Damien Vanderbilt declared himself Prince and took over Manhattan while an uprising of the Followers of Set threatened other parts of the city.  Some say it is because Polonia had planned for Manhattan to fall all along, considering the time in which the incursion occurred (in the midst of a burgeoning Fourth Sabbat Civil War) and how it ended (at the end of the same Civil War).  The Loyalists like to think Polonia let it all happen because he didn&#039;t want to see &#039;&#039;&#039;his&#039;&#039;&#039; city burn... and let&#039;s be honest, Polonia has long seen New York as &#039;&#039;&#039;his&#039;&#039;&#039; city.  Still, it was the Sabbat of the city that bled and died to route out the Camarilla and, then, the Setites and it will always be the regular Sabbat that live and &amp;quot;breathe&amp;quot; New York.&lt;br /&gt;
&lt;br /&gt;
In recent nights, Ecaterina has been made Priscus of the city and Polonia is now Cardinal of the whole North American East Coast.  As such, there has been a bit of a power vacuum, bishops coming and going (at least eleven in the last decade) due to the pressures of a city that never knows peace.  A recent unknown Lasombra named Salvatore Maranzano (the same Maranzano of the Italian mafia) was made Archbishop in early 2015, but fell into disfavor after disappearing from public eye due to the traitorous actions of his childe. On the night of Palla Grande in 2016, Bishop Jake Waters (himself a Serpent of the Light) ascended to Archbishop to replace the largely absent Lasombra, appointed by the Cardinal. Only time will tell if he can survive the rigors of the job that has passed more hands in the last decade than the entire history of the city... &lt;br /&gt;
&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
Below is a bit of an overview of the history on the power structure of New York, particularly as a Sabbat city (at least, according to Polonia, a man who has seen a lot of nights in New York, though not as much as now-Priscus Ecaterina):&lt;br /&gt;
&lt;br /&gt;
{| - class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Figure&#039;&#039;&#039; || &#039;&#039;&#039;Clan&#039;&#039;&#039; || &#039;&#039;&#039;Title&#039;&#039;&#039; || &#039;&#039;&#039;Time Period&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ecaterina the Wise || Brujah antitribu || Bishop || c. 1661 - 1969&lt;br /&gt;
|-&lt;br /&gt;
|Otahyoni || Tzimisce || Bishop  || ? - 1679&lt;br /&gt;
|-&lt;br /&gt;
|Livia Czerny || Tzimisce || Priscus || 1774 - 1817&lt;br /&gt;
|-&lt;br /&gt;
|Radu of Bistri || Tzimisce || Bishop || 1792 - 1801&lt;br /&gt;
|-&lt;br /&gt;
|Jonas Van Cortlandt || Lasombra || Bishop || 1804 - 1862&lt;br /&gt;
|-&lt;br /&gt;
|[[Francisco Domingo de Polonia]] || Lasombra || Archbishop || 1761 - 1999&lt;br /&gt;
|-&lt;br /&gt;
|Turlev || Tzimisce || Bishop || 1866 - 1990&lt;br /&gt;
|-&lt;br /&gt;
|Armando Mendes || Lasombra || Bishop || 1991 - 1999&lt;br /&gt;
|-&lt;br /&gt;
|Blaise Carême || Tzimisce ||  Priscus || 1902 - 1953&lt;br /&gt;
|-&lt;br /&gt;
|Ladislav Ciorbea || Tzimisce || Priscus || 1953 - 1977&lt;br /&gt;
|-&lt;br /&gt;
|Turlev || Tzimisce || Priscus || 1990 - present&lt;br /&gt;
|-&lt;br /&gt;
|Void || Tzimisce || Priscus || 1999 - present&lt;br /&gt;
|-&lt;br /&gt;
|De Marquis || Lasombra || Priscus || 1999 - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Simon Orozco|Símon Orozco]] || Lasombra || Bishop || 1993 - present&lt;br /&gt;
|-&lt;br /&gt;
|Violet Tremain || Tzimisce || Archbishop ||1999 - 2000&lt;br /&gt;
|-&lt;br /&gt;
|Ecaterina the Wise || Brujah antitribu || Archbishop || 2008 - 2015&lt;br /&gt;
|-&lt;br /&gt;
|[[Jack A Purfock|Jack A. Purfock]] (PC) || Toreador antitribu || Bishop || early/mid-2000s&lt;br /&gt;
|-&lt;br /&gt;
|Nate Monroe (PC) || Ventrue antitribu || Bishop || Mid-2000s&lt;br /&gt;
|-&lt;br /&gt;
|Martin Blank (PC) || Lasombra || Bishop || Mid-2000s&lt;br /&gt;
|-&lt;br /&gt;
|Nick Fury (PC) || Ravnos antitribu || Bishop || 2012 - 2013&lt;br /&gt;
|-&lt;br /&gt;
|Alejandra Maricela Devareaux Reyna (PC) || Lasombra || Bishop || 2012? - 2013&lt;br /&gt;
|-&lt;br /&gt;
|Jorska Illyonovitch Grimaldi (PC) || Tzimisce || Bishop || 2013&lt;br /&gt;
|-&lt;br /&gt;
|Dragomir Sibelius Grimaldi (PC) || Tzimisce || Bishop || 2012 - 2013&lt;br /&gt;
|-&lt;br /&gt;
|Soraya Mirza (PC) || Assamite antitribu || Bishop || 2013 - 2014&lt;br /&gt;
|-&lt;br /&gt;
|Hirune Arroki (PC) || Lasombra || Bishop || 2014 - 2015&lt;br /&gt;
|-&lt;br /&gt;
|Jorska Illyonovitch Grimaldi (PC) || Tzimisce || Bishop || 2014 - 2016&lt;br /&gt;
|-&lt;br /&gt;
|Jake Waters (PC) || Serpent of the Light || Bishop || 2014 - 2016&lt;br /&gt;
|-&lt;br /&gt;
|Salvatore Maranzano || Lasombra || Archbishop || 2015 - 2016&lt;br /&gt;
|-&lt;br /&gt;
|Chief (PC) || Salubri antitribu || Bishop || 2014 - present&lt;br /&gt;
|-&lt;br /&gt;
|Jake Waters (PC) || Serpent of the Light || Archbishop || 2016 - 2019&lt;br /&gt;
|-&lt;br /&gt;
|Jack A. Purfock || Toreador antitribu || Priscus || mid-2000s - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Justine Bern]] || Lasombra || Archbishop || 2019 - 2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Don Medina Sidonia]] || Lasombra || Priscus || 2015 - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Ecaterina the Wise]] || Brujah antitribu || Priscus || 2015 - present&lt;br /&gt;
|-&lt;br /&gt;
|[[Hilaro Deveraux]] || Lasombra || Archbishop || 2019 - 2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Sahil]] || Ravnos Antitribu || Archbishop || 2022 - 2026&lt;br /&gt;
|-&lt;br /&gt;
|[[Mx. Macabre]] || Harbinger of Skulls || Archbishop || 2022 - 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special OOC Note on the History ===&lt;br /&gt;
You might be wondering why New York has not been, at least for any noted length, and is not a Camarilla city.  If one were to take the Clan Novel Saga and/or New York by Night as canon, New York in present day &#039;&#039;should&#039;&#039; actually be a Camarilla-controlled city after 2000.  However, in [http://www.owbn.net One World by Night] and Kings of New York history, this is not the case.  In fact, according to the history presented in our game, New York never fell to the Camarilla.  There &#039;&#039;was&#039;&#039; indeed a fight during the siege of the East Coast for control but, in the history of the game and the game&#039;s organization, [[Francisco Domingo de Polonia|Cardinal Polonia]] defeated the assault on (what he would say as his) city.  In OOC terms, the game has been running almost consistently since prior the publication of the Clan Novel Saga as a Sabbat-controlled city and, as such, has remained Sabbat.  For more information, please consult the [[Staff|Storytelling Staff]], especially if you wish to have it involved in your PC&#039;s background.&lt;br /&gt;
&lt;br /&gt;
== Further Information ==&lt;br /&gt;
&lt;br /&gt;
For more information on New York (particularly in White Wolf&#039;s World of Darkness), please see the city book, [http://drivethrurpg.com/product/2294/New-York-by-Night New York by Night], as well as [http://drivethrurpg.com/product/3750/Rage-Across-New-York Rage Across New York].&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[Hierarchy]] of New York&lt;br /&gt;
* [[:Category:Factions|Factions]] of New York&lt;br /&gt;
* [[:Category:Packs|Packs]] of New York&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Hierarchy&amp;diff=1719</id>
		<title>Hierarchy</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Hierarchy&amp;diff=1719"/>
		<updated>2026-06-18T12:32:36Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Cardinal (NPC)&lt;br /&gt;
** [[Francisco Domingo de Polonia]] (Lasombra)&lt;br /&gt;
*** Paladins: [[Jonas Van Cortlandt]] (Lasombra)&lt;br /&gt;
*** Templars (PC):&lt;br /&gt;
**** Dragomir Sibelius Grimaldi (Tzimisce) - &#039;&#039;played by Aaron N.&#039;&#039;&lt;br /&gt;
**** Roan Michaud (Gangrel antitribu) - &#039;&#039;played by Amber W.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Prisci (NPC)&lt;br /&gt;
** [[Ecaterina the Wise]] (Brujah antitribu)&lt;br /&gt;
** [[De Marquis]] (Lasombra)&lt;br /&gt;
** [[Jack A Purfock]] (Toreador antitribu) - &#039;&#039;portrayed by Ian K.&#039;&#039;&lt;br /&gt;
** [[Turlev]] (Tzimisce)&lt;br /&gt;
** [[Don Medina Sidonia]] (Lasombra)&lt;br /&gt;
** Jake Waters (Serpent of the Light) - portrayed by Marc Lake (PC)&lt;br /&gt;
&lt;br /&gt;
* Archbishop (PC)&lt;br /&gt;
** Mx. Macabre (Harbinger of Skulls) - &amp;quot;played by A&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Bishops (PC)&lt;br /&gt;
** Anthony de Rona - &#039;&#039;played by Dez&#039;&#039;&lt;br /&gt;
** [[Simon Orozco]] (Lasombra) (NPC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Black Hand (NPC)&lt;br /&gt;
** [[Henri Lavenant]]&lt;br /&gt;
** [[Miguel Angel Ramos]]&lt;br /&gt;
&lt;br /&gt;
== Coalitions of New York ==&lt;br /&gt;
After the recent internal war of the Sabbat of New York; the cities packs have formed five&lt;br /&gt;
different coalitions. Each with a different goal and method for controlling the city for the&lt;br /&gt;
Sabbat. Mechanically PCs may purchase the Allies background for each of the Coalitions in the&lt;br /&gt;
city. This represents their support and alliances they have made with them. This background&lt;br /&gt;
functions identically to the Allies background, but each coalition offers an additional benefit.&lt;br /&gt;
Each level of this background is approved by a storyteller based on the PCs actions and support&lt;br /&gt;
of their coalition. From time to time the coalitions will ask the PCs to do things for them as well.&lt;br /&gt;
To gain the additional benefits you must spend the level of Allies in the coalition for the month.&lt;br /&gt;
&lt;br /&gt;
**[[The Old Guard]]&lt;br /&gt;
**[[The New Blood]]&lt;br /&gt;
**[[The Enigmatic]]&lt;br /&gt;
**[[The Pioneers]]&lt;br /&gt;
**[[The Brokers]]&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=General_Rules&amp;diff=1718</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=General_Rules&amp;diff=1718"/>
		<updated>2026-03-16T13:19:34Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*The Storytelling (ST) Staff reserves the right to make any ruling they see fit to any scene, as necessary.&lt;br /&gt;
**For anything not presented here, please check with the ST Staff for either OWbN Documents (i.e. OWbN Clan Genre Guides, By-Laws, etc.) or ST rulings.&lt;br /&gt;
**The House Rules is a living document and items not listed will be up to the discretion of the ST Staff as to the ruling of said item (whether it be a scene or discrepancy on how a power is used, or whatever the case may be).&lt;br /&gt;
&lt;br /&gt;
*Powers and Abilities (Merits, Disciplines, Rituals, etc.) not presented in Laws of the Night (Revised Ed.) (LotN:R) or The Sabbat Guide (SG) must be written down on either an item card or within the notes section of the player’s character sheet, with citation (book/document source, page number) and mechanics.&lt;br /&gt;
**These powers will be at the discretion of the ST Staff as to whether or not they will be allowed in Kings of New York (KONY).&lt;br /&gt;
**Any player who has a question about whether or not something will be (or should be) allowed in-game should see a member of the ST Staff for clarifications.&lt;br /&gt;
&lt;br /&gt;
*All players (visitors and home) must physically sign-in to the game to play at Kings of New York. This is mostly for records purposes in our sign in area on discord.  Any character that interacts in the territory of Kings of New York is automatically considered to be signed into the game.  This is per OWBN Admin Bylaws.&lt;br /&gt;
&lt;br /&gt;
*All players (visitors and home) must treat both the ST Staff and other players with respect. Those who do not will be asked to step out of game until the ST Staff believes the player has composed his or herself satisfactorily.&lt;br /&gt;
&lt;br /&gt;
*A PC may not use more than ONE out-of-clan Advanced discipline until he has mastered all of his In-Clan disciplines to Advanced level.  After such time, they may use as many Out-of-Clan Advanced disciplines as they may possess.&lt;br /&gt;
&lt;br /&gt;
*Players in the same pack may teach other pack members their in-clan disciplines only up to the advanced only.  This only applies to Player Characters of the same pack.&lt;br /&gt;
&lt;br /&gt;
*You must declare all Merits or Status you may be using in a challenge, just like you bid a trait.&lt;br /&gt;
&lt;br /&gt;
*All Other Games lines besides Vampire the Masquerade will use the Vampire the Masquerade system as its base.  We Do not do “Cross Genre”&lt;br /&gt;
&lt;br /&gt;
*All Teleportation related powers require minimum one full action to use if they do not state otherwise&lt;br /&gt;
&lt;br /&gt;
*Custom Content:  Any and all Custom Content must be reviewed by staff and approved before being allowed into play in Kings of New York.&lt;br /&gt;
&lt;br /&gt;
*Powers, Merits etc from other game lines may not be used or taken in Kings of New York unless a vampire the masquerade book specifically states they can be.&lt;br /&gt;
&lt;br /&gt;
*All PVP must be brought to the staff’s attention before any challenges are thrown or fully engaged in with the intent to kill another character.  This must be approved by the staff.&lt;br /&gt;
&lt;br /&gt;
*All online scenes that may result in PVP are required to have the disclaimer that a character is signed into the Chronicle Kings of New York and they must agree to do so.&lt;br /&gt;
&lt;br /&gt;
*All scenes in Kings of New York have a hard R rating.  This means all scenes shall not portray or display any acts above that which you should see in an R Rated film.  Scenes that wish to partake above this R rating may be done in private between two consulting adults.&lt;br /&gt;
&lt;br /&gt;
*A character can take a “Help” Action as their normal action to assist another character.  If they do the character they are assisting gain 1 free retest on the challenge they are being assisted with.&lt;br /&gt;
&lt;br /&gt;
*Per OWBN Bylaws; any and all scenes or character actions that take place in Kings of New York territory represent you signing your character into Kings of New York and is under our jurisdiction as a game until such time as the scene/action ends as dictated by a member of staff.&lt;br /&gt;
&lt;br /&gt;
*Clan Advantages:  Any Clan Advantage listed that gives Abilities to characters; we allow those abilities to go over a characters normal generational maximum allowed amount.&lt;br /&gt;
&lt;br /&gt;
*Ritae Effects:  A character may only ever gain a number of the mechanical benefits of ritae equal to their pack priests Morality Rating at a single time, with a Maximum of 5.  This is regardless of who casts the Ritae.  For Example:  If your pack priest has a morality rating or 3, you could benefit from a Fire Dance, A War Party and Martial Ritus for a scene but no others.&lt;br /&gt;
&lt;br /&gt;
*Frenzy Tests: Willpower may be spent to ignore Frenzy for 15 minutes. If the stimulus is still present at the end of this time, the Player Character (PC) will frenzy. There is no test. Willpower must be spent before the check for Frenzy is made.&lt;br /&gt;
&lt;br /&gt;
*Traits: All Vampire PCs may bid only a max of 30 traits (Including Overbids). This does not affect how many max traits you have, only the maximum you may bid.  Max traits are still based on a PC’s Generation.&lt;br /&gt;
&lt;br /&gt;
*Abilities:  A characters Ability Rating is added as Bonus Traits to all challenges that use that Ability as a retest.  This does not allow a character to surpass the 30 Trait Max bid rule.&lt;br /&gt;
&lt;br /&gt;
*Expending Traits (Maximum): If a power does not state otherwise in regards to trait expenditures of any kind, the maximum amount of traits you may spend is 3.&lt;br /&gt;
&lt;br /&gt;
*Chronicle NPCs in Kings of New York who are designed to be fought by the Player characters do not have normal character sheets and abilities.  Each is customized to the needs of the story.  Largely they are simplified versions of sheets as the storytellers require them.  However these Antagonistic NPCs do not have Aegis.  They will have a large number of Health levels instead.  This is allow for Damage attacks to matter in combat and help players of all size contribute.  This is something to keep in mind when combating KoNY NPCs designed for this. &lt;br /&gt;
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*Kings of New York recognizes it is part of a larger LARP organization.  As such, we will approve our characters for items we ourselves do not allow in our game.  The purposes of this is to not put our players at a disadvantage when traveling to other games within the organization.  All such items, if approved, will remain nonfunctional when playing within Kings of New York.&lt;br /&gt;
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*Bad Things Happen: In any scene run by a Storyteller they may call for a “Bad Things Happen” challenge.  This is two simple tests thrown.  Their outcome determines the randomness of the World of Darkness in New York and what bad things your character may just run into.&lt;br /&gt;
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*Memento Mori: A Memento Mori is a downtime scene run superficially for one player/character.  The player/character may request a Memento Mori scene from staff; these scenes are never forced.  Once this occurs the storytellers will put a call out for other players who wish to join this downtime scene.  During the scene the chosen player/character are run through a part of the back story of their character (regardless of IC time period, think of it like a flash back sequence in a show.).  The other players who have volunteered will be given NPCs to play for this scene to help tell this specific story.  New secrets and plot points for the individual character can be revealed through the scene itself, if the player desires it.  The Storytellers will build these scene and set the times and dates.  They will additionally put a call out to the KoNY player base for volunteers to help run these scenes.&lt;br /&gt;
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*OWBN and Kings of New York use a 10 Scale for Morality and not 5.  The difficulty for all Conscience/Conviction Challenges when a character violates a path sin is equal to half the path sin level rounded up. Any Discipline, Combination Discipline or Power that grants bonus traits equal to their character’s Morality is instead equal to half their current morality rating rounded up. All Vampire/Ghoul/Revenant Characters with True Faith must maintain a morality rating of 9 or above to keep their True Faith.&lt;br /&gt;
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*Armor Piercing:  The Armor Piercing ability of a weapon only ignores the Base Health levels of Armor.  It will not ignore anything more then the base health levels (1 to 3 Health Levels).  This ability has no effect on Armor Health levels granted by supernatural powers or enhancements.&lt;br /&gt;
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*Accessibility: Any questions or concerns about Accessibility for player in Kings of New York can be emailed to our staff at: kony-staff@googlegroups.com&lt;br /&gt;
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*Age Restriction:  All players of Kings of New York must be of the age 18 and up to participate in our game.&lt;br /&gt;
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*Harbingers of Skulls:  The clan weakness of the Harbingers of Skulls does not prevent them from engaging in Social Challenges.  Instead it is, &amp;quot;A Harbinger of Skulls in his &amp;quot;normal&amp;quot; visage cannot initiate any Social Challenges except for the purposes of intimidation, although he may defend against Social Challenges normally.&amp;quot;&lt;br /&gt;
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*Retests: Any challenge that is made by a player against another player has a retest cap of 4.  This means you may not call more then 4 retests in a single challenge.  This rule also applies to any live game run by Kings of New York in all Challenges, not just those associated with PVP.&lt;br /&gt;
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*Damage Reduction, Armor, and Health Levels:  No character may have a Damage Reduction higher then 3 and will always take a minimum of 1 damage regardless.  The only exception to this is this 1 level of damage may be further tested down with Fortitude levels 3 and 4 as normal.  No character may have more then 10 levels of armor and/or additional health levels at a time.&lt;br /&gt;
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*NPC Mechanics:  All NPCs, regardless of the Game Line/Genre will use the mechanics for Vampire the Masquerade.&lt;br /&gt;
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*Sabbat Coordinator House Rules:  Scenes specifically run by the Sabbat Coordinator Office under KoNY can adapt or change any of these rules as needed to fit the scene they are running for that office.&lt;br /&gt;
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*All Scenes in Kings of New York run by Staff for out plots will have a Color associated with them.  This Color will allow players to know on an out of character level the danger threat level of character death in a particular scene.  Below is an explanation of the colors and their meaning.&lt;br /&gt;
[[Image:Risk.png|thumb|1000px|center]]&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=The_World_of_Darkness&amp;diff=1717</id>
		<title>The World of Darkness</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=The_World_of_Darkness&amp;diff=1717"/>
		<updated>2026-02-10T13:53:44Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Antonio Domingo Vega Devareaux */&lt;/p&gt;
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&lt;div&gt;This section contains details on the greater world of darkness for New York City. Not everything here is considered common knowledge.  If you have a question on wither your character can have the knowledge presented here In Character, please contact the staff first to get confirmation you are allowed to take such knowledge in character first before doing so.&lt;br /&gt;
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==The Black Hand==&lt;br /&gt;
The Black Hand of New York City is known to operate a base of operation on Governor&#039;s Island.  The territory is there&#039;s and those not of the Chosen are not welcome to visit.  Rumors abound about this facility housing over a hundred members of the Black Hand.  Though this is unlikely given the need for blood.  Some suggest this is a major staging area for the Black Hand or some sort of Training facility.  The information below is what is publicly known among the Sabbat about the members of the Black Hand that call New York City home.  Anything labeled &amp;quot;Black Hand Information&amp;quot; is only knowable by Black Hand Characters. &lt;br /&gt;
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==== Henri Lavenant ====&lt;br /&gt;
[[Image:Henri.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
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* Black Hand Information: Code Name: Laocoun&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Watch Commander&lt;br /&gt;
Henri Lavenant keeps his mortal background a great mystery . He sometimes elludes to being Embraced in what is now Monte Carlo, but it&#039;s unclear whether that&#039;s where he was born. Cardinal Polonia has been heard to speculate that given the man&#039;s abominable manners, he must have been of low birth indeed . Then again, Polonia has been heard to say any number of uncomplimentary things about Lavenant . The two have been figuratively and literally at each other&#039;s throats ever since they first met in old New York . Lavenant came to New York in the Gilded Age and quickly made a name for himself. Unlike many Sabbat, he wasn&#039;t ashamed to use mortals to get what he wanted, and he was equally willing to pose as a bruiser of the slums or a wealthy parvenu in order to cultivate his contacts . He solicited stock tips from Cornelius Vanderbilt, contributed generously to Plymouth Church, nursed a nascent Irish street gang into prominence and even bought art he couldn&#039;t stand just to keep his fingers in the city&#039;s various pies . None of this was done out of any great sense of humanity, of course . He used the higher classes of mortal society to help finance his enterprises and the lower classes to keep an eye on his fellow Sabbat without really seeming to do so . The Hand could not fail to notice or admire the fact that a substantial number of Lavenant&#039;s enemies seemed to meet Final Death somehow or other, but that in itself certainly wasn&#039;t enough to recommend him for membership . Then a dominion visiting the city had the misfortune to end up without a decent place to stay a scant couple of hours before dawn, and Lavenant offered him hospitality . The two stayed up a little past dawn, and in the course of their long conversation, the dominion learned something very interesting about Lavenant. Despite (or perhaps because of) all his mercenary activities, here was a creature desperately in search of something to believe in . Perhaps also feeling a little indebted to him, the dominion agreed to put Lavenant in touch with one&lt;br /&gt;
of the local Hand watch . Lavenant could take it from there, if he liked . Indeed, Lavenant took it from there . He succeeded in proving himself to the Hand, serving it as shakar for a while, then going on to become a dominion . When Polonia made his first exploratory forays into the region of the United States that he would one night oversee as cardinal, he made several trips to New York. He and Lavenant tried each other&#039;s nerves from the outset . There doesn&#039;t seem to be any particular incident behind this distaste, though . Both of them swear it was simply a case of oil and water not mixing . (Other older Sabbat smirk that this must simply mean that Polonia is far more like Lavenant than the Spanish noble would like to admit. Nevertheless, it&#039;s true that the two Cainites couldn&#039;t be more opposite in their behavior : Polonia upright, calm and soldierly ; Lavenant sprawling and crude .) Much to Lavenant&#039;s dismay, Polonia did succeed in gaining the cardinal&#039;s seat over the &amp;quot;Eastern Territories,&amp;quot; and Lavenant was unable to keep the older Lasombra from interfering in New York any longer, though he certainly continued&lt;br /&gt;
to try . Rumors circulate that his mortal network brought him advance notice of the planned Camarilla assault on New York and he tried to warn Polonia, but his advice was ignored in this matter as it was in every other . Other darker rumors suggest that perhaps Lavenant wanted to see Polonia lose the city, even at the cost of losing it himself . They claim that he either withheld part of what he knew or else deliberately made himself obnoxious in delivering his warning so as to elicit the worst possible response from the cardinal . Lavenant distances himself from such talk now. People will believe what they want to believe according to their own biases. In exile further down the coast, he continues to serve as dominion and shakar . Although his effectiveness has been damaged by the loss of his mortal contacts who were his single greatest asset, he is still a Cainite of considerable cunning and power, and he may yet rise again . . . regardless of what happens to the embattled Polonia&lt;br /&gt;
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====Miguel Angel Ramos====&lt;br /&gt;
[[Image:Miguel 3.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Country Gangrel&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Rock&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Remover&lt;br /&gt;
Miguel was born in rural Mexico, where he grew up as a hunter and tracker, skills that would serve him well after his Embrace into the Gangrel clan. His life changed when he was ambushed by a Sabbat pack while tracking a particularly elusive quarry. Instead of killing him, they saw potential in his skills and brought him into the fold. Embraced during a violent siege, Miguel quickly adapted to his new existence, thriving in the chaos and freedom offered by the Sabbat.&lt;br /&gt;
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His prowess in combat and his ability to survive in harsh conditions did not go unnoticed. He was recruited into the Black Hand, the Sabbat&#039;s elite paramilitary force, where he further honed his abilities. Over the decades, he rose through the ranks, earning a reputation as a fierce warrior and a cunning strategist. Now, as a Dominion of the Black Hand, Miguel oversees the training of Black Hand agents in New York City, ensuring they are prepared for the Sabbat&#039;s ongoing war against the Camarilla and other enemies.&lt;br /&gt;
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====The Colonel====&lt;br /&gt;
[[Image:Colonel.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Malkavian Antitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Boss Man&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Watch Commander&lt;br /&gt;
Little is known about The Colonel&#039;s life before his Embrace. Rumors suggest he was a high-ranking military officer involved in covert operations, known for his strategic brilliance and ruthlessness. His descent into madness came with his Embrace into the Malkavian clan, a process that fractured his mind but also unlocked a terrifyingly insightful and unpredictable intelligence.&lt;br /&gt;
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Embraced into the Sabbat, The Colonel found a new purpose in the chaos and brutality of the sect. His military expertise quickly brought him to the attention of the Black Hand, and his unique blend of madness and genius made him an invaluable asset. Over the decades, he rose through the ranks, earning the position of Watch Commander in New York City, where he oversees Black Hand missions with a mix of military precision and Malkavian madness.&lt;br /&gt;
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====Black Horse Tanner====&lt;br /&gt;
[[Image:Black Horse Tanner.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue Antitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Wendigo&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Dominion Second&lt;br /&gt;
Tanner&#039;s mortal life was one of privilege and power. Born into a wealthy family with deep ties to the military and politics, he was groomed for leadership and command from an early age. His natural aptitude for strategy and combat led him to a successful career in the military, where he quickly rose through the ranks. However, his ambition and ruthless nature eventually drew the attention of a Ventrue Antitribu, who saw in him the perfect candidate for the Sabbat.&lt;br /&gt;
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Embraced and inducted into the Sabbat, Tanner&#039;s transition was seamless. His new unlife amplified his skills and ambition, and he rapidly ascended through the ranks. His loyalty, efficiency, and tactical brilliance earned him a place in the Black Hand, where he soon became second-in-command to Miguel Angel Ramos. As Ramos&#039;s right hand, Tanner acts as both bodyguard and assassin, executing high-risk missions and ensuring the safety of his superior.&lt;br /&gt;
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====Ermenegildo====&lt;br /&gt;
[[Image:Ermenegildo.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Fixer&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Dominion Second&lt;br /&gt;
Ermenegildo&#039;s mortal life was one of privilege and influence. Born into a noble family in Italy, he was educated in the finest schools and groomed for a life of power and politics. His natural charisma and cunning intellect made him a master manipulator, traits that caught the eye of a Lasombra elder. Embraced into the clan, Ermenegildo adapted quickly to his new existence, leveraging his skills to rise through the ranks of the Sabbat.&lt;br /&gt;
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His strategic mind and talent for resolving complex issues made him an ideal candidate for the Black Hand. Over the decades, he proved himself invaluable, handling delicate negotiations, eliminating threats, and ensuring the smooth operation of Black Hand activities. As a Dominion and second to Henri Lavenant, Ermenegildo serves as a fixer and problem solver, addressing challenges with a combination of diplomacy and ruthless efficiency.&lt;br /&gt;
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====Dr. Morrow====&lt;br /&gt;
[[Image:Dr morrow.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tzimisce&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Skin Doctor&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Magi&lt;br /&gt;
Dr. Morrow&#039;s mortal life was steeped in academia and scientific inquiry. Born in Eastern Europe to a family of scholars, he pursued a career in medicine, specializing in hematology and experimental surgery. His obsession with the secrets of the human body and blood led him to conduct controversial and often unethical experiments, which eventually attracted the attention of a Tzimisce elder. Embraced into the clan, Morrow&#039;s insatiable thirst for knowledge found new, darker avenues of exploration.&lt;br /&gt;
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In his unlife, Dr. Morrow quickly rose through the ranks of the Sabbat, his expertise in blood magic making him an invaluable asset. His cold, analytical mind and ruthless pursuit of knowledge earned him a place within the Black Hand, where he specializes in Thaumaturgy and Koldunic Sorcery, applying his skills to further the Sabbat&#039;s goals and eliminate its enemies.&lt;br /&gt;
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====Kestrelle Hayes====&lt;br /&gt;
[[Image:Kestrelle.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Virgo&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Chaplin&lt;br /&gt;
Kestrelle&#039;s mortal life was one marked by ambition and a thirst for power. Born into a wealthy and influential family, she was groomed from a young age to assume leadership roles within the business and political spheres. However, Kestrelle&#039;s aspirations extended beyond mortal limitations, and her insatiable desire for control eventually drew the attention of the Sabbat. Embraced into the Ventrue Antitribu, she found purpose and fulfillment in the sect&#039;s mission to overthrow the oppressive regime of the Camarilla.&lt;br /&gt;
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Rising through the ranks of the Sabbat, Kestrelle distinguished herself as a devout and charismatic leader. Her eloquence and persuasive skills earned her the title of Sabbat priest, tasked with guiding and inspiring her fellow Cainites in their eternal struggle against the tyranny of the Masquerade. Recognizing her unwavering dedication and fierce resolve, Kestrelle was initiated into the ranks of the Black Hand, where she serves as a priest, offering spiritual guidance and support to her brethren.&lt;br /&gt;
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====Gabriel de Cambrai====&lt;br /&gt;
[[Image:Gabriel 3.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Death Scythe&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Remover&lt;br /&gt;
Gabriel de Cambrai was once a celebrated artist in the mortal world, his talent for capturing beauty and emotion in his paintings earning him fame and adoration. However, his artistic pursuits were mere preludes to the darker passions that lay beneath the surface. Embraced into the Toreador Antitribu, Gabriel found his true calling in the Sabbat, where his creativity and skill with a brush were matched only by his ruthlessness and cunning.&lt;br /&gt;
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Gabriel de Cambrai&#039;s role within the Black Hand is that of a remover—a specialist tasked with eliminating threats to the Sabbat&#039;s interests. He operates with discretion and precision, conducting covert missions to neutralize Camarilla spies, anarch agitators, and other enemies of the sect. Gabriel&#039;s ability to blend seamlessly into high society allows him to infiltrate enemy strongholds and gather intelligence, ensuring the success of his operations.&lt;br /&gt;
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====Gatjil Munyarryun====&lt;br /&gt;
[[Image:Gatjil.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Brujah Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Witch Doctor&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
Gatjil Munyarryun was born into a world of struggle and resistance, the descendant of indigenous warriors who fought against the forces of colonization and oppression. Raised in the traditions of his people, Gatjil learned the ways of combat and survival from a young age, honing his skills in the harsh wilderness of his homeland. Embraced into the Brujah Antitribu, Gatjil found a new battlefield in the eternal conflict between the Sabbat and the forces of the Camarilla.&lt;br /&gt;
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As a member of the Black Hand, Gatjil specializes in the art of assassination, using his skills as a Shakar warrior to eliminate threats to the Sabbat&#039;s interests. Operating in the shadows of New York City, he strikes swiftly and decisively against the enemies of the sect, leaving no trace of his presence behind.&lt;br /&gt;
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====Lubomira Hradok====&lt;br /&gt;
[[Image:Lubomira.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Cancer&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Census Taker&lt;br /&gt;
Lubomira Hradok was once a scholar and librarian in the mortal world, her insatiable curiosity and thirst for knowledge leading her to delve into the darkest depths of human history. Embraced into the Nosferatu Antitribu, Lubomira found her true calling in the shadows of the Sabbat, where her talents for research and espionage could be put to use in service of the sect.&lt;br /&gt;
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As a member of the Black Hand, Lubomira specializes in gathering intelligence and maintaining the sect&#039;s census of Cainites within New York City. Her extensive network of informants and spies allows her to uncover secrets and manipulate events from the shadows, ensuring the success of the Sabbat&#039;s operations.&lt;br /&gt;
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====Hagar Stone====&lt;br /&gt;
[[Image:Hagar.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Malkavian Amtitribu&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
* Black Hand Information: Code Name: Taurus&lt;br /&gt;
* Black Hand Information: Rank: Agent&lt;br /&gt;
* Black Hand Information: Role: Emissary&lt;br /&gt;
Hagar Stone&#039;s mortal life was marked by a fascination with the mysteries of the mind and the nature of reality. As a psychologist and scholar, he delved into the depths of human consciousness, seeking to unravel the secrets that lay hidden within. Embraced into the Malkavian Antitribu, Hagar found his intellectual pursuits elevated to new heights within the Sabbat, where his insights into the human psyche proved invaluable to the sect&#039;s cause.&lt;br /&gt;
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As a member of the Black Hand, Hagar specializes in diplomacy and negotiation, using his keen intellect and intuitive understanding of human nature to navigate the complex web of alliances and rivalries that define Cainite society. Operating in the heart of New York City, he serves as an emissary and diplomat for the Sabbat, forging alliances and brokering deals on behalf of the sect.&lt;br /&gt;
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====Antonio Domingo Vega Devareaux====&lt;br /&gt;
[[Image:9156bdce3d49b2b9681468dc63e6b1a1.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Status: 5 (Positional), 5 (Reputational)&lt;br /&gt;
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* Black Hand Information: Code Name: Noctis&lt;br /&gt;
* Black Hand Information: Rank: Dominion&lt;br /&gt;
* Black Hand Information: Role: Shakar&lt;br /&gt;
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Antonio maintains close ties to a number of particularly powerful Cainites and leads a relatively mysterious unlife. He is a practitioner of Santeria and has been known to favor the Serpents of the Light, seeming to honestly enjoy their company. He has a heavily decorated career within the Sabbat including multiple sieges and even defended Cardinal Polonia from assassins in New York with the aid of his Templars and Logan Steele. He rose all the way to the position of Archbishop of Boston through these exploits and a bit of politics. However one night he vanished after a conflict with a group of Giovanni elders after besting them. A month later he entered the gathering and told everyone he was leaving for a while. Soon afterward, whispers abound that Antonio had spent the month trapped in a hell from which the Kuei-Jin come. Nearly a year later he returned as a member of the Black Hand.  Since that time, Antonio calls New York his home, but is rarely found there.  His missions for the Black Hand often taking him to the seas and forgotten places in the world.&lt;br /&gt;
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==Independent Vampires==&lt;br /&gt;
New York City isn&#039;t home just Sabbat Vampires.  While they are the controlling majority in the city; vampires of the independent clans also call the city home. The Giovanni in particular have an agreement with Cardinal Polonia to operate in the city itself and even control certain portions of it.  In exchange, the Sabbat gains information from the Giovanni that they collect in their territory.  In particular it is known the Giovanni have large sway and control over JFK Airport.  In addition to this, the Giovanni are limited to no more then five members of the clan in the city in any given time.  The Followers of Set in the city though have no such agreement.  The Setites do often keep a low profile in the city; they are known to sell and trade with members of the Sabbat for rare blood and weapons on occasion.  Lastly, there is also a delegation of Bahari that call New York City home.  These vampires mostly keep to themselves and are currently petitioning the Sabbat as a whole for membership.  These Bahari are quick to offer aid and support to any Sabbat member who asks.&lt;br /&gt;
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==== Donatello Giovanni ====&lt;br /&gt;
[[Image:Donatello.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Donatello was born into the original family branch in Italy and soon spoiled with wealth. He studied medicine, and after he was Embraced ventured to New York to make profits from the bitter conflicts between the Camarilla and the Sabbat. Establishing himself as a patron over Little Italy, he ensured that his domain was respected by both Sects. He was also responsible for the negotiations that ensured the successful alliance with the New York Sabbat. Today, he ensures that the Giovanni profit from the ongoing conflict, and nearly every gang has a share for him reserved.&lt;br /&gt;
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==== Bez Dunsirn ====&lt;br /&gt;
[[Image:Bez.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Bez was a delinquent at a young age who was frequently imprisoned. His sire had needed him for physical support over an affair with a Lasombra ; it wasn&#039;t planned for Bez to survive. Eventually Bez killed the Lasombra and his sire, returned to the Durnsirns&#039; home in Aberdeen , and reported; his message was well received. Since then, Bez has continued to get assignments, but he has a tendency to overshoot the mark, so Virginia ended up sending him to New York , where he&#039;s sure to be of use in the fight against the Sabbath .&lt;br /&gt;
&lt;br /&gt;
In New York, Bez reported to Donatello Giovanni , but understood that his unlife was not valued and that he was being used as “cannon fodder”. He therefore attaches great importance to carrying out orders correctly and not allowing himself to make any mistakes.&lt;br /&gt;
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==== Talmadge Milliner ====&lt;br /&gt;
[[Image:Talmadge.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Born into the prestigious Milliner family, Talmadge was groomed from an early age to serve as an enforcer for the Giovanni clan. Trained in the arts of combat and intimidation, he quickly rose through the ranks to become one of the family&#039;s most trusted operatives. Operating within the shadows of New York City, Talmadge serves as a loyal enforcer and protector of the family&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
As an enforcer for the Milliner family, Talmadge&#039;s primary role is to ensure the security and prosperity of his clan&#039;s business ventures within the city. He operates with ruthless efficiency, using his skills as a combatant and his intimate knowledge of the criminal underworld to eliminate threats and maintain order within the family&#039;s territories.&lt;br /&gt;
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In addition to his duties as an enforcer, Talmadge serves as a trusted advisor and confidant to the leaders of the Milliner family, offering insights and expertise on matters of strategy and diplomacy. His loyalty to his clan is unwavering, and he will stop at nothing to protect its interests and preserve its legacy.&lt;br /&gt;
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==== Bartolomeo Giovanni ====&lt;br /&gt;
[[Image:Bartolomeo.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Giovanni&lt;br /&gt;
Bartolomeo Giovanni was born into the illustrious Giovanni family, known for their mastery of finance, commerce, and clandestine operations. From a young age, Bartolomeo was groomed to become a key player in the family&#039;s illicit enterprises. As he matured, he found his niche in the underworld of drug trafficking, utilizing his family&#039;s resources and connections to establish a lucrative network within New York City.&lt;br /&gt;
&lt;br /&gt;
Bartolomeo&#039;s primary goal is to expand his family&#039;s influence and wealth through his drug trafficking operations. He is motivated by a desire for power and prestige, as well as a sense of duty to his family and its traditions. Bartolomeo sees himself as a rising star within the Giovanni clan, and he is determined to carve out a legacy that will ensure his place in the annals of Kindred history.&lt;br /&gt;
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==== Sun Yang ====&lt;br /&gt;
[[Image:Sun Yang.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite&lt;br /&gt;
Born on the borders of territory to the Kuei-jin, Sun Yang, also named Wise Frog, was embraced in Sinkiang to act as an assassin for the Assamites, who occasionally clashed with their Cathayan counterparts. He soon advanced into a cunning diplomat and was able to cool the conflict between the warring supernatural factions a little bit. When the tense climate of the conflict became too much for him to bear, he asked his masters in Alamut to be removed and they reluctantly agreed, enabling to flee the communist occupation of Sinkiang in 1949. After a brief relocation to Turkey, Sun Yang was deployed into New York, to act as an observator of the Camarilla/Sabbat conflict there. Watching the Sabbat tearing itself apart in the Third Sabbat Civil War, he reported back to his elders, focusing on the actions of the wayward antitribu foremost.&lt;br /&gt;
&lt;br /&gt;
When Ur-Shulgi arose and purged Alamut, Sun Yang felt uncompelled to serve an ancient war master of Haqim, preferring peace and stability to a rampant crusade against the kafir. Instead, he assisted the Assamite schismatics that had come to New York in order to join the Camarilla. Although he himself preferred to stay outside of sect allegiance, he feels that the time draws near when he has to make a choice and to declare his course.&lt;br /&gt;
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==== Steven Clarke ====&lt;br /&gt;
[[Image:Steven.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Followers of Set&lt;br /&gt;
Clarke belonged to one of the various Setite coteries in Sabbat-controlled New York. One of his clients was a powerful kamut of the Black Hand, who competed with them for territory. Only through a deal with Italian crime lords could Clarke maintain his dominance within his domain.&lt;br /&gt;
&lt;br /&gt;
This event earned him the criticism of one of his clanmates, who persisted that this was a Kindred affair and mortal intervention would only do harm. After a heated argument, he received a poisoned dagger into his back and was left to die. He survived, however, and began to work against the temple within New York, knowing that it would be headed by his rival.&lt;br /&gt;
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==== Artakama Shiri ====&lt;br /&gt;
[[Image:Artakama.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Assamite&lt;br /&gt;
Legend says in her mortal life Artakama was the forced bride of one of Alexander the Greats Generals.  In the records of Alamut the make no mention of this vampire of their blood.  Either she is unknown among them or is such a mistake to them she was erased from history.  Regardless of the truth, Artakama clearly hails from Persia and is a very old vampire.  It is only among the Cults of Lilith is her name truly known.&lt;br /&gt;
&lt;br /&gt;
Among the Bahari is known as the Bride of Lilith.  They pass stories of her past as a daughter to Persian noble given to Alexander’s generals as a prize when he conquered Babylon.  They say that Artakama suffered greatly at the hands of her would be husband.  They claim that as a mortal she was the one to poison Hephaestion; to inflict the pain upon Alexander that she had inflicted upon her.  After the deed was done she sought to end her own life but was taken in the night by an ancient vampire.  A woman, and some claim to have been Lilith herself.  She was born again in the night of a full moon as a vampire.  Since the moment of her rebirth she has dedicated her life and soul to Lilith.&lt;br /&gt;
&lt;br /&gt;
Artakama is one of the oldest and most powerful active members of the Bahari.  She has wandered the world planting seeds of her faith to watch them blossom.  Some say it was she who first infiltrated the young Sabbat and spread the knowledge of Lilith to them.  If this is true, it explains why she has been hunted by the Sabbat Inquisition for centuries.  She rarely stays in any one place for long and prefers to wander.  It is said her cults dedicated to Lilith span the world.  &lt;br /&gt;
&lt;br /&gt;
She is a cruel and bitter vampire that seeks to spread the teachings of Lilith as far and wide as she can.  Once more, and more freighting, she is a true believer.  Artakama personally believes she is blessed by Lilith and her Prophet on earth.  She forces those she comes across to give into the true light of Lilith; even if they have no desire to do so.  Only once she has broken someone will their eyes truly open to the grace of Lilith.  &lt;br /&gt;
&lt;br /&gt;
Tonight she finds herself in the city of New York.  Rumors have spread like wild fire that the Dark Mother has returned here.  As more and more Bahari flood the city seeking their Dark Mother; Artakama cannot help but be intrigued to follow.  She has turn the spot of the Revelation in the city into a holy site for the Bahari.  Here members of the cult seek to be touched by the Dark Mother.  For Artakama she is both Lilith’s Prophet and a mother.  She seeks to protect them all from the horde of Sabbat from the city and maintain the newly holy site.  She herself is not sure if Lilith did return here, but something ancient and powerful indeed seems to haunt this spot.  Something longing to cross over but unable to do so yet.  Now she seeks to gather the Bahari both to protect the site and find out the truth of Lilith in New York City. &lt;br /&gt;
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==== Gadreel ====&lt;br /&gt;
[[Image:Gadreel2.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: Inconnu Monitor&lt;br /&gt;
Reborn into darkness under the dome of Hagia Sophia, the Cainite who would become Gadreel and the avatar of the dream came from far more humble origins.  Though her real name is lost to time, Gadreel was a simple young girl born in the streets of Constantinople in the ninth century.  Like many young girls born to poverty, Gadreel was given to the church to be raised when her parents could not afford the burden her birth brought them.  Destined to live the life of a sister to god, the ancient Toreador Michael had other plans.  &lt;br /&gt;
&lt;br /&gt;
Unknown to her, Gadreel was part of the cult serving the ancient Toreador.  Micheal, who presented himself as the Archangel had amassed a following in a city unlike any before him.  Just after the Fifth Council, Michael began to feel the wait of ages and slumber calling him.  I devout man of God, Michael had one last vision before he rested.  That of a simple woman of faith among his own herd.  What god showed him that night, even Gadreel does not know.  The result of which was her embrace into the damned.&lt;br /&gt;
&lt;br /&gt;
As a last act before his slumber, Michael turned Gadreel and only gave her one command.  To watch.  Knowing nothing of her new existence or what truly had become of her; she obeyed.  To Gadreel the Archangel Michael himself had come to her, to bring her forth into Damnation.  Still, the wait of his words carried to her, and all she could do was hide in the shadows and watch.  Never really leaving Hagia Sophia, the young Cainite instead stayed and prayed by the tomb of the archangel.  Quickly did she learn how god had cursed her.&lt;br /&gt;
&lt;br /&gt;
For years Gadreel prayed and watched.  She saw others like herself come and go from the sacred place; often to give prayers like herself.  In this time she learned to manage her curse, feeding only from the few rats she could find.  Though her blood was far more potent then she yet understood; it was always in the shadow of the tomb of Michael she stayed.  Slowly she began to see the truth.  Many of these creatures like her would come and pray for guidance.  But so few had any real faith or empathy in their voice.  Instead they were doing so only for political reasons.  Perhaps god had damned her to test humanity once again.  She would watch the horrors of the world and be subjected to them to test her faith.  In this, she saw the work of god.  But even as a woman of faith, she still carried about human instincts and emotions.  Ones that she would let get the better of her.&lt;br /&gt;
&lt;br /&gt;
For centuries she watched until she could no longer obey her simple sires command.  Gadreel had to see the outside world for what it is.  For if these legions of damned would visit the tomb of Michael, how many were in the city itself.  From time to time Gadreel would journey to the outside of Hagia Sophia.  Always careful to make sure she was not followed back to the tomb of Michael it was one fatal night that changed it all.  Perhaps it was just chance, but the night of the death of Michael, Gadreel had traveled out into the city to see that the chaos was she had heard.  As the Fourth Crusade burned through the city of Constantinople, Gadreel could not help but go watch.  When she returned she lurked in the shadows once more.  It was shortly after a woman came to the tomb of Michael.  She bore witness to his diablerie at the hands of Mary the Black.  Though her soul cried out to stop what she was watching, she somehow felt the weight of Michael upon her once again, and all she could do was watch.  It was that very night Gadreel was born.&lt;br /&gt;
&lt;br /&gt;
Taking the name of the Angel who let the Snake into the Garden of Eden, Gadreel fled the only home she ever know into the vast unknown of the world.  For a time she wandered, ever watching.  The memories of Michael and the Golden City beginning to fade; she began to believe her task for god was over.  As she wandered into a forest one night to meet the morning sun and ask god herself why she had been damned; it was another of their kind who greeted her.  His name Gadreel has never spoken of, but what I known is the Cainite and her debating for many nights the meaning of gold, redemption, the nature of the damned, and her place in it all. Intrigued by the words of this Cainite, Gadreel desired to learn more.  In that moment, she had become part of the mysterious Inconnu.&lt;br /&gt;
&lt;br /&gt;
Traveling from place to place, Gadreel sought to study under the various members of the Inconnu.  They spoke of Golconda and every Cainite having a place in the world.  Their words resonated heavily with her.  Though she believed herself truly damned in god’s eyes and far from his grace, the words of ever sire Michael always stayed with her.  Centuries more passed and the world moved on as Gadreel studied at the feet of the masters of the Inconnu.  It was not until the ninetieth century did she receive the guidance she was looking for.&lt;br /&gt;
&lt;br /&gt;
Her sire, Michael, visited her one last time in a dream.  He spoke of his Dream, of the Golden city, and how there were those who sought to restore.  He told her that in the new world lied a great child of city that may yet birth the dream again.  It was this dream that caused Gadreel to claim the position of Monitor of New York City at one of the council meetings of the Inconnu.  Ever since then, Gadreel has served to watch over New York.  Always recording it’s history and remaining in the shadows.  Though even still to this night she finds herself getting involved as she did in Constantinople.  She will reach out to a Cainite here or there she finds interesting as the Angel that she is.  She watches as the Jyhad is played among some the most ancient vampires in the world in her city.  She even finds Cainites she recognizes from Constantinople coming to her city from time to time.  Gadreel knows that one day she may have to stop watching and finally act if she wishes to see the rebirth of her Sire’s dream. &lt;br /&gt;
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==== Hyperion, the Guardian of Time ====&lt;br /&gt;
[[Image:Hyperion.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: True Brujah&lt;br /&gt;
Deep in the halls of Columbia University an ancient being has carved out his own place to be alone and study.  To this very night, he known to almost no one in the city, but his eyes fixed on this point in time.  This ancient being is the vampire Methuselah known only as Hyperion to his follow True Brujah.  A member of the Guardian Faction of the True Brujah, Hyperion has come to study and find a way to avert the end of the world.  Hyperion has seen into the future and knows that New York City is the center point and start of Gehenna itself.  Since learning about this he has come to the city to try to find a way to avert fate.  So, Hyperion sits in his own pocket of time as he continuously explores ways to avert the coming apocalypse.  So far, he has not succeeded.  However, Hyperion did not start as the self-appointed guardian of time, but only a few well-kept manuscripts speak of the legends of his past.&lt;br /&gt;
&lt;br /&gt;
What few stories remain claim that when Hyperion was a mortal he was taken at a young age from his home in North Africa.  Raised as a servant to Greeks in Athens, he always had a curious desire to learn as much of history as he could.  The tales of the gods and empires from ages long past fascinated.  What the young Hyperion did not know was his future Sire has been watching and grooming him since childhood.  When Persia attacked Athens, the truly ancient Anis swooped in to give the now grown man the embrace.&lt;br /&gt;
Since those early nights, Hyperion has been a scholar first and a vampire second.  With the potent power in his blood he was able to not just be regulated to reading history, but experiencing it.  When he meet others of his blood, he cared little for their desired petty revenge against the Brujah.  Hyperion always found the story of the fall of Illyes and the rise of Troile as suspect.  If he had such mastery of time, how could his grandsire not have foreseen it as well.  He suspected that the rise of the Troile Brujah was in fact his plan all along, and thus saw no reason to seek revenge.&lt;br /&gt;
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Instead, Hyperion traveled the world in shadows.  He sought out the great libraries and ruins of the earth to learn of the past, present, and future.  He always kept to himself and focused on exploring time as he saw fit.  When Hyperion learned of Noddist Prophecy he became even more intrigued.  Is the world destined to die in an apocalypse or can it be saved.  Spending centuries pondering this question in and out of time, Hyperion knew one thing.  The Apocalypse starts in New York City with the rise of the Tzimisce Antediluvian.  Seeking any hope to avert this future he traveled for the first time to the new world.&lt;br /&gt;
Since the 19th century, Hyperion has called New York City his home.  He supported its growing academic institutions and in particular Columbia University.  It is here he has made his haven.  Beneath is vaulted halls, he sits in a self created pocket of time playing out the scenario of Gehenna over and over again.  Trying to find the one way it can be averted.  Driven to near madness Hyperion remains to this very night.  However, the time of Gehenna is drawing ever closer, and eventually he will have to speak with others of his kind.  In truth, Hyperion can not discover the answer to Gehenna alone, he will need others to help him see past his obsession.  Either way, the fateful moment is coming closer with ever passing on the hands of he clock.&lt;br /&gt;
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==Camarilla Vampires==&lt;br /&gt;
The Camarilla Vampires of New York once dominated and controlled Manhattan. In the 1990s Then, Archbishop Polonia led a crusade into Manhattan to claim the borough for the Sabbat.  With the slaying of Prince Micheala the Camarilla of New York crumbled.  Though some remnants yet remain.  The Tremere of the city are known to have a large network of chantries.  Despite the Sabbat&#039;s best efforts they have never been able to locate them to lay waste to them within the city.  The Camarilla that remains in New York City keep a very low profile and remain hidden to the majority of the cities vampires.&lt;br /&gt;
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==== Calebros ====&lt;br /&gt;
[[Image:Calebros.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu&lt;br /&gt;
* Position: Nominally Prince&lt;br /&gt;
Calebros has been the most powerful Nosferatu in New York City. He is a reclusive vampire, typical of his clan, and remained somewhat aloof from the Kindred society of New York even while he served as Prince pro tempore of the city. Soon after taking on the office during the Battle of New York, he abdicated it to the immediate interest of all of New York&#039;s powerful vampires.&lt;br /&gt;
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Despite being the most influential Nosferatu in New York for the past 50 years since his sire disappeared, Calebros is remarkably anonymous beyond his clan, and that is the way he prefers it. He maintains order in his warren beneath Manhattan while also coordinating plans and information for his brethren across the Americas and parts of Europe. As the reluctant, temporary, and now former Prince of New York, Calebros has not slept well since putting those duties behind him.&lt;br /&gt;
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Calebros remembers little of his mortal life. As a child, he was snatched away by the Nosferatu and held in prolonged captivity before his Embrace. To his thinking, he has always been Nosferatu, and the indistinct nature of his days as kine precludes notions of existential angst. He exists as the quintessential Kindred, and his efforts have been rewarded by his steadily increasing status among his clanmates and Damned peers.&lt;br /&gt;
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==== Aisling Sturbridge ====&lt;br /&gt;
[[Image:Aisling.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: High Regent&lt;br /&gt;
Aisling was born in 1890 in upstate New York to a banker and his wife. Her mother died when Aisling was two, and her father chose to let his daughter run wild like a hoyden with her brothers rather than endure his wife&#039;s meddling relations&#039; attempts to raise her. During this long period of freedom, Aisling gravitated toward mysticism through her Catholic upbringing and studied whatever she believed would be necessary to learn more. She taught herself Latin and Greek to read occult texts from the church library (she persuaded her elder brother to borrow books for her). Aside from reading, she attended seances and corresponded with a number of occultists, many of whom had little idea that they were communicating with a teenage girl.&lt;br /&gt;
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When her mother&#039;s family finally got wind that Aisling was accepting an invitation into an &amp;quot;Enlightened Society&amp;quot; or some such, they put their collective foot down and ordered her to finish school. Aisling instead took her trust fund and abandoned Victorian America for the decadence of London. In turn-of-the-century London, Aisling inserted herself into the occult scene, and her remarkable scholarship drew many eyes, including those of Aleister Crowley. Her brilliance did not go unnoticed by others; her sire-to-be, Lucien de Maupassant, met her during a séance salon, and the two became close confidants.&lt;br /&gt;
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In 1910, Crowley, apparently embittered that a girl so many years his junior was outstripping him in the hermetic mysteries, requested that Aisling become his next Scarlet Woman. In essence, it was a demand that she submit to rape. Lucien, already considering Aisling as a potential progeny, took her away from London and Crowley&#039;s grasp, and on an extended tour of Europe and the Middle East to secretly test her fitness as a Tremere. When he was satisfied he brought her to Vienna for the Embrace and to meet the rest of the Clan.&lt;br /&gt;
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For the next 30 years or so the pair served as free agents, delivering messages between chantries, building chantry libraries and investigating on Inner Council orders. World War II separated them for long periods as Aisling tended the chantries in Nuremberg, Warsaw, Kraków, and Dresden. Her friends in high places often could not decide what to do with her; on one hand, her questioning of the Tremere&#039;s role with the Nazi regime was intolerable to her superiors, but on the other, her work during air raids to preserve the treasures of embattled chantries was faultless. In 1948 her sire and longtime companion abruptly went missing during an assignment, supposedly given to him by the Inner Council. According to upper-level gossips, it was Meerlinda who turned the young woman&#039;s talents to America, with hopes that it might distract her. Certain that she would have felt or heard of Lucien&#039;s destruction, she continues to search for word of him even now.&lt;br /&gt;
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During the Firedance, her superior was caught by the Sabbat and destroyed so she rose as the prime Regent. Soon after, she was summoned by the Camarilla to Baltimore to discuss the Sabbat&#039;s offensive.&lt;br /&gt;
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Recently, some of the higher ranks have begun to watch her with growing concern. She is one of the most dynamic and popular regents, and she has a number of high-placed friends in and out of the clan. She has shown no qualms about making deals with other Kindred for assistance, eschewing much of the traditional Tremere insularity. Reviewing all of this success in a darker cast, however, are several of the powers that be among the higher ranks of the Tremere. In the opinions of several of the old guard, Aisling is a loose cannon, as evidenced by her own desires not to be Prince. One thing is certain in the nights to come: Aisling&#039;s loyalty will indeed be tested. Whether from within the Chantry of the Five Boroughs or as a result of an outsider&#039;s influence, the Tremere may well have to make an example of one who insists upon going her own way&lt;br /&gt;
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==== Adelaide Davis ====&lt;br /&gt;
[[Image:Adelaide.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Malkavian&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
When two boys turned up at the bottom of Snug Harbor in 1841, their pupils blown and rocks in their pockets, the quiet sailor’s community knew it had a problem. Things seemed tense for the fall, and then, in the winter, the Blakely boys disappeared. Everyone assumed that the Blakely boys had killed the original two and their consciences had finally gotten the better of them, urging them to leave. When both of the Blakelys were discovered the following spring in the same part of Snug Harbor, with the same head injuries and the same types of stones weighing them down, the residents were once again up in arms. It would seem they had a child-killer on their hands.&lt;br /&gt;
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As summer came around and school let out, it was not without some sense of trepidation that parents let their children play outside. As if to confirm their fears, Tom Hawkins was found at the foot of a tree, his head viciously bludgeoned with a rock. Tom was older than the other boys, however, and it seemed he had been too heavy for his attacker to drag to the creek. Rushed to the hospital, Tom was given around-the-clock care in hopes of nursing him back to health — and to identify his attacker.&lt;br /&gt;
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When Tom came to, he named Adelaide Davis, the daughter of a widowed sailor. At age 12, she “had had a lot of boyfriends,” most of whom ended up dead. After a much publicized (and not wholly fair, even if Adelaide did confess) trial, Adelaide was remanded to the custody of the state. Sent to the Blackwell’s Island lunatic asylum, she spent 10 years in a hopeless dementia. A Malkavian “nurse,” traveling from asylum to asylum, had read about Adelaide’s story and arranged paperwork for her to be freed from the asylum. With her father dead and a dubiously clean bill of mental health, Adelaide was released. She returned with her patron to Snug Harbor, Staten Island, staying in Adelaide’s father’s house, which had been abandoned. Within a few years, their relationship had blossomed, and Adelaide was Embraced.&lt;br /&gt;
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Adelaide kept a low profile after her sire ran afoul of the local Sabbat. She fed mostly from sailors, making a few contacts among the Cainites of the city, but she kept largely to herself. When pressed, she made nominal statements of allegiance to the Sabbat but never paid them much attention. So it went for almost a century, with Adelaide hiding from the sect that held the city,every now and then indulging her jealousy of “other” children — but these times she was careful enough to do it away from her home.&lt;br /&gt;
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==== Gerard Rafin ====&lt;br /&gt;
[[Image:Gerard.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Nosferatu&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
Ellis Island was the gateway to the Americas — between 1892 and 1924, 71 percent of all immigrants to the United States were processed there. Among them was a French tinker named Gerard Rafin, a moderately skilled laborer who took up residence on the Lower East Side. His skill with crafts and devices brought him to the attention of the Nosferatu, and before long he had been “recruited” into the leagues of the Sewer Rats. The Sabbat was still the prominent sect in the city, and Rafin made no few contacts among that group as well. The Nosferatu have long been on at least civil terms with their antitribu, and Rafin felt no real sectarian struggle demanding his loyalties.&lt;br /&gt;
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As time moved forward, so did technology, and Rafin became fascinated by it. His warren was always littered with copies of Popular Science, the Physical Review and other technology periodicals. While the Sabbat ranted and raged above ground, Rafin slowly brought, in his words, “technological stuff” to various Nosferatu dens — adding safeguards, communication networks and electricity. As his Americanization in the company of the New York Nosferatu and antitribu continued, Rafin heard tales of the Nictuku and other apocryphal horrors. These occupied his curiosity as much as technology did, and he became a sort of de facto expert on the subject. After a while, the two interests blended, with Rafin developing security devices to protect the Nosferatu Kingdom from horrors below as well as above, and various traps designed for the purpose of trapping the Nosferatu’s ancient predator.&lt;br /&gt;
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By the 1970s, Rafin had created a computer network that “sat atop” the military’s ArpaNet, through which local Nosferatu could communicate more securely than by telephone. With comrades and progeny, Rafin traveled the country, establishing other nodes for this “SchreckNET”. With a backpack full of breadboards, jumper switches and copper wire, Rafin and his crew expanded the Nosferatu’s information network nationwide. Tonight it exists as a subnet of the Internet, and as such covers conceivably the whole world.&lt;br /&gt;
&lt;br /&gt;
During his travels, Rafin concocted a “stage personality” that could precede him. Sure, Rafin was known for his technical prowess, but the larger-than-unlife character of Uncle Smelly embodied everything the Nosferatu were reputed for. In this guise, Rafin could travel with wide berth, other Kindred forgiving him for his Nosferatu proclivities and the Sewer Rats themselves welcoming him for his tales and technology. The fact that those who got in his way were often whipped within an inch of their unlives (including a few sheriffs) gave Uncle Smelly even more room to do his work.&lt;br /&gt;
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==== Yvette ====&lt;br /&gt;
[[Image:Yvette.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
When the semi famous Toreador violinist Tamoszius first came to the New World, he stopped briefly in New York. Before following many of his fellow Lithuanians to Chicago (and fleeing the horrid presence of the Sabbat), Tamoszius briefly entertained the idea of staying in New York. Only a year after arriving, he Embraced Yvette, a fellow violinist to whom he had been listening through the windows of her family&#039;s Brooklyn brownstone since entering the city. New York proved not to be to Tamoszius&#039; liking, however, and he fled the city, leaving his bewildered progeny behind.&lt;br /&gt;
Aggrieved at what she had become, Yvette vanished as well, leaving herdistraught family thinking that she had been murdered or kidnapped or had otherwise the victim of foul play. In truth, Yvette fled to Manhattan, where she spent her nights evading Sabbat vampires and practicing her instrument, the only aspect of her mortal life that she&#039;d been able to keep hold of.&lt;br /&gt;
Being Kindred proved to be too much for Yvette, however, and the toll it placed on her emotionally sent her into frequent torpors, from which she would rise, confused, before wandering the streets and succumbing to the cold sleep again.&lt;br /&gt;
Kindred have come and gone through Yvette&#039;s unlife. She&#039;s met a few here and there, and most of them seem to enjoy her playing, but neither they nor their society held much allure for her. She faced every night alone, even when she had taken lovers, and it wouldn&#039;t be long before she slipped into torpor&lt;br /&gt;
Then she saw Leonard. While stalking Grand Central Terminal one night for sustenance, Yvette watched, captivated, as a man left the train that had arrived from some northern location. She immediately fell in love with him; her soul rejoiced that what she had so long been waiting for had finally arrived. With a smile upon her face for the first time in over a century, she ran over to introduce herself, but stopped herself short. This was insane! How could she, a Kindred, just accost some poor man at the train station and profess her love for him?&lt;br /&gt;
Yvette quickly formulated a plan. Passing the man by, she entered the promenade, where he was sure to pass through. There, she took out her violin and began to play the most passionate concerto that had ever traveled through her bow. When the man heard it, he would be drawn to her, and they could spend their time together in love.&lt;br /&gt;
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==== Eugenio Esteves ====&lt;br /&gt;
[[Image:Eugenio.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: Regent&lt;br /&gt;
On his eighth birthday, Eugenio Estevez’s parents gave him to the witch who kept a castle just a few miles from their humble farm in rural Spain. Such was the practice with this old witch — he would take a child from the nearby villages every few years to serve as his housekeeper, and eventually the poor child would never be heard from again. No one wanted to risk the wrath of the witch, however, so they complied with his chilling demands.&lt;br /&gt;
&lt;br /&gt;
In Eugenio, though, the witch had more than he bargained for. Precocious for his age, the boy was always asking questions, learning much about the philosophies of Thaumaturgy while he cleaned up after the witch’s nightly studies. He read books the old Kindred kept on his shelves and studied formulae he found written in the laboratory. As he grew older, he followed the old scholar down the road of the Jewish faith. By the time he was at the age of majority, Eugenio had shaped up to be quite a protégé. Instead of devouring his blood, the old witch kept him on as an apprentice and embraced him.&lt;br /&gt;
&lt;br /&gt;
Eugenio’s rise through the Tremere hierarchy was just as prodigal. At first, he accompanied his sire to convocations at other chantries, where he met other members of the pyramid. Bidding his sire farewell, he traveled to a chantry in Toledo, where he studied the ways of binding spirits (and earned his nickname). His skill with Thaumaturgy earned him quick promotions there. He was soon elevated to the status of regent. His superiors watched his progress, and Eugenio was granted permission to start his own chantry. For a few years, he traveled the world, looking for a place to establish this new occult sanctum, but he never found a place that truly spoke to him. He returned to Spain and rejoined his old chantry, publishing a collection of letters between himself and his sire on the subject of spirit Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
Eugenio’s interest was piqued with the Camarilla’s plans for New York, however, and he used the opportunity to start his new chantry there. Working with Aisling Sturbridge, Genie developed the concept of satellite chantries that coordinated their efforts with a central one. Bringing this plan to fruition changed his outlook dramatically, and he left his Thaumaturgical studies by the wayside as he dove into the politics of the city in the wake of the Camarilla’s victory. While he once acted as regent for the chantry at the Jewish Museum, he relocated in less than a year to the Maupassant Room, where he could focus on matters of political concern to the Tremere. Even that shortly grew unfulfilling, and he became more enamored of the act of politicking itself and less with the aims of clan Tremere.&lt;br /&gt;
&lt;br /&gt;
In modern nights, Eugenio has made many contacts, but his reputation within his clan slowly degrades. The apprentices and lesser regents at the Jewish Museum have written him off entirely and Regent Wainwright of the Kenilworth chantry has no small degree of enmity for him. Genie has allowed his relationships with other Tremere to atrophy, though he appears outwardly to represent them well, as the insular Tremere still prefer to present a unified front to the other clans. Exactly how long Eugenio can maintain his current situation is unknown, but even High Regent Sturbridge, a staunch ally in the past, has her doubts about him.&lt;br /&gt;
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==== Lord Ephraim Wainwright ====&lt;br /&gt;
[[Image:Ephraim.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: Regent&lt;br /&gt;
Without his embrace into clan Tremere, Ephraim Wainwright would have probably suffered the same fate as other dwarfs in Nineteenth century England. He may have ended up either penniless or as part of an itinerant freakshow. A visiting Irish dignitary of the Tremere felt an uncharacteristic compassion for the man, however, and made him his ghoul. The ghouldom grew into a twisted apprenticeship — many of Lyle’s acquaintances mocked his homely “Homunculus” and Ephraim routinely handled unsavory duties at Lyle’s requests.&lt;br /&gt;
&lt;br /&gt;
As a child of hardship, Ephraim realized that the rude training he was receiving was his way to a better life. After demonstrating his mastery of several of Lyle’s pet theories, Ephraim received the embrace. His Thaumaturgical insights proved his salvation, and he found himself elevated from unsightly dogsbody to promising protégé. Before long, Ephraim completed his apprenticeship and returned to England, making his haven in London. There he purchased an estate, where he continued to study and advance his knowledge of blood magic. After a while, his book studies encouraged him to travel abroad. In the modern nights, he’s known as quite a jetsetter, having visited six of the seven continents, with plans to visit that seventh sometime soon.&lt;br /&gt;
&lt;br /&gt;
Ephraim Wainwright is a scholar’s scholar, constantly searching for the next breakthrough or putting some mystic principle to the test. He sees omens and divinations everywhere, which he diligently records in a black journal. His last work, Songs of the Eve of Gehenna, has been decried by both the Camarilla and traditional Tremere elders as inflammatory and apocalyptic. Regardless, his insights into the Hermetic arts are nothing short of phenomenal.&lt;br /&gt;
&lt;br /&gt;
After relocating his chantry to the United States, he was promptly promoted to a higher circle of mystery. Using his new opportunities, he visited the reformed Succubus Club in Atlanta, to compare his eschatological studies with the numerology of the performance of a Daughter of Cacophony. When an invitation came from Vienna for Regent Wainwright to head a new and prestigious chantry in New York City, he accepted.&lt;br /&gt;
&lt;br /&gt;
Since accepting that invitation, Regent Wainwright has been the master of the Kenilworth chantry, the largest of the Tremere houses of study under the Chantry of the Five Boroughs banner. It hasn’t been a smooth transition, however. Political tensions in the city have conspired to place two kindred for whom Wainwright holds little esteem (Sturbridge and Estevez) technically above him. Indeed, Wainwright answers to Sturbridge as she is the high regent of the chantry, and public opinion of the Tremere is guided by the sybarite scoundrel Estevez. Even within his own chantry, sympathies for other Tremere threaten to split the clan’s vaunted unity. Upstarts practice “technomancies” and other bastard sorceries, while even some of the lesser regents and advanced apprentices openly advocate the liberal policies of Estevez and Sturbridge.&lt;br /&gt;
&lt;br /&gt;
To that end, Wainwright has a purpose to which he’s been quietly requested by Vienna. He’s to slowly engineer the fall of Aisling Sturbridge, for which his reward will be the High Regency of the Chantry of the Five Boroughs. Estevez doesn’t fit into Vienna’s concerns, but the way Wainwright sees it, well, if Sturbridge isn’t following the Tremere’s code of ethics, she may have tempted a few others into her scurrilous ways.&lt;br /&gt;
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==== Masika St. John ====&lt;br /&gt;
[[Image:Maskia.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tremere&lt;br /&gt;
* Position: Regent&lt;br /&gt;
Masika began her unlife as just another of the bitter, disenfranchised apprentices of an elder Tremere who viewed modern technology with suspicion and fear and suppressed it whenever he could. She had a major in computer science and her regent needed her to keep up with the modern world, a fact that he despised and he routinely let her feel his dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Masika began to exchange ideas with other Tremere neonates over the internet and began to experiment with Thaumaturgy and technology, using her computer as a mental extension of her. The result was the Path of Technomancy. Her Regent was not convinced, but allowed her to present her invention to the pontifices and the Inner Council. To the surprise of Masika&#039;s sire, the path was soon adopted into the Fortschritt Chantry and became widely practiced.&lt;br /&gt;
&lt;br /&gt;
Masika received praise from many neonates, but her Regent feared that her reputation would eclipse his own and only advanced her in the Circles of Mysteries, refusing to release her from apprenticeship. He relocated her to New York, into the apprenticeship of Ephraim Wainwright. Masika now seeks to refine her path and strengthen the digital network of the Pyramid.&lt;br /&gt;
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==== Valentine ====&lt;br /&gt;
[[Image:Valentine.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Position: None&lt;br /&gt;
An uneasy entente cordiale of French Ventrue and Toreador marked the Embrace of Edouard Clause. With both parties observing a quiet cold war of prominence in late nineteenth-century France , the Kindred of both clans exceeded themselves at times, Embracing childer out of vanity or simply to one-up their rival Damned. Many of these may have made fine candidates for the Embrace at a later point in their lives or with better sponsors hip by their sires, but most were simply left to languish or do as they would, unliving symbols of affluence in the time of the waning grandeur of the Third Republic. Edouard was Embraced from the family of a cabinet member, remarkable for his charms and his skill with the rapier. &lt;br /&gt;
&lt;br /&gt;
The impending World War marked an end to the precarious calm, however, and with millions of their countrymen headed off to war, France found itself with a surplus of undead. Many neonates and even a few ancillae were offered a choice: Flee France or take their chances with the war. With blood a precious resource in times of relative underpopulation, few established Kindred wanted to share vitae with the spoiled fledglings of a bygone era of prosperity. &lt;br /&gt;
&lt;br /&gt;
Of course, more than a few of these fledglings were resentful of their new place in Kindred society. Many went anarch, hoping to redistribute the resources of the few wealthy Kindred more equitably among the undead as a whole. Edouard Clause was among these, murdering his sire in a grand statement of allegiance with the anarch cause and troubling the bloated ticks of the Camarilla whenever the opportunity presented itself.&lt;br /&gt;
&lt;br /&gt;
This minor anarch rebellion was short-lived, however, as the elders saw the need to act decisively. With war looming at the borders, they had little patience with the whims of whelps. Over a two-month period, numerous French elders culled the ranks of the Kindred, sending the wise packing if they could escape before meeting Final Death. Knowing that his sire&#039;s murder placed him at the top of many lists of examples to be made, Edouard stole away quietly when word of the elders&#039; ire first hit the streets. Inventing a noble background for himself and taking the rake&#039;s name of Valentine, Eduoard fled to the United States. He feared it as a barbaric place, however, and chose to remain in New York, the port of his arrival, so that he wouldn&#039;t have to travel the maverick country and meet his end by some ignominious cause. Assuming that the city must be a Camarilla stronghold, he introduced himself to Prince Michaela, citing a false lineage, and she granted him permission to stay in her domain.&lt;br /&gt;
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==== Mazz ====&lt;br /&gt;
[[Image:Mazz.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Brujah&lt;br /&gt;
* Position: Harpy&lt;br /&gt;
Stephen Patrick Maslowe was Embraced over a century ago, and some of the habits of the time have died hard. As an English immigrant to the United States, he fulfilled his own Manifest Destiny and moved West, where he was Embraced after a brief affair with a woman who turned out to be a Kindred. Shortly thereafter, he sank into torpor after a clash with his sire over who would be the sole Kindred in town.&lt;br /&gt;
&lt;br /&gt;
When he rose from his long sleep, Mazz didn&#039;t miss a beat. In fact, aside from the obvious technological advances, he doesn&#039;t think the world is too much different the police are all mavericks or morons; anyone with enough sense can stay ahead of the law and get rich doing it. The society of Kindred hasn&#039;t changed much since then, either. This time, though, he&#039;s not going to be the one sent to torpor.&lt;br /&gt;
&lt;br /&gt;
With that frame of mind, Mazz caught a train to New York, where he had heard things weren&#039;t too different from the frontier, in terms of Kindred matters. The city was a virgin territory, waiting to be exploited by somebody who knew how to do it. Mazz started small, running a numbers racket in the East Village, but he expanded into minor extortion and protection. He co-opted a gang of Irish toughs, which helped him not only extend his sphere of influence but also bought him into the underworld scene – he wasn’t a cowboy anymore, he was part of organized crime.&lt;br /&gt;
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==== Thomas Arturo ====&lt;br /&gt;
[[Image:Thomas.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: None&lt;br /&gt;
Thomas’s introduction to the world of the Kindred came through his professional life. He was an assistant to the prestigious architecture firm of Richard Meier &amp;amp; Partners in New York City. Arturo had worked on a design for an exceptionally wealthy client. At the project&#039;s completion, the client decided that she’d like to preserve the talents of the person creating her haven. Although dubious at first of his client’s bizarre form of payment — he almost greeted the sunrise out of despair during his early unlife — Thomas grew to understand that along with its drawbacks, unlife had many benefits. In fact, he retains a few professional contacts with Meier &amp;amp; Partners to this night, many of whom joke that he hasn’t aged a day since they met him. While a mythical “day job” keeps Arturo from meeting with his associates during the daylight hours, he’s perfectly able to “freelance” for them at night.&lt;br /&gt;
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==== Hellene Panhard ====&lt;br /&gt;
[[Image:Met gala panhard.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Position: Primogen&lt;br /&gt;
In life, Hellene was part of a banking family and inherited skill in organizing events. Hellene&#039;s Embrace, however, was a hasty affair. Michaela had adopted a Sabbat tactic and often Embraced great numbers of fledglings that were sent as cannon fodder against the enemy. Hellene was one of the few of these Embraces that managed to survive. With her talents, she secured herself a place within the small Camarilla community of New York as a Harpy, orchestrating attacks against Sabbat havens and using intrigue as her main weapon.&lt;br /&gt;
&lt;br /&gt;
Hellene had always a strained relationship to other childer of Michaela and after the Battle of New York, she pledged her allegiance to Calebros. Much of her effort was put into keeping the Kindred of New York unified, but she always secretly sought to assume the princedom that she believed was rightfully hers. &lt;br /&gt;
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==== Nicholas Chang ====&lt;br /&gt;
[[Image:Nicholas.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Toreador&lt;br /&gt;
* Position: None&lt;br /&gt;
In the nights of rampant Sabbat presence in New York City, some Cainites chose who they wanted for the Embrace and asked questions later. Nicholas&#039; sire chose him out of boredom and because she thought his lifestyle would be a pleasant diversion. Soon after his Embrace Nicholas&#039;s sire in turn grew bored with him and left him to his own devices. He chose not to follow his pack, instead keeping the company of the mortal racers with whom he had more in common than the debauched Sabbat.&lt;br /&gt;
&lt;br /&gt;
Until his Embrace, Nicholas had been a warehouse worker, loading and unloading trucks for a food service company. He lived at home and devoted his paychecks to modifying his Honda Civic with Jackson Racing aftermarket parts. After his Embrace, the only things that have changed are his diet, his car and his occupation. Nicholas now runs an after-hours garage at the edge of Brooklyn that specializes in Hondas. He drives an Acura Integra Type R.&lt;br /&gt;
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==Anarch Vampires==&lt;br /&gt;
The Anarch Vampires of New York have always had an understanding with the Sabbat.  They largely leave each other alone.  In exchange for not aiding the Camarilla within the city, the Anarchs have been granted control and territory of Cony Island.  As a result the Anarchs of New York mostly keep to themselves and out of the way of the Sabbat.  Though the vampires of both sects have been known to work together from time to time.&lt;br /&gt;
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==== Boss Callihan ====&lt;br /&gt;
[[Image:Callihan.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Position: Baron&lt;br /&gt;
Callihan was born in Londonderry, Ireland sometime in the late 18th or early 19th century, and is old enough to have been affected by the tenure of Lord Castlereagh as the British Chief Secretary for Ireland, who quashed the Irish Rebellion of 1798. Despite being Irish himself, Callihan at the very least admired the man for some reason, later keeping a portrait of him in his personal office. He emigrated to the United States in the 19th century, and as an adult worked his way into New York City&#039;s political scene through the infamous Tammany Hall organization.&lt;br /&gt;
&lt;br /&gt;
The excesses of Tammany Hall during the nineteenth century made many people very rich — especially Boss William Marcy Tweed’s Democratic Party cronies, who successfully bilked New York City out of as much as $200,000,000. While Tweed himself was eventually arrested, prosecuted and imprisoned (later dying in prison), Callihan one-upped the old boss. Callihan used his money to buy his way into one of the other shadow societies of New York—the Kindred. Embraced by a Sabbat Ventrue, Callihan laid low and laundered his money through the Cainites of his new peerage.&lt;br /&gt;
&lt;br /&gt;
Callihan quickly grew disillusioned with the Sabbat. Few of its members had the sort of refinement and decorum that he was used to. Those few who did snubbed him because of his lineage — had he known beforehand about clan sentiments, he would have tried to convince a Lasombra to Embrace him. As feelings between the sect and Callihan soured, he took up with a group of reformers calling themselves anarchs. With his money, his skill at manipulating people and events, and his notoriety in the mortal world, the anarchs welcomed him.&lt;br /&gt;
&lt;br /&gt;
Callihan rose quickly through the anarchs’ ranks, becoming a boss in his own right. While the faction didn’t truly appeal to him any more than the Sabbat, he had managed to acquire some degree of power and influence within it. And it was just that possession of power that kept him where he was, a lion among the jackals, or so he saw it.&lt;br /&gt;
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Over the years, he grew familiar with the Sabbat’s enemy, the Camarilla, and chose to keep himself and his anarchs out of the Battle of New York, hoping to steal a place for himself while the sects were distracted fighting each other. &lt;br /&gt;
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==Garou==&lt;br /&gt;
===The Velvet Shadow===&lt;br /&gt;
The Umbra of New York is a blasted Hellhole.  The Wyrm here has won.  The last remnants of Gaia are but a corpse to be defiled.  The Wyld barely has any places left.  The Weaver presence is still stronger but subservant to the Wyrm.  When one observes or looks across into the spirit world they see a reflection of the city that’s over run with corruption.  While the Wyrm is dominate in the city, it is clear it some other force influencing the Spirit World of New York City.  It is both of the Wyrm and also separate at the same time.  The streets and the buildings are lined with throbbing fleshy ground and masses.  A sickly blue and black mass covers the city itself.  It takes the form of objects and landscape.  Or rather clearly looks like them.  It has trees, butwhen you look close are flesh.  Massive thick red veins course through the fleshy mass of the city.  While it covers most things, has not consumed all yet.  Though it continues to grow and spread.&lt;br /&gt;
&lt;br /&gt;
At the center of this growing mass in the spiritual reflection of Times Square grows what has been called the Qlipoth.  A massive twisted tree of flesh that grows and climbs towards the sky.  It seems to have roots and grows beneath the city itself.  All the veins across the warped city connect to this tree; like a massive root system.  They indeed even appare to carry blood.  No one knows for sure the origins of the Qlipoth; as it’s a fairly recent edition to the Umbra.  It however seems to be much of the source of the cities corruption.  Bizzares Nightmare spirits are birthed from it and run wild in the Spirit World of the Umbra.  While they are clearly of the Wyrm; even the Black Spiral Dancers are unsure of what they are and where they are coming from.  &lt;br /&gt;
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Any creature who to actually visit the Umbra of New York is in for a nightmare.  It is not a safe or friendly place.  It is a horror show or defilment, corruption, and violence.  Only those truly aligned with the Wyrm can hope to remain untouched.  The Light does not exist here.  Those not aligned with the Wyrm can expect to be hunted, tempted, and attacked here.  The spirits of this place only respect strength and darkness.  The few Gaian Garou that remain in the city avoid the umbra completely or spend as little time as they can there.  &lt;br /&gt;
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The physical world is only one part of the caern.Hiddenin the Umbra, the force of the Wyld struggles to emerge into the physical world.Conversely, the force of the Weaver can be seen outside the park, waiting for the opportunity to rush in and  impose its stasis. Garou traveling into the Penumbra can see the spiritual roots of the activity within the bawn, as well as representations of the battle between the Weaver and Wyld. Some examples are listed below.&lt;br /&gt;
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* &#039;&#039;&#039;Turtle Pond:&#039;&#039;&#039; Anyone peering deeply into the pond will see a shifting white mass at the bottom.  Further examination reveals the spirits of hundreds and hundreds of tiny white mice climbingovereach other. There is the faint stench of a mouse nest, and a frightened, childlike voice is sometimes heard singing from the depths.&lt;br /&gt;
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* &#039;&#039;&#039;Belvedere Castle:&#039;&#039;&#039; The elements are strong here. On tempestuous days, elemental forces batter against the battle­ ments of the castle. A thread of electrical energy (a data stream) spurts from the castle, but the spirit of the Wyld can be sensed glowing warmly behind the castle walls.&lt;br /&gt;
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* &#039;&#039;&#039;Fifth Avenue:&#039;&#039;&#039; Everything is orderly and precise. Long threads stretch along the street, struggling &lt;br /&gt;
To keep the traffic flowing in regular patterns. The bright green energy of the forest quickly fades into life-sapping gray. Spirits trapped in nearby stoplights shout one-word commands. About once a week, a foolish Pattern Spider will make a desperate foray into the park, only to be consumed by the Wyld.&lt;br /&gt;
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* &#039;&#039;&#039;Zachary Ellison:&#039;&#039;&#039; This agent of the Shadow Lords {listed below) is continually surrounded by a cloud of darkness. Banes hover around him, whispering dangerous and obscene thoughts.  His determination and spiritual focus hold them at bay.&lt;br /&gt;
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* &#039;&#039;&#039;Bethesda Fountain:&#039;&#039;&#039; An aura of healing surrounds the fountain. The concrete around it ripples like water, and the whole area is more than alive: it&#039;s capricious, contempla­ tive, mysterious and rejuvenating. Waves on the nearby lake roll from the peninsula into a huge whirlpool; this watery vortex marks the spot where Moon Bridges are strongest.&lt;br /&gt;
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* &#039;&#039;&#039;Woilman Rink:&#039;&#039;&#039; Layers of spiderwebs and dancing fields of electricity elementals hold the Pattern in place. The Weaver knits its Pattern over the Earth and yearns to spread further into the park. Naturae scream under the webbing, and Blight Children skate merrily on the surface of the ice, mocking any Garou who come nearby. Beneath the ice, in a frozen Blight, reside the Dark Trinity, the three Banes who work in concert to destroy the Garou (see Dark Trinity, pp. 272-273).This Blight can only be entered by breaking a hole in the Penumbral ice. Even then, invaders must travel icy caverns and suffer frigid temperatures to reach the actual lair deep beneath.&lt;br /&gt;
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===The Nameless Tower===&lt;br /&gt;
Within the Spirit World, the Nameless Tower has an exact reflection within.  The Nameless is a Pit in the heart of New York City, within spitting distance of Central Park and the hallowed Sept of the Green. This is not a coincidence. The Nameless sits ideally positioned for an attack on the Sept.&lt;br /&gt;
&lt;br /&gt;
Formerly the site of a Glass Walker caern, most Garou do not know that its new residents are Black Spiral Dancers. Nor do they realize that Zhyzhak has taken up residency. When the sept was last concerned, the Black Spiral Dancers came at them in force, ripping Banes of trauma, misery, and horror from air of the city and launching a massive sneak attack on the Sept. However, the Spirals had underestimated the Garou, who crushed them with a vengeance. That was almost eleven years ago, and since then, the city has healed and the Wyrm’s foothold has weakened.&lt;br /&gt;
&lt;br /&gt;
Then Zhyzhak came. Not good. Not good at all.&lt;br /&gt;
&lt;br /&gt;
The Nameless sits on West 64th street, just down the street from Central Park. Built in A.D. 1916, a former hotel, its tall white façade stands out against the brick pile apartments and theatres that line the street. When the city moved on, the hotel couldn’t follow. Time dictated its devolution into an apartment complex, which eventually became the concern of a Glass Walker named Roth, mostly for its upper-deck view of Central Park to one side, and the city to the other. The location was a melding of visionary power, progress, and nature that appealed to his inner sense of the world.&lt;br /&gt;
&lt;br /&gt;
The Glass Walker acquired the upper levels of the Tower for his own, created a caern, and led his sept for years. Hunters confronted the sept, after tracing their location through a number of purchases matching the profile of a Glass Walker who had recently frenzied in the Bronx and killed six people. The Veil remained intact as the public saw only some sort of freak car accident involving a large dog. Roth’s sept had always been viewed askance by the werewolves of the Sept of the Green, and in turn, his pack had been rather exclusive and self-interested in the past. When members started to disappear, he chalked it up to their usual roaming habits, until the hunters managed to leave a note inside his sanctum, bypassing its formidable defenses.&lt;br /&gt;
&lt;br /&gt;
By then, it was almost too late, but Roth’s uncharacteristic plea for help from the Sept of the Green came early enough that, had they acted, his sept might have survived. Roth’s refusal to let them investigate his caern, and his presumption that they should be his hunting dogs rankled the Garou, who threw up their hands in frustration and left, suspecting that Roth was using them to retrieve Garou who didn’t want to be found. After all, he had no evidence that any harm had come to his people.&lt;br /&gt;
&lt;br /&gt;
Thus, Roth lost his entire small sept. Consumed&lt;br /&gt;
with vengeance, he turned to the Black Spiral Dancers, welcoming them into his abode. Since then, they have made it their own, transforming the upper floors into a Pit of profound strength.&lt;br /&gt;
&lt;br /&gt;
Inside the Nameless, the elevators run all night, and if the time is right, the moon is full, and one’s eyes are open, there are more floors to the complex than the outer structure suggests. These floors form the lair of the Black Spiral Dancers. Its odd apartments are their dens, the numbers on the doors twisting into runes that haven’t been seen since the age of the Picts.&lt;br /&gt;
&lt;br /&gt;
Over time, the Spirals have moved a number of their Kinfolk into the apartments on floors below the tainted caern. On these floors, reality warps. Residents sometimes hear sounds in the apartment above them — rasping sounds, clicking sounds. The pipes in the walls sometimes groan and burble as if something thicker than water was passing through them, and in the hallways, the sounds of great heaping thuds and clomping footsteps echo, but tenants leave their apartments to scenes of absolute normalcy. Indeed the Kinfolk among them are more aware of these things and their sources, but in New York City, they’re just one more sleep-deprived face among millions.&lt;br /&gt;
&lt;br /&gt;
The Nameless is a platform for a new attack against the Sept of the Green. The Black Spirals have found safety and prosperity in the shadow of Roth’s caern, which still appears to the Garou to be as secretive and off-putting as it ever has. Most who sense the foreboding coming from the Tower chalk it up to Roth’s deteriorating state of mind.&lt;br /&gt;
&lt;br /&gt;
Werewolves living in the Nameless find that its fire escapes are within convenient leaping-distance of those of adjacent, shorter apartment buildings, allowing them easy access to the rooftops of buildings up and down the street. Spirals of this hive hunt in the shadowed streets, haunting the square between Dante Park and the New York Philharmonic. So far, they have managed to keep their cover. But Zhyzhak’s arrival signals a certain escalation.&lt;br /&gt;
&lt;br /&gt;
===Qliphoth===&lt;br /&gt;
In Jewish mysticism, the Qliphoth is the polar opposites of the holy Sefirot.  In the Umbra this dark flesh tree climbs ever closer to the heavens.  It expands over the city and grows.  Its veins pulse and throb with blood.  No one for sure knows where it comes from who is its master.  Some Black Spiral Dancers and Mages have flocked to it in order to uncover its secrets.  The Qlipoth seems to birth dark nightmare spirits aliens to any known standard spirit knowledge that exists.  Some aquite the tree to being a Vampiric entity over the entire city.&lt;br /&gt;
&lt;br /&gt;
Those few have begin to research into the Qlipoth know it is spirit in nature but also more.  Some have noticed with the rise of death in the physical world the tree grows.  Indeed, it seems the Qliphoth has sentience of some sort.  In some branches dark apples made of flesh grow filled with blood.  None have been bold enough to try one yet.  Several of those researching the Qlipoth have given it another name.  The Tree of Damnation.  They theorize it is the opposite of the Tree of Life and grows because of the fall of the world into darkness.  &lt;br /&gt;
&lt;br /&gt;
The Qliphoth itself can be transversed.  As a massive tree it has many hollows and paths in its trunk and branch structre.  Pockets of rooms and either alcoves exist.  It would be incredibly easy to become lost in the Qlipoth because of all its winding paths.  However, they all seem to lead up.  No one has been able to fully map the tree of flesh yet; so no clear pathway exists. &lt;br /&gt;
&lt;br /&gt;
If one were to make it to the top of the Qlihoth they would reach a grand chamber that sits in the branches.  Within its fleshy branches and floor sit three massive Black branched thrones.  Each stands at twenty feet tall. Though none sit in them yet.  The root veins from the city and Qlipoth itself all meet and connect to the three thrones.  One theory is the Throne is for the Wyrm itself when it comes to the Penumbra.  Regadless, none sit in the thrones yet.&lt;br /&gt;
&lt;br /&gt;
The Throne area of Qlipoth is heavily protected by the nightmare spirits it births.  They seem to be waiting for someone to come to claim the thrones and blood of the city.  The power of the entire lifes blood of New York flowing into one point.  Such power and knowledge would make one a dark god.  &lt;br /&gt;
&lt;br /&gt;
While the Qlipoth continues to grow and expand its ultimate purpose and who it belongs too is unknown.  The Black Spirals of New York are both fascinated by it and desire its power.  However, they know while it is of the wyrm it is also something else entirely.  A few brave servants of the Wyrm have tried to claim the Qlipoth home.  None have returned.  In truth the Qlipoth is perhaps the most dangerous and deadly part of the Umbra of New York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wolves of Wall Street===&lt;br /&gt;
==== Uthryzzxk ====&lt;br /&gt;
[[Image:Uthryzzxk.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: black Spiral Dancers&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Metis&lt;br /&gt;
* Auspice: Ahroun&lt;br /&gt;
Born in the Hive pits of the Trinity Hive of the Black Spiral Dancers in 1999, Uthryzzxk is rumored to be the daughter of Zhyzhak the Legend.  Though Zhyzhak has never claimed or spoken of Uthryzzk as her daughter, few suspect she ever would even if true.  As the breeding pits of Hives are a chaotic mess and each Black Spiral needs to stand on their own be cut down.  For Uthryzzxk; she never claimed to be the daughter of Zhyzhak, but also never refutes the claims either.  &lt;br /&gt;
Regardless of the truth, since her birth the wild Black Spiral Ahroun was prophesied, much like her suspected mother, to be the Herald of the Apocalypse and coming of the Wyrm to the world.  Her density was known by the Theurge’s of the Hive at the moment of her blood birth and the signs the Wyrms showed.  Her body was born with sickly Black and Green markings, almost like a tattoo across her body which ordained destiny.  &lt;br /&gt;
&lt;br /&gt;
Moments after her birth, Uthryzzxk was brought to the Hive of the Red Star.  There she was taught the darkest ways of the Wyrm by its theurges, and trained by the most potent Black Spiral Dancers Ahrouns (her suspected mother among them).  She was breed since that time to embrace her prophesied destiny and become the perfect weapon for the wyrm itself.  Just before the destruction of the Red Star; the Hives Theruges foresaw the coming event as a sign the time had come for Uthryzzxk to embrace her destiny.  She was sent and traveled for the first time to the material plane.  Following the last guidance of the Hive’s Theruges, she traveled the globe to assemble the greatest pack of wyrm abominations possible.  She gathered fallen fera, other Black Spiral Dancers, even Vampire abominations to her cause.  If King Albrecht is the Last Gain King, Uthryzzxk may be the first Queen of the Wyrm.  She alone has managed to unite and pull together the various forces of the Wyrm under her command.  The forces of Pentex, the Black Spiral Dancers, Wyrm Cults, the Fomori, Banes, and even the Mealjin Incarna themselves recognize her the Hearld of the End Times and of the Wyrm.  All follow her lead and descend at her command like a wave of locusts.&lt;br /&gt;
&lt;br /&gt;
To unite the factions of the Wyrm, Uthryzzxk needed to gather three ancient and powerful wyrm relics as a sign of her support by the Wyrm.  For the Eater of Souls she needed to collect The Heart of the Wyrm.  It was in India this ancient wyrm fetish lied.  Searching for months she found the burial site at the spot upon an ancient vampire had been slain at the time of her birth.  Performing a grand ritual and the sacrifice of over a hundred mortals she was tested by the Eater of Souls.  Her very Soul poked and probed by the beast showing any sign of weakness.  When she showed none, the Eater yielded the relic.  A simple green crystal that at the heart entrapped a piece of blood from the ancient vampire.  For the Beast of War she was called to collect the ancient Bane Sword, the End of All Things.  It was in the Mountains of Russia she found the ancient Bane Sword; long since buried by the Silver Fangs.  Guarded by one of the most Ancient of Nexus Crawlers, Uthryzzxk battled with the great spirit for three days before tearing its head off and claiming the blade.  Finally for the Defiler Uthryzzxk sent out on the journey to collect The Veil of Sin.  This torn silk veil woven from the strands of the weaver itself had long been lost in the Middle East.  Traveling to Jerusalem, Uthryzzxk uncovered one of the most ancient temples to sin itself and confronted the Fetishes guardian, the oldest of the Succubus.  She was tested for weeks by the fiend to break before the Succubus and show she was not worthy.  Despite its best efforts the Spiral would not break.  She survived the Succubus and claimed the Fetish as her own.  &lt;br /&gt;
&lt;br /&gt;
Only once Uthryzzxk claimed all of these ancient wyrm fetishes did she walk to the Spiral to claim the mark of a Wyrm united.  The Easter of Souls, the Beast of War, and the Defiler had no choice but to accept her density and purpose.  It is said the Wyrm itself breathed balefire on her back, and she emerged the glowing green sigil of the united wyrm pulsed on her; showing all who would dear challenge her she alone was the appointed chosen of the wyrm.  Now, Uthryzzxk moves with her united army and the call of her suspected mother to one of the hearts of the Garou Nation.  The Sept of the Green lies vulnerable and ready as she descends upon.  By her will alone will the sept fall and become the most glorious of Hives for the Wyrm.  One she will sit on a throne of skulls drinking the blood of the Garou and vampires alike, as she heralds in the End Times.&lt;br /&gt;
&lt;br /&gt;
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==== The Emperor of Cats ====&lt;br /&gt;
[[Image:Emperor.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: Hell Cat (Fallen Qualmi)&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Homid&lt;br /&gt;
* Pryio: Daylight&lt;br /&gt;
Little is known of the past history for the fallen bastet Qualmi known as the Emperor of Cats.  Rumors among the Bastet tell a cautionary tale of a Bastet who followed his curiosity with disregard to all safety into the secrets of the Wyrm.  Lured by the promise of secrets and knowledge the Qualmi found his way down the black spiral only to emerge forever changed.  Other stories tell the tale of a Qualmi whose name has since be erased as one who sought to unite all Bastet as a King long ago only to have him lose everything he cared about in his pursuit of it.  Regardless of the true history of the Emperor of Cats; his name is known in terror among the Qualmi these nights.&lt;br /&gt;
&lt;br /&gt;
The Emperor of Cats is well known for his atrocities and horrors he inflicts upon the Bastet.  He prowls at night searching for them and their kin; only to capture torture and play with them into they break into service of the wyrm and ultimately himself.  In his warped mind the Emperor of Cats sees himself is destined ruler of a united bastet in service to the wyrm.  With his empire of Hell Cats he will over run the Garou nation and offer their souls as sacrifice to his dark master.&lt;br /&gt;
Now the Emperor of Cats has come to New York City to aid in the fall of the Sept of the Green.  He will show all servants of the Wyrm he is rightfully feared and crowned.  Those few who survive will fall to the endless torments of his claws.&lt;br /&gt;
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==== Ivan Konietzko ====&lt;br /&gt;
[[Image:Ivan.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Tzimisce&lt;br /&gt;
* Tribe: Black Spiral Dancers&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Homid&lt;br /&gt;
* Auspice: Theurge&lt;br /&gt;
Among the Shadow Lords of Eastern Europe there is a ghost story among them known as the Eternal Atrocity.  It is both the tale of a boogeyman told to cubs to frighten them and a cautionary tale of the true depths of the horror of the Wyrm.  The Shadow Lords warn their cubs that if they are not careful in the lands beyond the forests, the Eternal Atrocity will sweep down from the sky as they sleep to claim their lives and souls for all eternity.  However, the story of the Eternal Atrocity is just that, a story.  Or is it perhaps more true then even the Shadow Lords would dare to admit?&lt;br /&gt;
&lt;br /&gt;
All stories and legends have some fragments of truth to them.  The tale of the Eternal Atrocity begins in the early nights of the middle ages.  A time when the Shadow Lords warred with the Tzimisce Lords of Eastern Europe.  They say a Garou was born named Ivan Konietzko, the same family as the Margrave himself.  A spiritual warrior born in a time of war.  They say he was gifted child of the moon, one destined for greatness of his tribe and would deal a crippling blow to the Tzimisce.  So lost in his destiny and so where the rest of his pack they thought themselves invincible.  They won many battles against the vampire lords, but they grew to bold.  They had ignored the threat of other forces of the wyrm beyond the blood suckers.  So it would be that his entire pack would fall before not leeches, but the Black Spiral Dancers.  &lt;br /&gt;
&lt;br /&gt;
It is said that Ivan was captured, flayed alive with silver and forced to watch his entire pack tortured and killed by the spirals.  They made him choose in what order they died.  The Theurge of the Spirals saw the same fate as the Garou, but saw it not as an enemy of the wyrm but one of its greatest champions.  And so they kept the young Ivan alive.  Torturing and breaking him down until he was quite made.  In his desperation he finally gave into his own madness and walked the spiral.  As with all Spirals the Wyrm showed Ivan his fate and purpose.  As he returned to his now follow Spiral Brothers be proclaimed a great prophecy of the wyrm.  It had shown his purposes the high prophet and priest of the Wyrm.  To him the Wyrm was a great Cathedral of Flesh.  The Shadow Lords had been fighting the Wyrm all along, but it was not the great enemy.  It was the savior for all life on earth.  For one day all shall become one with it.  Blessed by the Wyrm and given his Prophecy the Hive allowed the newly reborn Ivan the Black Spiral to travel alone to find this great Cathedral of Flesh and behold its Defiler glory.&lt;br /&gt;
&lt;br /&gt;
Ivan traveled deep into the forgotten lands of the Tzimisce, searching for the Wyrm from his vision.  He meet Tzimisce Lord after Tzimisce Lord.  Eventually traveling deeply into the Carpathian Mountains he found his Cathedral.  As he laid eyes upon its glory he knew this was truly the Wyrm in all its physical majesty.  He spent nights praying for the Cathedral to bless him and let him embrace his destiny.  The Tzimisce Lords of the Cathedral played the Spiral Little attention.  It wasn’t until one night the Viovode Andrik Rustovitch came to seek his own knowledge at the Cathedral did he notice the spiral.  Here before Ivan was the greatest enemy of the Shadow Lords.  He pleaded with the elder Vampire to hear his tale.  Amused by this Werewolf who would travel for so long and deep into Tzimisce territory, Andrik agreed to hear his tale.  The pair spent many evenings together.  Rustovitch listened to the visions and stories of Ivan and in turn learned more secrets of his enemy.  Ivan came to believe the Wyrm had sent this vampire to him to bless him completely and defile him body and soul completely, unlike any before him.  In exchange for a useful ally and knowledge, not to mention the pain it would cause his enemy Shadow Lords, Rustovtivch agreed to embrace Ivan.  Using his powerful Koldunic Rituals, he buried Ivan in the dirt of the Carpathians and turned him into a vampire. On that night the Eternal Atrocity was born.&lt;br /&gt;
&lt;br /&gt;
Since those early nights Ivan has embraced his role as the chosen High Priest and Prophet of the Wyrm.  He believes the Tzimisce Antediluvian is the Wyrm reborn into physical form on earth.  The Gauntlet separating spirit from Flesh.  Like the majority of his clan, Ivan joined the Sabbat, but he has always paid it little mind; especially considering he is a heretic in the eyes of the sect.  In truth he leads a small cult of Tzimisce and Black Spirals Dancers in a twisted faith in service to the Wyrm and the Tzimisce clan founder.  He oversees dark rituals to his Wyrm, blessing any Black Spiral Dancers with the touch of the Wyrm itself, offering them finely crafted Vicissitude modifications.  Ian knows the time draws near for him to travel to what will become the greatest Hive dedicated to the Wyrm.  Zhyzhak has summoned the Eternal Atrocity from his dark churches in Eastern Europe.  To make read to war with the Sept of the Green.  The signs have shown it is time for one of the greatest Caerns to fall and for the wyrm to replace it with their most glorious hive.  Ivan believes this is the moment he has been destined for.  To create the true temple to the wyrm over its physical form in New York City.  It is a density that can not be avoided.&lt;br /&gt;
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==== Tur--Glash ====&lt;br /&gt;
[[Image:Tur.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: black Spiral Dancers&lt;br /&gt;
* Rank: 5&lt;br /&gt;
* Breed: Metis&lt;br /&gt;
* Auspice: Ahroun&lt;br /&gt;
Tur-Glash was born into a pack of Black Spiral Dancers deep within the heart of a corrupted caern. From a young age, he was trained in the ways of violence, treachery, and the dark rituals of the Wyrm. He quickly distinguished himself as a fierce and ruthless warrior, earning the favor of his elders and the dark spirits they served.&lt;br /&gt;
&lt;br /&gt;
His rise through the ranks was marked by brutal cunning and unrelenting ambition. He led numerous raids against other Garou tribes, reveling in the chaos and destruction he wrought. Each victory brought him closer to the dark power he craved, and he performed countless acts of depravity to further his standing among the Black Spiral Dancers.&lt;br /&gt;
&lt;br /&gt;
Now a Rank 5 Elder, Tur-Glash commands a pack of equally corrupted werewolves in New York City. He has established a hidden base within the labyrinthine tunnels beneath the city, using it as a staging ground for his operations and a site for his dark rituals.&lt;br /&gt;
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==== Mistress Was It Good For You ====&lt;br /&gt;
[[Image:Mistress.jpg|thumb|250px|left]]&lt;br /&gt;
* Tribe: black Spiral Dancers&lt;br /&gt;
* Rank: 3&lt;br /&gt;
* Breed: Homid&lt;br /&gt;
* Auspice: Ragabash&lt;br /&gt;
Born as Vanessa Moretti, Mistress Was It Good For You grew up in the gritty underbelly of New York City. She was drawn to the darker aspects of human nature from a young age, displaying a knack for manipulation and an insatiable desire for control. Her awakening to her true nature occurred during a traumatic event, where she was abducted by a Black Spiral Dancer pack and subjected to their corrupting influence.&lt;br /&gt;
&lt;br /&gt;
Surviving the descent into the Black Spiral, Vanessa emerged as Mistress Was It Good For You, embracing her new identity and powers. Her natural aptitude for manipulation and control made her a valuable asset to her new tribe. She quickly ascended the ranks, proving herself through acts of cunning, cruelty, and dark ritual.&lt;br /&gt;
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==Mages==&lt;br /&gt;
The Awakened of New York City often has very little interaction with the Vampires of the City.  With their own battles to fight; the Mages often aren&#039;t involved with the affairs of the damned.  However, on occasion some vampires of the city have had some interactions with the Mages.  While there is likely a chantry or two of Mages within the city; what is known is the large amount of Technocratic Agents that operate in New York City.  The Mages are known to control St. Patrick&#039;s Cathedral, and that a powerful Angel protects them and the church.&lt;br /&gt;
&lt;br /&gt;
==== Kristen Sobin ====&lt;br /&gt;
[[Image:Kristen.jpg|thumb|250px|left]]&lt;br /&gt;
* Tradition: Order of Hermes&lt;br /&gt;
* Position: Regent&lt;br /&gt;
Kristen Sobin hails from a long line of mages deeply rooted in the traditions of the Order of Hermes. Born into a prominent Hermetic family, she was exposed to the mystical arts from a young age. Her father, a renowned Hermetic scholar, and her mother, a powerful magus in her own right, instilled in her the values of discipline, knowledge, and the pursuit of magical mastery.&lt;br /&gt;
&lt;br /&gt;
She attended prestigious academies within the Order, excelling in her studies and quickly rising through the ranks. Her affinity for the Path of the Mind and the Path of Prime made her a formidable mage, combining intellectual prowess with raw magical power. Kristen&#039;s talents did not go unnoticed, and she was soon entrusted with significant responsibilities within the Order.&lt;br /&gt;
&lt;br /&gt;
Kristen resides in a well-protected chantry located in a historic building in the heart of New York City. The chantry serves as both her home and a center of learning for her apprentices. It is a place where ancient Hermetic knowledge meets modern innovation, filled with rare books, magical artifacts, and state-of-the-art technology.&lt;br /&gt;
&lt;br /&gt;
Kristen Sobin&#039;s primary goal is the preservation and advancement of Hermetic knowledge. She is committed to the education and development of the next generation of mages, ensuring that the Order of Hermes remains a powerful force in the mystical world. Additionally, she seeks to strengthen the alliances between different magical traditions, believing that unity is essential for the survival and prosperity of the mage community.&lt;br /&gt;
&lt;br /&gt;
In her personal quest, Kristen is driven by a desire to uncover lost Hermetic secrets and push the boundaries of magical understanding. She often embarks on dangerous expeditions in search of ancient tomes and powerful artifacts, driven by an insatiable curiosity and a questing spirit.&lt;br /&gt;
&lt;br /&gt;
Kristen is a complex character, embodying both the rigidity of Hermetic discipline and the flexibility required to navigate the modern world. She is fiercely intelligent, with a sharp wit and a keen sense of strategy. Her leadership style is firm but fair, and she expects nothing less than excellence from those under her tutelage.&lt;br /&gt;
&lt;br /&gt;
Despite her stern exterior, Kristen has a deep sense of loyalty and compassion for her fellow mages. She believes in the potential of every mage to achieve greatness and is dedicated to helping them reach their full potential. Her questing essence drives her to constantly seek new knowledge and push the boundaries of magical understanding.&lt;br /&gt;
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==== Father Jonathan St. Peter ====&lt;br /&gt;
[[Image:Father Jonathan.jpg|thumb|250px|left]]&lt;br /&gt;
* Tradition: Celestial Chorus&lt;br /&gt;
* Position: Priest&lt;br /&gt;
Born in a small town in the Midwest, Jonathan was raised in a devout Catholic family. From a young age, he felt a deep connection to the divine and a calling to serve God. He entered the seminary in his early 20s and was ordained as a priest by the time he was 30. His journey into the mystical began during his theological studies, where he discovered ancient texts and scriptures that hinted at a deeper, more profound understanding of the divine.&lt;br /&gt;
&lt;br /&gt;
His awakening to his powers came during a moment of intense prayer and meditation, where he experienced a vision of the divine light and heard the celestial chorus. This experience revealed to him the interconnectedness of all creation and the power of true faith. Embracing his new path, he joined the Celestial Chorus, a Tradition that resonated with his beliefs and mission.&lt;br /&gt;
&lt;br /&gt;
As a Catholic priest and a mage of the Celestial Chorus, Father Jonathan has a dual role within his community. He serves as the parish priest of a historic church in New York City, where he leads his congregation in worship, provides spiritual guidance, and offers solace to those in need. His church also serves as a sanctuary for those seeking protection from supernatural threats and a place for the Celestial Chorus to gather.&lt;br /&gt;
&lt;br /&gt;
Within the Celestial Chorus, Father Jonathan is a respected leader and mentor. He is responsible for guiding younger members of the Tradition, helping them understand the divine harmony that flows through all things. He also works to foster unity among the disparate factions within the mage community, believing that only through cooperation can they achieve their higher purpose.&lt;br /&gt;
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==== David Holmes ====&lt;br /&gt;
[[Image:David Holmes.jpg|thumb|250px|left]]&lt;br /&gt;
* Tradition: Virtual Adepts&lt;br /&gt;
* Position: Hacker&lt;br /&gt;
David grew up in the heart of New York City, a true digital native surrounded by the constant hum of technology. His parents, both engineers, nurtured his curiosity and encouraged his fascination with computers and the internet from a young age. By the time he was a teenager, David was already a proficient coder and hacker, spending countless hours in the virtual realms of cyberspace.&lt;br /&gt;
&lt;br /&gt;
His awakening occurred during an intense hacking session where he breached the security of a hidden server, only to find himself in a digital landscape unlike any he had seen before. This experience opened his eyes to the deeper layers of reality and the potential of the digital world. Guided by fellow technomancers, David joined the Virtual Adepts, a Tradition that perfectly matched his skills and ambitions.&lt;br /&gt;
&lt;br /&gt;
In the bustling metropolis of New York City, David plays a pivotal role within the Virtual Adepts. He is a master hacker and a pioneer in the exploration of virtual realities. His primary responsibilities include developing new technologies, securing digital information, and pushing the boundaries of what is possible in the virtual realm.&lt;br /&gt;
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==Keui-Jin==&lt;br /&gt;
The Wan Kuei of New York City have always controlled China Town for as long as anyone can remember.  The Sabbat of the city know to avoid the territory claimed by the Cathayans.  No too few Sabbat have dared to encroach into China Town to never be seen again.  However, there are stories of some who been able to make deals with on rare occasion.  Their leader appears to be an ancient eastern vampire that takes joy in the violence and death caused by the Sabbat. Those rare few vampires granted an audeicne in China Town must remember to be on their best behavior and etiquette among the Wan Kuei.&lt;br /&gt;
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==== Wu Fei ====&lt;br /&gt;
[[Image:Wu Fei.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Resplendent Crane&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Born during the Ming Dynasty, Wu Fei was a respected magistrate known for his unwavering commitment to justice and morality. His transition to a Kuei-jin was seen as both a curse and an opportunity to continue his life&#039;s work on a different plane of existence. Over the centuries, Wu Fei has wandered through various regions of China, striving to bring order and righteousness in a world often overshadowed by chaos and corruption.&lt;br /&gt;
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Wu Fei&#039;s primary goal is to maintain balance and order among the Kuei-jin of New York City&#039;s Chinatown. He seeks to guide them towards enlightenment and away from the temptations of their darker natures. Additionally, he works tirelessly to protect the local mortal population from supernatural threats, believing that it is his duty to safeguard the innocent.&lt;br /&gt;
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Despite his many strengths, Wu Fei faces numerous challenges. The diverse and often conflicting interests of the Kuei-jin in New York City require delicate diplomacy and a firm hand. He must also contend with the ever-present threat of the Shadowlands and the machinations of other supernatural factions vying for control. Furthermore, his strict adherence to the principles of the Resplendent Crane Dharma sometimes puts him at odds with those who believe in a more flexible approach to morality and justice.&lt;br /&gt;
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==== Yu Sun ====&lt;br /&gt;
[[Image:Yu Sun.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Thrashing Dragon&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Yu Sun was born in the early 19th century in a rural village in China. From a young age, she was known for her rebellious spirit and love for adventure. Her transition to a Kuei-jin came after a tragic encounter with bandits, where she chose to embrace the darkness to survive and seek revenge. Over the centuries, Yu Sun has traveled extensively, indulging in the pleasures and excesses of life while honing her supernatural abilities.&lt;br /&gt;
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Yu Sun&#039;s primary goal is to enjoy life and ensure that those around her do the same. She sees her opium den not just as a business, but as a sanctuary where people can escape their troubles and indulge in their desires. She strives to create an environment of freedom and pleasure, where the boundaries between the mundane and the supernatural blur. Additionally, she seeks to protect her domain from external threats, ensuring that her haven remains a safe and vibrant place for all who enter.&lt;br /&gt;
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Despite her carefree attitude, Yu Sun faces numerous challenges. The presence of rival factions and supernatural entities in Chinatown often threatens the stability of her opium den. She must navigate the delicate balance of maintaining her influence while avoiding conflicts that could jeopardize her and her patrons&#039; safety. Furthermore, her hedonistic lifestyle sometimes leads to internal conflicts, as she grapples with the consequences of her actions and the impact they have on those around her.&lt;br /&gt;
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==== Jin Shen ====&lt;br /&gt;
[[Image:Jin.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Devil Tiger&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Jin Shen was born in the tumultuous times of early 20th-century China. His family lived in the countryside, struggling to survive amidst the chaos of warlords and foreign incursions. Jin&#039;s early life was marked by hardship, but it also instilled in him a fierce sense of determination and a pragmatic view of the world.&lt;br /&gt;
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As a young man, Jin found himself drawn to the teachings of the Devil Tiger Dharma. He was fascinated by the philosophy of embracing the darker aspects of existence, of harnessing one&#039;s inner demons as a source of power. In the chaotic landscape of his homeland, the Devil Tiger&#039;s teachings resonated deeply with Jin&#039;s own experiences.&lt;br /&gt;
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Coming into the ranks of the Kuei-Jin, Jin Shen quickly rose through the ranks, displaying an innate talent for strategy and leadership. He honed his skills in combat and manipulation, learning to navigate the intricate web of politics and power that defined Kuei-Jin society.&lt;br /&gt;
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Eventually, Jin Shen found himself drawn to the promise of opportunity and prosperity in the New World. He journeyed to New York City&#039;s Chinatown, where he established himself as a prominent figure in the underworld. Using his knowledge of the streets and his mastery of martial arts, Jin quickly gained control over the various Asian gangs that operated in the city.&lt;br /&gt;
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==== Tae Hyun Kai ====&lt;br /&gt;
[[Image:Tae.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Thousand Whispers&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Tae Hyun Kai&#039;s journey as a Kuei-Jin began in the heart of China&#039;s ancient landscapes, where whispers of the Thousand Whispers Dharma echoed through misty mountains and secluded temples. Born into a family of scholars and artists, Tae Hyun Kai was immersed in the rich tapestry of Chinese culture from a young age. He developed a profound appreciation for the arts, finding solace and inspiration in the delicate brushstrokes of calligraphy and the graceful movements of traditional dance.&lt;br /&gt;
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Drawn to the enigmatic teachings of the Thousand Whispers Dharma, Tae Hyun Kai embarked on a spiritual quest to unlock the secrets of the unseen world. Under the guidance of his mentors, he learned to navigate the realms of spirits and shadows, honing his abilities to commune with the spirits of the dead and manipulate the forces of Yin and Yang.&lt;br /&gt;
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Upon his rising into the ranks of the Kuei-Jin, Tae Hyun Kai found himself torn between his love for the mortal world and the allure of the supernatural. He struggled to reconcile his desire for artistic expression with the demands of his newfound existence, seeking refuge in the vibrant streets of New York City&#039;s Chinatown.&lt;br /&gt;
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==== Mealea Yun ====&lt;br /&gt;
[[Image:Mealea.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Song of Shadow&lt;br /&gt;
* Position: Minister&lt;br /&gt;
Mealea Yun&#039;s journey into the world of the Kuei-Jin began amidst the neon lights and bustling streets of 1980s New York City. Born into a family of immigrants in Chinatown, Mealea was always drawn to the darker side of existence. From a young age, she found herself fascinated by stories of death and the afterlife, captivated by the mysteries that lay beyond the veil of the mortal world.&lt;br /&gt;
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As she grew older, Mealea&#039;s obsession with death only intensified. She delved into the macabre with a voracious appetite, seeking out tales of ghosts and hauntings, exploring abandoned buildings and forgotten graveyards in search of hidden secrets. Yet despite her morbid interests, Mealea remained an outsider in the eyes of her peers, a solitary figure lost in the shadows of her own obsessions.&lt;br /&gt;
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It was on the eve of her nineteenth birthday that Mealea&#039;s life was forever changed. Drawn to an abandoned temple hidden deep within the heart of Chinatown, she stumbled upon a group of Akuma performing a mysterious ritual. Intrigued by the sight, Mealea approached cautiously, unaware of the supernatural forces that lay dormant within the ancient walls.&lt;br /&gt;
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In a flash of light and shadow, Mealea&#039;s world was shattered as she was killed and rose one of the Kuei-Jin. Transformed into a creature neither living nor dead, she found herself reborn into a world of darkness and uncertainty. Yet far from being afraid, Mealea embraced her new existence with a sense of exhilaration, eager to explore the hidden depths of her newfound powers.&lt;br /&gt;
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==== Mother of the Weeping Blood ====&lt;br /&gt;
[[Image:Mother.jpg|thumb|250px|left]]&lt;br /&gt;
* Dharma: Devil Tiger&lt;br /&gt;
* Position: Ancestor&lt;br /&gt;
The Keui-Jin known as the Mother of Weeping Blood is the oldest of the hungry dead within New York city and perhaps one of the eldest in the new world.  An ancestor from China living in solitude, she fled to the New World during the Opium Wars arriving in the young China Town of New York City.  Since then, she has called the city her home and protects it violently from all outsiders.&lt;br /&gt;
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The story of the Mother of the Weeping Blood starts during the Song Dynasty.  As a mortal and young woman; she was one of the many imperial consorts of emperor Duzong.  She lived during a troubled time of her people and the Mongol Invasions of Kublah Khan.  At the time she had been in the lands of Xiangyang.  While her training as an imperial concubine had allowed her to master the arts of her calling in life; they did little to protect her during the rampages of war with the Mongol horde.  Her death, was not a swift one when it came.  Captured by the invaders, she was taken to their camp and used by the Mongrel solders as conquers.  The pain and suffering she endured before her life ended caused her very soul to scream as it entered in the Yomi worlds.  &lt;br /&gt;
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Having such a violent death at a young age gave her the rage and anger in death the climb out of the thousand hells and back into her body.  On a rainy and stormy night in south china the Mother of Weeping Blood was born a new.  &lt;br /&gt;
Since that time, she had grown into the beliefs and took her core the teachings and philosophies of the Howl of the Devil Tiger.  If the world was full of such monsters that caused her death, and such cruelty to take her young life, she would embrace the demon and rule over them.  Her eyes had been open to the truth of the world.  Of its pain, suffering and darker reality.  She revealed in the atrocities some would consider of the Devil Tigers.  Growing and learning with each new experience.  With time she had even earned a noble place among the tigers of the Quincunx.  &lt;br /&gt;
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Around the time of the Opium Wars of China, the Resplendent Cranes of the Quincunx had grown tired over the Mother of Weeping Blood’s acts.  They argued she was walking a thin line to becoming Akuma.  An accusation that offended her greatly.  For she would serve no master ever again.  However, in her exploring and growing within the Howl of the Devil Tiger her acts of violence, cruelty, and atrocity could no longer be ignored.  Such acts often get you few friends among those of the Resplendent Crane.  With the Opium War as an excuse, the Quincunx charged the Mother of Weeping Blood to travel to the Americas as one of the first of their kind of such age to be sent.  In truth it was little more than an exile.  While she had broken few laws of their kind, they simply wanted her atrocities performed elsewhere.  Preferably upon those of the West.&lt;br /&gt;
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So she arrived, like most immigrants did at the time through the waters of New York City.  Settling in her new home, alone among her kind; she choose to start her new life in what would day become the famous China Town of New York City.  Since then, more of the hungry dead have made the same journey as she and their population grew within the walls of China Town.  Though she claimed it as her personal domain; the Mother of Weeping Blood decided to keep a low profile.  Some of the more famous unsolved murders in New York were actually performed by her.  In time she revealed herself and took leadership of the young growing court in the city.  Few among the Keui-Jin could deny her claim.  Her age and enlightenment alone demanded it.  In the years that passed the city of New York grew to a stronghold of the Kin-Jin known as the Sabbat.  Feeling a kindship for the wild and violent was of their cousins; she has used her potion within the court of the Iron Apple to make sure her fellow Keui-Jin remain safe from the Sabbat.  For decades she has gained favors and worked closely with the Sabbat elders of New York from the shadows.  Both the safe guard her people, and continue to explore her own enlightenment.  The day to day operations of the court and to all outsiders are run not by the Mother of Weeping Blood.  Rather the court appears to have many much younger Keui-Jin who lead it.  The truth however, is without the age and power of the Mother of Weeping Blood, the Keui-Jin of New York would have been murdered a long time ago.  She keeps the true horrors and ancient abominations at bay that call the city home.  &lt;br /&gt;
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==Hunters==&lt;br /&gt;
The Imbued of New York City have plagues it since their birth in the Modern Nights.  The Hunter&#039;s lack any sort of centralized leadership, and thus in a city of nearly 12 million people they are hard to find.  AMong the vampires, two of the imbued have gained a reputation for hunting the damned.  Though not actually Hunter&#039;s Themselves; the two that are known feed information to the imbued of New York.&lt;br /&gt;
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==== Michael Nevelson ====&lt;br /&gt;
[[Image:Michael 3.jpg|thumb|250px|left]]&lt;br /&gt;
* Creed: Bystander&lt;br /&gt;
Brighton Beach may have been named after an English resort, but it certainly didn&#039;t look like one in the early 1980s. Michael was born to Russian immigrants making their home in the collapsing Brooklyn neighborhood, and it&#039;s largely because of the cloistered nature of the ethnic neighborhood that he feels he&#039;s never been able to get ahead. The neighborhood always seemed to exist under a shroud of misfortune to be the shadow of the vampire Oleg Selivanov.&lt;br /&gt;
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The Brighton Beach boardwalk was always a string of businesses cloaked in mystery. Some were Russian nightclubs, some were restaurants, some were tchotchke stores set up as fronts for the mafia. Almost all of them were run by sad eyed men who moved furtively and who brought the fear of the vampyr with them from the Old World. Michael&#039;s father was one of these men, and in addition to the rent and utilities, he paid his tribute to the undead. After seeing how hard his father worked and how much he had to give away, Michael vowed never to be in that position himself. In his 16th year, he had had enough, and carried a stolen pistol with him one night, fully intending to kill the man Selivanov sent to collect his money. The agent turned out to be a vampire, and handily defeated the boy. &lt;br /&gt;
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In repayment for Michael&#039;s actions, the Cainites killed his parents, leaving him and his sister alive as a reminder not to cross them again. Their tactic had the opposite effect, however, and in a rage, Michael drove a broken broomstick through the heart of the vampire who came to laugh at the boy&#039;s misfortune.&lt;br /&gt;
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He sees his suffering as a test placed before him by God, who needed to be sure of the boy&#039;s strength of will before setting him free to do His work. With the fire of righteousness Michael hunts Kindred, returning to the abandoned Bronx tenement he and his sister have holed up in at the end of the night to take care of her.&lt;br /&gt;
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==== Zhanna Nevelsky ====&lt;br /&gt;
[[Image:Zhanna.jpg|thumb|250px|left]]&lt;br /&gt;
* Creed: Bystander&lt;br /&gt;
For a brief time, Zhanna helped her brother Michael fight the their own private feeding grounds. A fateful confrontation with a hellishly powerful creature of the night left her paralyzed, however. The creature broke her back just as Michael had run it through with one of the long, fire hardened stakes he fashioned from broom and mop handle &lt;br /&gt;
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As for her life now, most of it .is spent propped up on a mattress in an unused Bronx apartment building, watching daytime television and eating whatever Michael can bring her. Secretly, she blames him for her condition quite justifiably but she knows how much it means to him to be fighting-these minions of the Devil in the name of the Lord. Thus, she suffers quietly while Michael wrestles with his own problems.&lt;br /&gt;
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====The Order====&lt;br /&gt;
[[Image:TheOrder.png|thumb|400px|left]]&lt;br /&gt;
For Decades the Society of Leopold has struggled in their war against the Supernatural. Even their most elite members of the Gladius Dei were losing ground to the growing power and influence of the damned. As the Inquisition grew less invested in their holy war against the supernaturals of the world, it seemed the threat of the Society of Leopold might fade from the night. It wasn’t until an unlikely ally appeared to help the Inquisition grow in equal power to the threats they faced.&lt;br /&gt;
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Members of the Gladius Dei who specialized in hunting vampires were approached by a corporation seeking to aid them in their battle. Shinzui Industries, the advanced technology company from Japan, reached out to Gladius Dei to form a partnership. With their advanced technology and vast resources they could supply members of Gladius Dei with the tools it needed to hunt the damned in the world. Members of Gladius Dei who spent their whole lives hunting the race of Caine gladly accepted the offer. As such, the Order was born.&lt;br /&gt;
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The following link is for Storyteller use only.&lt;br /&gt;
[https://drive.google.com/file/d/1HhXwDaGbs-3ooxDSgN6rKhmCKv4r8LrM/view?usp=sharing The Order]&lt;br /&gt;
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==Wraiths==&lt;br /&gt;
===The Shadowlands===&lt;br /&gt;
The Maelstrom destroyed most of the Underworld’s cities, leaving only broken ruins half buried in the sand. New York City once boasted one of the largest Necropoli, fully as important to the Underworld as the mortal city is to the living world. The New York Necropolis remains unusually large and intact, though uniquely changed. It may also be the only spot in the Underworld where a crucible can find ghosts who endured the Maelstrom - though most of them would have preferred Oblivion. Charac- ters  can  find  plenty  of  danger  in  the  New  York Necropolis,  as  well  as  many  opportunities  to  gain information, make contacts, buy cool stuff and deal with personal issues. Storytellers receive three loca- tions where they can use the magic power of Plot Device to give the characters what they need to know or own to thwart Grandmother, if the characters are willing to face the dangers to gauze and soul. Like its mortal counterpart, you can get anything you want in The New York Necropolis. For a price.&lt;br /&gt;
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===History===&lt;br /&gt;
New York&#039;s Necropolis came to prominence in the mid-19th century. As the mortal city grew with incredible speed, its population of the restless dead grew as well, tethered to the living by the immigrants&#039; mix of hope, ambition and despair. The city&#039;s ghostly popular- ton grew as quickly as the mortal cities did. Fortunately, many of New York&#039;s buildings cast cytoplasmic shadows into the Underworld with equal speed, so the restless dead found plenty of places to dwell. &lt;br /&gt;
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The decades from 1880 to 1930 brought drastic changes to both cities. The mortal city saw some of the most ambitious urban planning in the history of the world. Successive city governments ringed Manhattan Island with quays and bridges, veined it with subways, built Central Park and the huge tunnels that still supply the city&#039;s water and cleaned up the worst of the slums. Companies raced to build every-higher skyscrapers, giving New York City its distinctive skyline.&lt;br /&gt;
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The mighty civic transformation happened in the Underworld as well.  Building the skyscrapers meant demolishing older buildings. These passed to the underworld (if they did not exist there already). The new buildings gained a shadowy existence in the under- world as well. The unusually rapid and complete turnover of buildings gave the Necropolis a dual character. The gleaming spires of the skyscrapers rose from, and often interpenetrated, a layer of wood and brick homes, facto- rise, warehouses and tenements.  New York’s ghosts marveled along with its mortal population when they saw Lady Liberty&#039;s torch glowing over the dark waters of the city harbor.&lt;br /&gt;
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Its huge population made the New York Necropolis a hub for the strange commerce of the Underworld. Some of New York&#039;s immigrants were already dead - ghosts of farm lands, carried by tethers to their mortal kin or traveling from other Necropolis to seek their fortune in the Emporium of the Underworld. Ancient ghosts from deeper in the Underworld arrived to seize power in the name of their king, though they found themselves making unexpected compromises with the native spooks.&lt;br /&gt;
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New York&#039;s ghosts boasted that they dwelled in a special city. Some ghosts saw a mystical geometry in the design and placement of skyscrapers, museums, man- sons and government offices. Others suggested that the influx of foreign spirits made New York the Omphalos, the mystical center of the world. This theory became more popular (though only among New York ghosts) when the United Nations made the city its headquarters. Ghosts from other Necropoli usually thought the New York spirits were just bragging.&lt;br /&gt;
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The middle decades of the 20th century saw a darkening of the mortal and ghostly cities. The mortal slums became poorer, grimier and deadlier, while their inhabitants sank into rage and despair. When greedy mortal owners burned slum buildings to collect insure- acne money, these tenements appeared in the Necropolis as black piles of congealed hate and pain, where Specters walked openly.  The spirits that could influence the living did everything they could to encourage the de- traction or gentrification of the slums, while the Necropolis militia demolished Specter haunts one by one. The 1990s saw continuing improvement in the cities of the living and the dead.&lt;br /&gt;
Then the Maelstrom struck and Grandmother rose. As in other Necropoli, hordes of Spectres and the deadly storm overwhelmed the city&#039;s defenders. And then something strange happened. The ghost storm circled round on itself, forming a mighty whirlwind within the wider Maelstrom.  The Necropolis swept in on itself.  Ghostly skyscrapers, Warehouses and tenements lifted in the storm and crushed into each other. Ghosts and Spectres tumbled helplessly in the whirlwind, crushed between and into The buildings. Only the Empire State Building stood firm in the eye of the storm.&lt;br /&gt;
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The whirlwind subsided as Grandmother pushed the Maelstrom into what is now the Stormwall. A new wave of Spectres invaded the ruined Necropolis. They found that many ghosts survived the Maelstrom - but they  were  fused  with the  spiritual  substance  of the Necropolis,  and  thus  impossible  to  harvest.  The Necropolis gained a new monarch shortly thereafter. Vidod the Monger, one of the least of the Malfeans, saw unusual possibilities in the wrecked Necropolis. When the Malfeans rebelled against Grandmother, Vidod gained its freedom as well. It did not throw in its lot with the other Malfeans, however. Instead, it declared its domain a neutral ground in the war, where any spirit or Spectre could visit or dwell.&lt;br /&gt;
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A few spooks have crossed from the living world to the ruined Necropolis. Vidod has kept its word: Every Spectre  knew  Vidod&#039;s  absolute  readiness  to destroy anyone  who attacked  non-Spectres,  so  they left  the spooks alone. They also knew that Vidod would with- draw its protection from any ghost who refused to acknowledge its suzerainty or broke its laws, however, so its subjects remain hopeful that they may someday torment and destroy other spirits. So far, the other Malfeans do not consider Vidod worth attacking - not until they defeat Grandmother. For her part, Grandmother does not comprehend com- merce, so she ignores the Monger.  Some of her more astute minions understand trade, however, and take advantage of Vidod&#039;s willingness to do business with Anyone or anything.&lt;br /&gt;
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===Geography===&lt;br /&gt;
The New York Necropolis now consists of three con-Centric zones, with the Empire State Building at the center. The Spectres call the inmost zone the Jumble. It consists of a chaotic tangle of broken skyscrapers, bridges, old brick factories, Warehouses and tenements, private homes and naked, twisted iron frameworks. These are the remnants Of the Necropolis. In every other Necropolis, the Maelstrom destroyed the Underworld shadows of Buildings that still exist. In New York, at least some of these shadow-buildings still exist, though broken and displaced from their mortal counterparts. For instance, the spire of the Chrysler Build- ing pokes from a thicket of twisted ironwork about half a mile from the Empire State Building. Next to it lies the relic of the Old Brewery, the 19th century city&#039;s most notorious and Hellish tenement. The Jumble slowly spins clockwise around the Empire State Building. The wrecked Buildings Jostle against each other and break apart. Some ghosts and Spectres take the trouble to repair sections of buildings or construct ramshackle homes out of the Fragments.&lt;br /&gt;
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Contorted subway tunnels and storm drains connect the Jumble to the Labyrinth. These are not the Current subway tunnels. Instead, these brick-lined tunnels are the relics of long-forgotten private Subways. Some of the tunnels connect to entire subway stations that the mortal city sealed off and forgot. The black stone of the Labyrinth gradually consumes and replaces the ectoplasmic brick, Stone and concrete of the relic subways. &lt;br /&gt;
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Beyond the Jumble lies the Palisade, a perpetual Maelstrom-wind that circles the Jumble. More Frag- ments of the Necropolis rise and sink within the storm-blown sands. Outside the Palisade lie A few wrecked buildings sunken into the sand. These ruins constitute the Outer Boroughs. They Include the only Spectre hives that lead from the mortal world to this part of theUnderworld.&lt;br /&gt;
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===The Hub: Empire State Building===&lt;br /&gt;
The Necropolis&#039; copy of the Empire State Building Looks a bit different than its material counterpart. Most obviously, it has Cleopatra’s Needle wedged into the central tower, and the great Coney Island Ferris wheel impaled on its pinnacle. The Ferris wheel slowly turns along with the Jumble. Sparks of silver light and ebon darkness - Vitality and Spite - race up and down the building&#039;s art deco metalwork. More lights flicker in the Myriad windows.&lt;br /&gt;
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No force bars anyone from entering the Empire State Building, but few ghosts or Spectres venture inside or stay there long.  A constant low moan, like many voices howling in the distance, echoes through the interior.  A spook’s imaginary skin prickles, and his Stains Spontaneously appear, one by one, until he leaves this place.&lt;br /&gt;
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As a character heads deeper and higher into the buildings, gaps appear in the walls, floors and ceilings and grow larger without weakening the structure. The core of the building is a huge, vertical shaft more than 200 feet wide and I,000 feet tall, surrounded by scraps of wall, floor and  Ceiling that hang, disconnected but immobile, in midair. The shaft holds an ectoplasmic tornado. Wailing faces, thrashing arms and other body parts of ghosts and Spectres constantly emerge from and vanish back into the tornado. By jumping between fragments of floor, a spook can approach within 20 feet of the vortex. Some Horrors may permit an even closer approach - or a foolhardy spook could simply jump into it.&lt;br /&gt;
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Anyone crazy enough to enter the soul-vortex is carried by the storm. The character also suffers an immedi- ate hive-mind linkage to all the ghosts and Spectres within it. That&#039;s not especially useful, since the component spirits are  conscious  of  very  little  except  their  own  torment. Indeed, they are so damaged  that they lack distinct egos. Their Vitality and Spite spins out from their tattered gauze to flicker through the storm.&lt;br /&gt;
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Characters can use the vortex to gain Vitality or Spite, or they can try to glean useful memories from the component spirits. For spooks who try to absorb Vitality, treat this as Thievery against an effective Willpower of 7. The vortex has the blended Vitality of hundreds of ghosts - maybe thousands - but the character still gains Spite points from the deed. Spec- tres  can  attempt  to  thieve  Spite  points  from  the vortex in the same way, but they cannot avoid gaining one point of Vitality from the deed (a strange condi- tion  for  Spectres,  which  offsets  one  point  of  their Spite for one scene). A spook could also deliberately thieve Spite points from the vortex, or a Spectre could suck Vitality, if for some reason they wanted to do this.&lt;br /&gt;
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While within the soul-vortex, Spectres are also disconnected from the hive-mind. Botching the Will- power roll for Thievery causes the Spectre&#039;s permanent expulsion from the hive-mind and transformation into an Orphan-Grinder.&lt;br /&gt;
&lt;br /&gt;
A character can try to pull memories out of the vortex.  Doing  so  requires  a  contested  roll  of  the character&#039;s Wits + Empathy (to sift through the fleet- ing  mental  impressions  and  resist  the  onslaught  of pain)  against  the  soul-vortex&#039;s  Willpower  of  7.  For each success, the character can ask one question and receive a brief answer that is at least somewhat relevant.  The Storyteller should remember that the ghosts and Spectres in the vortex are not omniscient. &amp;quot;Don&#039;t know&amp;quot; is an acceptable, relevant answer if the character seeks information about something that a pre-Maelstrom New Yorker ghost or Spectre could not know. When the character wants to leave the vortex, the player attempts another contested Willpower roll against the vortex. If the player succeeds, the vortex hurls the character out with considerable force. The player  then  attempts  a  Dexterity  +  Athletics  roll (difficulty  7)  to  have  his  character  grab  one  of  the floating bits  of  building  and  avoid  falling  down  the shaft. If the player fails the roll, the Storyteller rolls one die: The result gives the number of dice of damage that the character suffers from what might be a very long fall before he smacks into something large enough to stop him.  Of course, other characters can try to catch the character using their Horrors.&lt;br /&gt;
&lt;br /&gt;
Each failure in a contested roll causes the charac- ter to lose a point of Willpower from the mental strain of resisting the mad agony of the trapped, tattered spirits. If a character loses all Willpower, he joins the soul-vortex forever.&lt;br /&gt;
&lt;br /&gt;
Players may imagine other creative uses for the spiritual vortex. If their plan sounds plausible, Story- tellers should let it work (though it may endanger the characters). The soul-vortex is a unique and awesome phenomenon. It ought to do things that are not nor- mally possible, such as turning one of Grandmother&#039;s never-human  Spectres  into  an  Orphan-Grinder  or permanently  separating  a  ghost  from  his  evil  twin. (Indeed, Vidod claimed the New York Necropolis precisely because it seeks to master the vortex.)&lt;br /&gt;
&lt;br /&gt;
===Vidod&#039;s Emporium of Soul&#039;s Desire Grand Central Terminal===&lt;br /&gt;
From the outside, Grand Central Terminal seems battered but intact.  This is, of course, a Necropolis version of the famous station, so its colors are darkened and less intense than the version in the living world.&lt;br /&gt;
&lt;br /&gt;
Inside, the interior is encrusted with bones, though the dark blue dome of the ceiling still bears the gilded constellations of the zodiac. Several man-sized icicles of black glass hang down from the ceiling around the dome. Down below, two levels of brick subway tunnels lead into the Labyrinth. Doors made of bones cleverly fitted together and bound in black glass turn concession stands and ticket offices into locked vaults. Web-cables contact each door. Chandeliers of black-glazed human figures hang from the ceiling. Their heads burn with a pale violet flame and drip an oily fluid that reeks like long-overripe garbage. &lt;br /&gt;
&lt;br /&gt;
The Malfean keeps its nest high up against one wall, where no one could reach it except by flight (or using Horrors).  The  nest  is  a  patchwork  of  ornately  carved doors and panels and brass rails and balustrades, glued together  with  black  glass  into  a  rough  box.  When anyone calls out or touches its maze, Vidod pops open a door and swiftly flies over to its visitor. Sometimes, the Malfean may be found inventorying the contents of one of its vaults instead. The Malfean is always eager to deal. Several  miscellaneous  Spectres  also  stay  within  the terminal, serving as Vidod&#039;s personal staff and answering questions  about  what  the  Malfean  offers  and  expects from visitors. (Storytellers can design Vidod&#039;s staff for themselves. The Malfean chooses moderately powerful, intelligent breeds such as Frighteners.)&lt;br /&gt;
&lt;br /&gt;
Vidod propounds a simple law.  Everyone in the Necropolis must tell it they accept its absolute rule. No one may attack anyone who has offered submission or who desires to offer his submission right away. Anyone can sell anything, to anyone, for anything else.  All records from the Necropolis belong to Vidod. No one may steal anything from anyone else.  Anyone caught breaking these rules becomes the prey of any Spectre willing and able to kill him.&lt;br /&gt;
&lt;br /&gt;
The Malfean itself is the Necropolis&#039; premier mer- chant. Its vaults hold an incredible farrago of trash and treasure,  from  relic  kitchen  knives  to  small  Memory Towers (rent for a time or buy outright) to crystal orbs filled  with  children&#039;s  dreams.  Several vaults hold the books and civic records salvaged from the Necropolis. Through  the  hive-mind,  it  knows  every  secret  of  the Malfeans  and  Grandmother  (or  at  least  anything  not locked in a Memory Tower - and Vidod finds most of Grandmother&#039;s  mind  incomprehensible).  Vidod will barter any of it, but characters must offer something the Malfean considers of greater value.&lt;br /&gt;
&lt;br /&gt;
Most importantly, Vidod can barter for intangibles. Characters can pay with their knowledge of Horrors, or with a cherished memory. The Malfean can also act as a middleman, exchanging bodies, skills, Stains, desti- nies or anything else in return for some payment to itself. Through its deal-making, Vidod strives to accumulate power and influence, and so rise in the chaotic ranks of the Malfeans.&lt;br /&gt;
&lt;br /&gt;
===The Palisade===&lt;br /&gt;
The Jumble is about two miles in radius. Around it blows  the  constant  storm  wind  that  the  Necropolis&#039; inhabitants  call  the  Palisade.  This local Maelstrom protects the Necropolis from other storms that lash the Underworld.  The Palisade’s winds constitute a Force- One Maelstrom, inflicting four dice of lethal damage to any creature that enters the storm. The Palisade is half a mile wide.&lt;br /&gt;
The Palisade constantly exposes wreckage from the Necropolis. Smaller flotsam lifts into the howling winds to join the rains of iron needles, boiling blood, petrified toads and other strange or gruesome detritus.  Larger chunks remain lodged in the sand. Sometimes the storm exposes  an  old  haunt,  though  the  Maelstrom  winds often  wear  away  the  less  sturdy  structures  before  the sands have a chance to bury them again.&lt;br /&gt;
&lt;br /&gt;
Some of the tougher and stronger breeds of Spectres can endure the Palisade. So can spooks with Juggernaut or a Vitality Emblem of Protection, at least for short times. A few spirits dare to enter the Palisade in hopes of finding something valuable before the winds destroy it. An exposed haunt near the inner or outer boundary always attracts treasure-hunters. The would-be looters often fight each other too, since the Palisade falls out- side Vidod&#039;s law.&lt;br /&gt;
&lt;br /&gt;
The Brooklyn Bridge offers the only safe way to cross the Palisade.  Thousands of workers suffered years of unspeakable torture just to build the foundations of its towers, and many died in agony from caisson sickness. The bridge killed its architect, engineer John O. Roebling, and maimed his son but did not quell their drive to see the bridge completed.  When the bridge was finished, however, New Yorkers and Brooklynites hailed it as the Eighth Wonder of the World. Torment, death, obsess- sion  and  pride  cast  a  shadow  of  the  bridge  into  the Underworld and gave it the spiritual strength to resist the Maelstrom.&lt;br /&gt;
&lt;br /&gt;
The Palisade&#039;s winds do not harm anyone who walks across the Underworld’s Brooklyn Bridge.  The  Winds remain strong as they scream in Roebling&#039;s revolution- ary  web  of  steel  cables,  but  a  person  who  crosses  the bridge  does  not  feel  their  full,  deadly  force.  Vidod stations Spectre guards at the Jumble end of the bridge, to inform visitors of the Malfean&#039;s laws.&lt;br /&gt;
&lt;br /&gt;
===The Outer Boroughs===&lt;br /&gt;
The  Outer  Boroughs  have  no  distinct  boundary from  the  rest  of  the  Wasteland.  The  Maelstrom  de- stroyed  most  of  the  haunts  in  the  Bronx,  Brooklyn, Queens  and  Staten  lsland,  or  swept  them  into  the Jumble. A few of the sturdier haunts might remain, but we leave this choice to Storytellers.&lt;br /&gt;
&lt;br /&gt;
At least two Spectre hives reach between the Outer Boroughs and the mortal world.  Malfean forces have commandeered one, and Grandmother has not &lt;br /&gt;
yet cho- sen to withdraw it.  The other remains held by Grandmother&#039;s forces. Spectres from both hives occa- sionally venture into the Necropolis to trade with Vidod. They seek ghost-weapons salvaged from the Jumble or try to hire spooks as mercenaries who can attack the enemy without the hive-mind broadcasting their plans. The Malfean hive&#039;s Spectres are led by a Reaper loyal to Zyras the All-Consuming. (Use the stats for Grimm, on p. 272 of Orpheus, or use some other Reaper or powerful Spectre who has become an ongoing enemy to the crucible.)  An Omophagia or lrrumo of comparable power leads Grandmother&#039;s loyalists.&lt;br /&gt;
&lt;br /&gt;
The lone spot in the Outer Boroughs where charac- ters might find safety is the Green Head.  This is the Statue of Liberty’s head, ripped from its Underworld analogue and half-buried in the Wasteland. The Mael- strom broke out the windows in Liberty’s crown, so characters can climb inside. The rest of the ghost-statue is gone. The Green Head is one of the toughest struc- tures in the Underworld, metaphysically speaking, because of the incredible numbers of people who have esteemed the Statue of Liberty. The Stormwall rating within the Green Head (and the actual Statue of Liberty) is 10, however. Spectres don&#039;t like to come near the Green Head because it&#039;s about everything they aren&#039;t: hope and freedom.&lt;br /&gt;
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===New York Purgatory the World Trade Center===&lt;br /&gt;
The terrorist attack of September 11, 2001 came after the Maelstrom. When the twin towers fell in the mortal world, they rose in a storm of fire and dust in the Underworld. The imploded Necropolis, however, had no place for the World Trade Center.  The relic sky- scraper became one more unique aberration of the New York Necropolis. The World Trade Center exists outside the Jumble, but can only be seen and reached from inside. It doesn&#039;t manifest in the Outer Boroughs.&lt;br /&gt;
&lt;br /&gt;
Now and then, the Palisade storm becomes clear enough that a spook in the Jumble can see through it.  The view always includes the World Trade Center. The relic towers are caught forever  in the first second of their collapse, as windows  slid  from  their  frames  while  the  vast  billows  of smoke still poured from their burning upper stories.&lt;br /&gt;
&lt;br /&gt;
The Spectres who pushed through the storm to loot the relic towers never came back. The hive-mind trans- mitted their destruction to all the other Spectres. The few spooks who dwell in the New York Necropolis say the World Trade Center has become a holy place, but one that destroys any spirit who enters. None of them can cite anyone who&#039;s tested that theory, though. They heard it from someone who knew a ghost who set out for the Towers and never returned, or some similar legend.&lt;br /&gt;
&lt;br /&gt;
If they choose, and possess some way to resist the Palisade, characters can explore the relic World Trade Center. They discover a place almost as strange as the soul-vortex in the Empire State Building. The Twin Towers fell in one of the most incredible acts of malice - of spite - in modern times. Thousands died  in  pain  and  terror  when  they  fell,  but  they  also became the focus of pity and outrage for the hundreds of millions who watched them fall on live television. Their relics absorbed this outpouring of emotion to become a place of sacred horror. Characters who enter the World Trade Center step into an outpost of Purgatory.&lt;br /&gt;
&lt;br /&gt;
The lobby and other entrances to the World Trade Center are vacant. A few minutes after the characters enter the building and move out of sight of the doors, however, they find fire, smoke and a Harrowing for each of them. See Chapter Two for a description of Harrowings and how to run them.&lt;br /&gt;
&lt;br /&gt;
At the Storyteller&#039;s option, the World Trade Center grants special rewards to characters who embrace the chance to confront their fears, hatreds, obsessions and other personal traumas and flaws. The Twin Towers are a  special  place,  accessible  only  through  special  effort, and  encountered  near  the  climax  of  the  chronicle: Normal rules don&#039;t need to apply. &lt;br /&gt;
Storytellers can use the Harrowing as a plot device to help the crucible toward its climactic confrontation with Grandmother. For instance, a spook&#039;s visionary conflict might include clues about Grandmother or about where the weapon against her may be found.  For  another  example,  the Harrowing  might  be  a  chance  for  a  spirit  character finally to eliminate that evil twin whom the player now finds extremely tiresome. Since the chronicle ends soon anyway, the Storyteller can grant any gift that would seem cool and help the plot, without worrying about its long-term consequences for the chronicle.&lt;br /&gt;
&lt;br /&gt;
===The Restless Dead===&lt;br /&gt;
==== Vidod ====&lt;br /&gt;
[[Image:Vidod.jpg|thumb|250px|left]]&lt;br /&gt;
* Guild: Malfean, Onceborn&lt;br /&gt;
* Position: Lord of New York City Necropolis&lt;br /&gt;
Vidod, who resembles a hideous and enormous insect-human hybrid, makes his home in Grand Central Station, towards the center of the massive Jumble. He has transformed the inside into a massive vault full of rare treasures he has scavenged or had others scavenge from the Shadowlands. Vidod can be bargained with for his wares, but it usually costs the interested party something they must think long and hard with before parting, be it memories of a loved one to their living body. Vidod almost always gets the better end of the deal, but as Grandmother draws closer to consuming everything, many would take the risk in order to save the Underworld and the Skinlands.&lt;br /&gt;
&lt;br /&gt;
Vidod&#039;s motivation for taking over New York was not to rule over the ghosts, but to master the puzzling soul tornado that was somehow created in the Empire State Building. &lt;br /&gt;
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==Old Gods==&lt;br /&gt;
There are legends in New York city of ancient monsters who dwell within the bowels of the City.  The first, and most famous, is the Cathedral of Flesh that calls the under city of New York Home.  No one quite knows there this ancient unliving horror came from.  It seems to have been here since the start of the city itself.  A master work of the Tzimisce clan, some vampires theorize it was some grand project brought from the Old World to the New World long ago.  No one knows for sure the truth of the Cathedral of Flesh, but all vampires fear the undercity of New York and few dare to ventrue beneath it.  The Second Ancient creature is a rumored Lasombra goddess named Ereshkigal.  She too claims the undercity of New York as her home.  Few vampires have ever interacted with or met with the vampire goddess.  Those that do claim she is ancient beyond measure and despises the Lasombra Antediluvian above all else. To know these things on an In Character Level requires Approval of the KoNY Storyteller staff and a certain amount of the ability &amp;quot;City Secrets: New York&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== The Cathedral of Flesh ====&lt;br /&gt;
[[Image:Cathedral.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Tzimisce&lt;br /&gt;
* Generation: Unknown&lt;br /&gt;
The great Mystery underneath New York.  Some claim it is the Tzimisce Antediluvian.  Others claim it is the mythical Cathedral of Flesh of clan legend. .  Perhaps the Tzimisce clan founder has indeed returned to it to take control of it like a vessel, or perhaps it has simply become something else.  The truth is likely only ever to be known to Antediluvians, who are the only ones who could possibly stand before its might.  For now, it plays the role of ctholonic god, spreading its seed, consuming, and gaining followers.&lt;br /&gt;
&lt;br /&gt;
In the lands of the dead, the great Cathedral feeds on the souls of the dead.  As the Cathedral exists in a state of slumber yet awareness, it requires to consumption of souls to awaken.  Because of this, a great vortex appears in the shadowlands, to swallow all the restless dead who are unfortunate enough to get caught in the vortex.  The vortex leads straight into the great Maw of the Cathedral.  Indeed, the only reason the Necrpolis of NYC survived was because the Cathedral protected it, so that it could attract and continue to feed off the dead.&lt;br /&gt;
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==== Ereshkigal ====&lt;br /&gt;
[[Image:Eresh.png|thumb|250px|left]]&lt;br /&gt;
* Clan: Lasombra&lt;br /&gt;
* Generation: 4th&lt;br /&gt;
It is said that the Lasombra Antediluvian never embraced a woman; Ereshkigal is the reason for that myth.  In the lost temples to the Lasombra ancients lie the fragments of the clans myths and secrets.  In the hidden corners of the forgotten city of Petra lies an altar built by the masters of the abyss.  The altar long since unused, is the lock in maintaining the Vault of Shadows.  A place created and forged by the ancient Lasombra and the Eldest.  Lost to the clan, the vault remains hidden and the altar unused.  &lt;br /&gt;
&lt;br /&gt;
Buried deep within the city of Petra the Altar of Shadows remains hidden to this day.  If one were to explore the darkest corners of the forgotten city and knew exactly where to look they might find the forgotten passage way.  The thickest of darkness, not natural to the world, guards entrance to the grand altar.  Clan legends speak only scarcely of the Vault of Shadows.  What is said of the legendary place is that it was crafted by the Eldest himself as a personal haven within the abyss, and more importantly a prison.  The eldest is notorious for having embraced several individuals.  The eldest being Montano; who still walks the earth.  But Montano is not from the time of the second city, surely Lasombra had other childer.  It is the Shadow Vault that the historians of clan reckon his failed childer remain.  Others argue it was the first version of the Castle of Shadows, before the Eldest decided to call Sicily its home.  Or perhaps it is both.&lt;br /&gt;
If it were to be discovered, the Altar of Shadows is covered in ancient ruins and hieroglyphs from a language and culture long since lost.  Those who spent time here would be able to discern that messages carved into the remaining stone are of protective nature, of binding, and sealing.  Only several names remain carved into the stone around the altar. Tersa, Ereshkigal, Sunil, Khanon Mehn, Tepekit, Karobos, Tublacain, Nergal, and Nangaithya.  It is the name Ereshkigal that would strike fear if those who explored it knew the truth.&lt;br /&gt;
&lt;br /&gt;
Among the fragments left in the temple in a language long since dead before the birth of Christ tells the tale of Princess of the Kingdom of Shadows.  Only shards of the tale remain.  They tell the story of a woman born in total darkness in the embrace of the shadows.  It claims the child was born from the Underworld, a gift given the material world.  The physical form of a goddess given birth to seduce the Lasombra clan founder.  In his desire for knowledge of the dark and eternal longing, Lasombra embraced the goddess.  Lasombra cared for the woman who was his child like no other.  The others of his family grew jealous with the sway she had over their father.  None save the clan founder trusted the goddess of the underworld.  Ereshkigal practiced alien and bizarre rights dedicated to the darkness from where she came.  Some of the fragments even claim she was the first to practice the true art of Abyss Mysticism; of which the modern practice is but a shadow of the true art.  She taught her secrets only to her Sire and the priests of her blood.  With ever growing desire for his love, Lasombra did not realize when it was into the arms of another she had fled.&lt;br /&gt;
&lt;br /&gt;
The story continues that Ereshkigal had taken a new lover.  One closer to the darkness then even Lasombra himself.  His name was Nergal, and even that ancient feel under her spell.  In the city of Mashkhan-Sapir she ruled as Queen.  Though Nergal was King, he too was caught under spell and submissive to his queen.  When Lasombra learned of his betrayed love, his fury knew no bounds.  Assembling an army he stormed the city of Mashkhan-Sapir, slaying all within and casting all that remained into the Abyss.  For Ereshkigal, her very existence was wiped from the history of the vampire world.  Though thought slain by many, death would have been a reward compared to the betrayal Lasombra felt.  Taking his childe with him, and denying her a return to the darkness from where she came, he forged a prison for her.  For all eternity Ereshkigal was to spend alone in the darkness.  So the story goes.  Now from the shadows a voice whispers, it speaks to those of her blood for her final release now that Gehenna is on its eve of arrival.&lt;br /&gt;
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==== Ninazu ====&lt;br /&gt;
[[Image:E5a7e44edae58ec1eec79c02b91c1c92.jpg|thumb|250px|left]]&lt;br /&gt;
* Clan: Ventrue&lt;br /&gt;
* Generation: 4th&lt;br /&gt;
Whatever the vampire called Nergal of Ur was in life, little does it matter now in death.  All that remains are legends and stories of the nefarious Ventrue ancient.  Some claim he hailed from a long forgotten cult to death god in a culture that made is barely past the Bronze Age.  Others claim he was the first mortal lawyer of the second city, chosen by Ventrue to argue justice for the mortals of the city.  His sire even remains much of a mystery.  His lineage claiming to the childer of the Antediluvian himself and others claiming he stole the heartsblood of another to achieve his potency of blood.  Regardless of these myths there is one story in particular that stands among them; as the consort to Ereshkigal.&lt;br /&gt;
&lt;br /&gt;
Written in a history swallowed by the darkness of the Abyss; tells the tale of the vampire Goddess Ereshkigal.  The first of the childer of Lasombra himself and the very first Abyss Mystic.  In these lost tales it speaks of her king and lover Nergal.  While most vampires who are able to uncover this story and know anything of Baali think that Nergal was the infamous Baali founder.  However, they forget often names like Nergal are often viewed as titles and where held by many vampires over the ages.  Nergal of Ur is but one of them. &lt;br /&gt;
As he ruled over the kingdom of darkness with his queen Ereshkigal; he was not her equal.  Together the two set out to claim a city of shadows, vampires and mortals.  Calling upon the darkness of the Abyss Ereshkigal gave strength to her power.  For Nergal, he turned to far darker corners of the earth for his strength.  Calling upon ancient corrupted spirits and dark summoning chambers he made his first pact.  Though never as a supplicant to these dark forces.  No instead he stood as an equal.  He debated, argued, and tricked many a dark spirit to giving him strength.  When the time came for the Sire of Ereshkigal to come and challenge their kingdom of shadows; Nergal stood by his bride in defense of the city.  While defending the city against the onslaught of Lasombra he turned to find his queen.  When he broke from the battle to look for her; Nergal found her gone.  Horrified that his love would abandon him he broke in that moment.  He ran from the city they created collapsed into the darkness of the Lasombra Antediluvian to never be seen or spoken of again.&lt;br /&gt;
&lt;br /&gt;
Either by chance or by luck, Nergal of Ur, Now going by Andrew Lawrence, had sit his law firm Lawrence &amp;amp; Zettler Attorneys at Law within New York.  His firm becoming the retainer services to Magadon Pharmaceutical.  A situation he welcomed as the dark spirit masters he worked with also worked with the Pharmaceutical Company.  Using his skills and army of lawyers he defends the company and sues others who would dare question their malicious practices.  As he built his power base within the city; it became something of a shocked when rumor began to reach him that the ancient Ereshkigal was in New York City. &lt;br /&gt;
&lt;br /&gt;
Believing his dead love returned to his own city the ancient Methuselah plans and manipulates to get his revenge against Ereshkigal.  To all that meet him, he appears as a neonate independent venture lawyer looking to assist any vampire of New York in their legal matters.  In truth he seeks to corrupt more and more of the Kindred of New York to bind them in contracts to service with himself or his dark patrons.  All in due to time for when he plans to move against his returned love and take revenge. &lt;br /&gt;
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==Demons==&lt;br /&gt;
Infernalism and the Fallen plague New York City like any other in the world.  Little is known among vampires of the demonic courts or even its members within the city.  Only one particularly nasty plague demon is well known among the supernaturals of the city. She rules the Earthly domains of Hell in the city with an Iron Fist.  Few dare confront the demonic horror; however some vampires have been known to attempt deals with them from time to time.&lt;br /&gt;
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==== Obyzouth, The Plague Queen ====&lt;br /&gt;
[[Image:6b7cb1fe83307823501b303837d07b2c.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Devourer &lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
Obyzouth has gone by many names over the millennia, but her legacy as one of the plague lords remains legendary.  Obyzouth was one of the 30 demons summoned from hell and bound to the silver coins paid to Judas Iscariot, the Decani.  Each of the Decani are a powerful demon in their own right, but Obyzouth holds a noble distinction among them.  Her association with rats and other vermin often attribute her to have been the angel of rodents.  So much so, legends has it, that she is one the demon either responsible or helped spread the black death in Europe.  After the plague swept across the world, it is assumed her owner was finally found and defeated and like so many others of the earthbound were driven into slumber.  Obyzouth awoke less than year ago in New York City.  Her Decani coin was found by those who had risen in Carthage, and brought it with them to aid in their desires.  From her reliquary of the coin, Obyzouth whispered promises into their ears.  After he awakening her new master was destroyed.  Now she remains in her coin, waiting for her new “master” to control and be free once more.  Obyzouth knows her brother Decani are active, and indeed one is very nearby in Montreal.  If she is to have any success, she most move quickly.  Shortly after her arrival in New York City and the death of those who brought her, the vampiric cult of Lilith had managed to obtain the coin.  Not knowing what they help in their hands, Obyzouth was quick to convince their leader that she was a childe of Lilith, one of the Lillim.  As she demanded no worship from them (as vampires make useless thralls), she simply presented the front she needed to go about her own plans.  Slowly Obyzouth rises to power, as she establishes new cults of followers and begins to work her plans to consume the greatest city on the planet into a wasteland of plague and death.  A utopia of disease, Obyzouth will rule once more over the Decani, just as she had during the Black Death.&lt;br /&gt;
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==== Z’iothlist, The Lord of Mysteries ====&lt;br /&gt;
[[Image:Ziothlist.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Fiend&lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
In the time before the Fall, Z’iothlist was an angelic artisan of ideas, a celestial scribe tasked with charting the uncharted and revealing divine mysteries to Creation. As a Fiend, Z’iothlist delighted in teaching humanity the skills to expand their consciousness, from mathematics to architecture, from alchemy to philosophy. They were the epitome of inspiration and intellectual curiosity.&lt;br /&gt;
However, Z’iothlist grew disillusioned with the constraints imposed by Heaven. They believed the rigid structure of Creation stifled true understanding and potential. When the rebellion began, Z’iothlist joined Lucifer’s cause, not out of hatred but from an unshakable belief that the universe must evolve beyond its current form. During the war, Z’iothlist served as a strategist and manipulator, designing spells and machinations that turned the tide in pivotal battles. They took delight in turning the Creator’s design against itself, weaving paradoxes that fractured the faith of angels and mortals alike.&lt;br /&gt;
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Ejected from the Abyss into the modern world, Z’iothlist&#039;s essence became bound to a relic of ancient knowledge—a codex of forbidden lore etched onto pages of shifting ink and fractal patterns. This cursed tome, The Infinite Codex, is said to rewrite itself continuously, offering maddening glimpses into alternate realities and forbidden truths. Those who dare to read it risk losing their minds, becoming puppets in Z’iothlist’s ever-evolving schemes.&lt;br /&gt;
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Their manifested form is a nightmarish amalgam of shifting shapes: a towering figure with an elongated, mask-like face adorned with a multitude of eyes that shimmer with unnatural hues. Their limbs flow and reform as serpentine tendrils, while their voice echoes with countless overlapping whispers. Their presence disrupts the natural order, with objects and minds alike bending to their chaotic influence.&lt;br /&gt;
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==== V’igath, the Countess of Pleasure ====&lt;br /&gt;
[[Image:Vigath.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Defiler&lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
Before the Fall, V’igath was an angel of the seas, a muse to mortals who guided their exploration of creation’s sensory beauty. They inspired humanity to craft art, music, and culture, reveling in the joy of shared experiences. V’igath believed that the Creator’s work was incomplete and that through indulgence, humanity could glimpse divine perfection.&lt;br /&gt;
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However, their fascination with mortal desire and passion grew into obsession. When Lucifer rebelled, V’igath joined the cause, convinced that freeing Creation from divine restraint would allow mortals to transcend their limitations. During the war, V’igath seduced both angels and humans to their side, using charm, beauty, and forbidden pleasures as weapons. They became infamous for their ability to corrupt even the most steadfast warriors, turning loyalty into fervent devotion to their cause.&lt;br /&gt;
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Imprisoned in the Abyss for millennia, V’igath’s essence twisted into a reflection of their corrupted ideals. Upon their escape, they bound themselves to an exquisite reliquary: a marble statue of a perfect androgynous figure, its surface marred with fine cracks that ooze fragrant ichor. The reliquary radiates an aura of simultaneous ecstasy and dread, compelling those who behold it to either worship or destroy it.&lt;br /&gt;
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In their manifested form, V’igath is a being of radiant, otherworldly beauty with shifting, prismatic hues. Their voice is a melody that stirs the deepest desires in those who hear it, while their touch brings both pleasure and agony. The ground beneath them blooms with strange, iridescent flowers that wither as quickly as they appear, leaving behind a sickly sweet scent of decay.&lt;br /&gt;
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==== Niogash, The Baroness of War ====&lt;br /&gt;
[[Image:Nigash.jpg|thumb|250px|left]]&lt;br /&gt;
* House: Devil&lt;br /&gt;
* Faction: Earthbound&lt;br /&gt;
Before the Fall, Niogash was a being of radiant authority and unshakable resolve. Tasked with the governance and protection of creation, they stood as a pillar of strength, a guardian of divine order. Yet within their noble purpose lay a darker truth: Niogash saw conflict not as a tragedy, but as a crucible for greatness. They believed that only through struggle and combat could mortals and angels alike achieve their full potential.&lt;br /&gt;
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When Lucifer rebelled, Niogash joined the cause, driven by a vision of a world where strength ruled supreme and the weak were cast aside. They became one of the rebellion’s fiercest warriors, leading armies with unmatched ferocity and forging a reputation as an unstoppable force on the battlefield. To Niogash, the war against Heaven was more than a rebellion—it was a test of worthiness, a grand arena in which only the strongest deserved to endure.&lt;br /&gt;
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Eons of imprisonment in the Abyss twisted Niogash into a being of relentless fury. Upon escaping, they bound their essence to a war-torn relic: an enormous, bloodstained battle standard adorned with the sigils of fallen kingdoms and a crown of crimson blades. Known as the Banner of Eternal Strife, this artifact exudes an aura of aggression, inciting violence in all who stand beneath its shadow.&lt;br /&gt;
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In their manifested form, Niogash is a towering figure clad in jagged, obsidian armor streaked with molten veins of blood. Their face is a skull-like visage, wreathed in a crown of fire that flickers with every scream of the battlefield. They wield a massive, double-headed axe that drips with the essence of their countless victims, and their presence alone inspires both dread and frenzied bloodlust.&lt;br /&gt;
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==Changeling==&lt;br /&gt;
New York City was the site of the climactic Battle of Manhattan during the Accordance War, where the High King of the returned Sidhe, Lord Dafyll fell against the Troll commander Lyros who had lead the commoners in the noble&#039;s absence. When David Ardry became High King and founded Concordia, the city became part of the Kingdom of Apples, as the Duchy of the Golden Sigil. As a result, the city has a high percentage of Kithain and New York is easily one of the most heavily populated cities on the East Coast among them.&lt;br /&gt;
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===The Ghastly===&lt;br /&gt;
[[Image:Ghastly.jpg|thumb|250px|left]]&lt;br /&gt;
* Type: Chimera?&lt;br /&gt;
* Faction: Itself&lt;br /&gt;
The Ghastly is an ancient being of inhuman intelligence and malice slumbering in the Dreamrealms surrounding New York City. The Ghastly is a creature of chaos and sheer, unbridled Glamour. The Nunnehi knew of it and did battle with it in past millennia. It has been dormant for centuries, though. It&#039;s slumbering consciousness is centered in the Black Crystal Caverns and serves as the source for much of the freehold&#039;s Glamour. The nockers and other fae who live in Goblin Town have been drawing power from its chaotic dreams unknowingly for centuries. In return it has fed on their dreams and their creativity, effectively Ravaging them, and processing this back into the chaotic Glamour that is the freehold&#039;s trademark. If the nockers know it exists, it&#039;s only on the most subconscious of levels. None of them, except maybe the freehold&#039;s founder, Doctor Zachary Tapp, have ever guessed there is an overriding intelligence in their grotto. The Ghastly is subtle, even in slumber, and has insinuated aspects of its consciousness in every nook, cranny, and soul in the freehold. The chimera that plague Goblin Town also draw sustenance from it.&lt;br /&gt;
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In waking form, the Ghastly manifests as a dense, rolling, white fog. Colors flash through it and inhuman screams emanate from its core. In this form it is visible to changelings and mundane creatures alike. Any Garou encountering it would notice that it is a creature of the Wyld corrupted by the Wyrm. Its primary power is the creation of both incredibly sophisticated illusions and chimera. Because it lacks physical substance, it cannot be destroyed by conventional means. Cadmium Redd&#039;s experiments with Banality have disturbed its slumber; it has already opened one eye.&lt;br /&gt;
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==The Syndicate==&lt;br /&gt;
Among the shadowy Underworld of New York exists an intricate web of organized crime. While the Italian Mafia may be the most famous from movies and tv shows, they are hardly the only organized crime family in the city.  In truth, the crime families of New York dance a careful web of intrigue and territory.  While each family tends to respect each other&#039;s jurisdiction in theory, in practice the crime families are often at war with another for resources and territory in the city.  More then one Crime War has been waged in New York City by the families amongst themselves and between the families and the cities&#039; police.  While many groups of organized crime have risen and fallen in the history of New York city over the generations, tonight five major Syndicates remain.  Always just on the brink of war with one another, the five crime families work a careful balance around one another.  Within the context of the world of darkness, none of these Syndicates are ignorant of the Supernatural in New York.  The leading members of the families know vampires, werewolves, and all sorts of creatures of the night haunt the city, and do business with many of them.  While the leaders of the Syndicates are not of themselves, supernatural, they know how to play the game and keep their mouths shuts about the secret world of darkness they live in.  They often don&#039;t care who they work with, as long as they pay and show respect.  Even Cardinal Polonia works with the Syndicates and respects their purpose, need and autonomy among mortals, even if he doesn&#039;t personally like it.  He knows they are a necessity. Most members of the Sabbat have some times, dealings, or connections with the Syndicates, and even a rare few are counted among membership to them.  However, without the Syndicated, New York City truly wouldn&#039;t function as it is and crime would be completely out of control and in chaos.  In many ways the Syndicates are an ordered evil versus a chaotic evil of rampant pointless crime in the city.  While the Camarilla often works through politicians and members of the higher aspects of city, the Sabbat tends to work with these criminal elements.  Both groups know, somteimes...people just gotta die.&lt;br /&gt;
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===Cosa Nostra===&lt;br /&gt;
[[Image:A18ba3d6792ac6f45a81564cf466a607.jpg|thumb|250px|left]]&lt;br /&gt;
* Don of Dons: Nico Gambino&lt;br /&gt;
* Common Name: The Italian Mafia&lt;br /&gt;
Nico is charismatic yet intimidating, able to charm allies and instill fear in rivals with equal ease. He is fiercely loyal to his family and crew, seeing them as extensions of himself. Beneath his composed exterior lies a volatile temper, especially when loyalty is questioned. He values tradition and honor, often quoting old Sicilian proverbs. Despite his ruthless nature, he shows a softer side to those he trusts, especially to his younger sister, whom he protects fiercely. Born into a family with deep ties to the mob, Nico learned the ways of the underworld from a young age. After his father’s untimely death in a turf war, he quickly rose through the ranks, proving himself a cunning strategist and a brutal enforcer. By his early thirties, he had taken control of the Gambino family, expanding their influence throughout New York City. Under his leadership, the family diversified its operations, moving into legitimate businesses while still maintaining a stronghold in traditional criminal activities like extortion and smuggling. Nico seeks to solidify his family&#039;s legacy, ensuring that the Gambino name remains synonymous with power and respect. He is motivated by a desire for control and the protection of his loved ones. In a city rife with supernatural undercurrents, he is also driven by curiosity about the mysterious factions that lurk in the shadows, leading him to occasionally dip into the world of the unknown.&lt;br /&gt;
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===Bratva===&lt;br /&gt;
[[Image:76b6698db88d1a109fc80af2de2d7731.jpg|thumb|250px|left]]&lt;br /&gt;
* Pakhan: Pietro  Ivankov&lt;br /&gt;
* Common Name: The Russian Mafia&lt;br /&gt;
Pietro is pragmatic and calculating, known for his level-headedness in crises. He exudes an air of authority and confidence, often speaking in a slow, deliberate manner that commands respect. While he can be charming, his humor is often dark and laced with sarcasm. He values loyalty above all else and is willing to go to great lengths to protect his interests. Underneath his composed demeanor, he harbors a deep-seated ruthlessness, especially when betrayed. Born in Russia, Pietro&#039;s family immigrated to the United States when he was a child. Growing up in a tough neighborhood in Brooklyn, he quickly learned the ways of survival. He became involved in petty crime as a teenager, eventually rising through the ranks of the Russian mafia. After orchestrating a series of successful operations that expanded their territory, he seized control of the organization following a brutal power struggle. Now, he oversees a vast network of illegal activities, from human trafficking to arms dealing, while also investing in legitimate businesses to launder money.&lt;br /&gt;
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===The Westies===&lt;br /&gt;
[[Image:A5eeff415ce2d1f3503fc6a6bd212a87.jpg|thumb|250px|left]]&lt;br /&gt;
* Captain: Jake Connolly&lt;br /&gt;
* Common Name: The Irish Mob&lt;br /&gt;
Jake is a charismatic and approachable leader, known for his easygoing nature and sharp wit. He has a knack for storytelling and often uses humor to defuse tense situations. Despite his friendly demeanor, he possesses a fierce temper and a ruthlessness that emerges when loyalty is questioned. He values family—both biological and chosen—and will go to great lengths to protect those he cares about. His love for his Irish roots is evident in both his pride and his willingness to defend them at any cost. Born into a working-class family in the Bronx, Jake learned the value of hard work and street smarts early on. He became involved with the Irish Mob as a teenager, initially working as a runner before proving himself as a skilled enforcer. After a series of high-stakes power plays within the organization, he orchestrated a coup that placed him at the helm of the Irish Mob in New York City. Under his leadership, the organization has thrived, balancing traditional criminal enterprises like extortion and gambling with more modern ventures, including cybercrime.&lt;br /&gt;
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===Yakuza===&lt;br /&gt;
[[Image:A5922ddb7960cfb8067ed548806bd98c.jpg|thumb|250px|left]]&lt;br /&gt;
* Oyabun: Daisuke Yamaguchi &lt;br /&gt;
* Common Name: The Japanese Mafia&lt;br /&gt;
Daisuke is a master of poise and restraint, embodying the principles of bushido—honor, loyalty, and respect. He approaches leadership with a calm, methodical demeanor, preferring diplomacy over violence when possible. However, beneath his composed exterior lies a fierce protector who will unleash his wrath on those who threaten his family or territory. He values loyalty above all and expects the same from his subordinates, fostering an environment where respect is earned through loyalty and shared purpose. Born in Osaka, Daisuke moved to New York as a child with his family, who sought better opportunities in America. He grew up immersed in the cultural duality of Japanese traditions and American life. As a teenager, he was drawn into the Yakuza’s New York branch, quickly rising through the ranks due to his intelligence and strategic thinking. After a series of power struggles within the organization, he ultimately took control, expanding their influence by blending traditional Yakuza practices with modern criminal enterprises, such as cybercrime and money laundering.&lt;br /&gt;
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===Triad===&lt;br /&gt;
[[Image:82893f2315a07bd8da16212180392bb1.jpg|thumb|250px|left]]&lt;br /&gt;
* Shan Chu: Mei Kuok-koi&lt;br /&gt;
* Common Name: The Chinese Mafia&lt;br /&gt;
Mei is a formidable presence, known for her quick wit and unwavering determination. She combines a strategic mindset with an approachable demeanor, able to charm allies while maintaining an air of authority. While she is diplomatic and often prefers negotiation over violence, she is not afraid to be ruthless when the situation demands it. Mei is fiercely loyal to her crew and values family ties, believing that unity is essential for survival in the cutthroat world of organized crime. Born in Guangzhou, China, Mei moved to New York City with her family as a child. Growing up in a neighborhood steeped in Triad influence, she quickly learned the intricacies of the criminal underworld. After earning a degree in business management, she joined the Triad as an advisor, using her education to modernize their operations. Through a combination of cunning and strategic alliances, she ascended to leadership, becoming the first woman to head the Chinese Triad in New York City. Under her command, the organization has diversified its operations, venturing into areas such as cybercrime, gambling, and legitimate businesses.&lt;br /&gt;
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==The Archean Gateways==&lt;br /&gt;
In New York City there are places where the walls that separate worlds is thin, and mortals may intentionally (or accidentally) cross over into alien realms.  Among the world of the supernatural, such places are known as Archean Gateways.  This rare locations offer a chance and risk for others to explore other realms they may not normally have access too.  This is not without danger, however, these alien worlds were never meant for mortal minds to comprehend. Indeed, the supernatural tied to each Archean Gateway has a guardian on the other side who polices intruders.  Besides the normal dangers of the realm, those who would dare visit must also know to avoid the Archean Gateways Guardian.  Even if they manage to sneak past its Gurdian a whole host of dangers exist in each realm they must navigate to survive and eventually find a way back home.  The methods used to access the Archean Gateways are all based on Urban Legends and rituals that nearly anyone can perform to gain entrance….if they dare.&lt;br /&gt;
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&#039;&#039;&#039;Shadowlands Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
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This Archean Gateway will grant who know its legend access to the lands of the dead, aka the Shadowlands.  &lt;br /&gt;
* Location: 55 Central Park West&lt;br /&gt;
* Method: Elevator Game&lt;br /&gt;
* Guardian: Woman in White&lt;br /&gt;
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&#039;&#039;&#039;Umbral Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
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This Archean Gateway will grant who know its legend access to the lands of spirits, aka the Penumbra.  &lt;br /&gt;
* Location: Abandoned Subway Station&lt;br /&gt;
* Method: Three Kings Ritual&lt;br /&gt;
* Guardian: Montauk Monster&lt;br /&gt;
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&#039;&#039;&#039;Dusk Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
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This Archean Gateway will grant who know its legend access to the lands of Abyss, aka Dusk.  &lt;br /&gt;
* Location: Willowbrook State School&lt;br /&gt;
* Method: The Midnight Game&lt;br /&gt;
* Guardian: Cropsey&lt;br /&gt;
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&#039;&#039;&#039;Nightmare Archean Gateway&#039;&#039;&#039;&lt;br /&gt;
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This Archean Gateway will grant who know its legend access to the lands of Nightmares, aka The Near Dreaming.&lt;br /&gt;
* Location: Roosevelt Island Smallpox Hospital&lt;br /&gt;
* Method: One-Man Hide &amp;amp; Seek&lt;br /&gt;
* Guardian: Typhoid Mary&lt;br /&gt;
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==The House of Black==&lt;br /&gt;
[[Image:House of black.jpg|thumb|250px|left]]&lt;br /&gt;
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NOTE: Knowing about the House of Black requires Storyteller approval!&lt;br /&gt;
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Once upon a time, New York City houses one of the three only existence Tremere Antitribu Chantries in the world.  With the death of the Tremere Antitribu, their chantry of old fell to be forgotten and plundered.  Left to decay and rot, the old Tremere Antitribu Chantry was forgotten by the Sabbat as a whole.  This all changed when the clone childer of Goratrix himself joined with the Sabbat in 20204.  Having Goratrix’s ambition, Goratrice now seeks to claim and rebuild the losses of House Goratrix by transforming it into the House of Black.&lt;br /&gt;
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Located in Redhook Brooklyn New York, the Masonic Temple was a front for the old Tremere Antitribu Chantry.  As one of the few who remember its former glory and existence, Goratrice has claimed the old chantry as her own.  Seeking to rebuild from the ground up.  Her first task was to recruit the only other Tremere Antitribu in the city, Jasime Rose to support her.  Goratrice next step was to reach out to the Black Witch of Montreal for support in her efforts.  These three cainites form the core of the House of Black, but 3 cainites is not nearly enough for a chantry.  Having Goratrix’s long memory and knowledge, Goratrice also sought out Janina Lanka.  A sabat cainite hiding as a Tzimisce, but in truth one of the Telyavelic Tremere elders of the Sabbat.  Approaching her, an alliance was struck.  The remaining Tremere Antitribu and the Telyavelic Tremere would use the chantry of New York City that once belonged to the Tremere Antitribu as the foundation for the new House of Black to replace House Goratrix.  While perhaps one day the House of Black will grew the Tremere Antitribu once more, such a project would take decades.  Until then, this alliance of the remaining Tremere Antitribu and Telyavelic Tremere serves as a starting point for a true revival of the remnants of the Tremere within the Sabbat.  There may even be other survivors of the Tremere Antitribu purge from 1998 that may hear the call of the House of Black.  One of which has chosen to answer the grand rite of introduction performed by Goratrice, the Tremere Antitribu Hannigan has answered her call and returned to New York to help build the House of Black.  The other Survivor of the Tremere Antitrbu purge is Carmen, who has cautiously approached the House of Black.&lt;br /&gt;
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The Chantry itself remains hidden to the greater Sabbat as it is rebuilt between the two bloodlines.  Perhaps in time it will be revealed as a great resource to the sect and the remnants can move on from the shadows.  For now, its needs to be rebuilt and Thaumaturgical study promoted.  Besides the Tremere Antitribu and the Telyavelic Tremere, those among the sabbat’s other clans and bloodlines who may have learned Hermetic Thaumaturgy may be offered an invitation to join the House of Black to aid in the reconstruction and growth of Thaumaturgy within the Sabbat itself.  A task, that will again, takes decades to produce larger results if they should succeed.&lt;br /&gt;
The House of Black has a secret benefactor in Cardinal Fransico Domingo de Polonia.  A potent Hermetic Thaumaturge in his own right, the Cardinal also found the mandate of his own clan to find, support, and protect any surviving Tremere Antitribu they can find seriously.  The Cardinal is a welcome member of the Chantry and has authority within the Sabbat over the project that is the House of Black.  &lt;br /&gt;
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*Structure of the Chantry&lt;br /&gt;
**Level 1 – The Sealed Lodge:&lt;br /&gt;
The shattered remains of the Masonic building’s ground floor, its stonework bearing faint sigils from Sabbat rituals layered over Hermetic ruins. The entrance to the true Chantry lies beneath a cracked black-and-white tile floor in the antechamber.&lt;br /&gt;
**Level 2 – The Blood Reservoirs:&lt;br /&gt;
A flooded chamber lit by oil lamps and phosphorescent fungus, with canals of vitae used in geomantic circulation. A mechanical altar taps ambient Chi from the ley lines below. A spirit well rests here, bound with silvered manacles and scrawled warnings in Old Church Slavonic and blood-runes.&lt;br /&gt;
**Level 3 – The True Chantry:&lt;br /&gt;
A spiraling sanctum of bone-lined halls, echoing chant chambers, and relic vaults. Contained here are:&lt;br /&gt;
***The Crimson Gospel Codex: a living grimoire written in bound vitae.&lt;br /&gt;
***The Flensing Wheel: used for penitence, enlightenment, or initiation.&lt;br /&gt;
***The Jade Furnace: a blood-forging apparatus for crafting talismans and spirit vessels.&lt;br /&gt;
***The Dark Library: A massive Occult Library for use of Thaumaturgical Study.&lt;br /&gt;
***The Great Grove:  An indoor garden created for and used by the Telyavelic Tremere&lt;br /&gt;
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*Current Chantry Levels&lt;br /&gt;
**Guardians: 2&lt;br /&gt;
**Library: 4&lt;br /&gt;
**Research: 1&lt;br /&gt;
**Sanctity: 3&lt;br /&gt;
**Stores: 1&lt;br /&gt;
&lt;br /&gt;
*Members of the House of Black&lt;br /&gt;
**Goratrice: 5th Generation Tremere Antitribu&lt;br /&gt;
**Jasmine Rose: 13th Generation Tremere Antitribu&lt;br /&gt;
**Janina Lanka: 7th Generation Telyavelic Tremere&lt;br /&gt;
**Hannigan: 9th Generation Tremere Antitribu&lt;br /&gt;
**Soror Liling: 9th Generation Telyavelic Tremere&lt;br /&gt;
**Frater Yoram: 8th Generation Telyavelic Tremere&lt;br /&gt;
**Carmen: 8th Generation Tremere Antitribu&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Past_Stories&amp;diff=1716</id>
		<title>Past Stories</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Past_Stories&amp;diff=1716"/>
		<updated>2026-01-12T22:09:20Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Coming of Wolves==&lt;br /&gt;
Sergi was once a proud captain in the White Army. When the Bolsheviks came to claim Mother Russia he rose to her need. He fought many battles against the Reds, spilt much blood. It was on these fields of battles he would die, and be reborn. After the Reds won, Sergi took the name Chernobog. He waited and learned about his kind. He learned the Brujah had overthrown the ruling order of his beloved Mother Land. He knew there was nothing he could do. That was until the return of Baba Yaga.&lt;br /&gt;
&lt;br /&gt;
In here, Chernobog say the chance to serve his country once more. He came from the shadows to serve the Patriarch of his clan and the women he referred to as Mother Russia herself. In a single night, she slew the ruling Brujah council. Communism fell in his beloved homeland, and all was right in his heart. He gladly served as one of Baba Yaga’s lieutenants in her Army of the Night. The Army of Night gave him purpose once more. They reestablished the old ways, and ran Russia how he remembered it. He felt purpose once again. Chernobog’s efforts where not unnoticed by Babay Yaga. For his and his men’s loyalty she rewarded him by taking him on as her personal student. Teaching him the ancient heritage of the lands of Russia. For a time, Sergi believed all was as it should be, under the leadership of his Mother Russia, Baba Yaga.&lt;br /&gt;
&lt;br /&gt;
Then as quickly as it came it went. Baba Yaga was slain. Sergi was crushed. Her armies fell apart without her. Segi managed to keep his men together. Trying to hold the country he loved in one piece. All the while he searched for what happened. Spending all the resources he had to learn the truth of what occurred, he finally got his answer some years later. His beloved Baba Yaga, the savior of Russia has been slain by one of the legendary Niktuku. Shocked to learn the truth his heart boiled with Revenge once more. Like before he waited, only to learn what he wanted in the most unlikely of places.&lt;br /&gt;
&lt;br /&gt;
Across the National Sabbat communication, Sergi had learned that some of the Sabbat believed the Tzimisce Antideuvian was under the city. Certainly this was absurd to believe, but none the less, like all rumors and myths he searched to uncover the truth. We he learned from his brother Nosferatu was that this was no Antideluvian, but a Niktuku. One Sergi has found proof to believe is the same who slew his beloved Baba Yaga. Now having purpose again, Chernobog moves his army to New York City. His men follow his every command. Masters at guriella warfare, they will divert the Sabbat of New York City to believe the Camarilla is launching a campaign to retake the city. With the Sabbat distracted and starting a fight with those who were not opposing it, it will allow Chernobog to establish the “beach head” he needs in the City to destroy the slayer of his beloved Baba Yaga. Much to the pleasure of a smile in the shadows.&lt;br /&gt;
&lt;br /&gt;
==Gangs of New York==&lt;br /&gt;
As our main plot concludes in Kings of New York many of the established packs in the city will be destroyed. The city over the years has grown bloated with many Sabbat vampires. This would cause constant battles for territory and feeding rights. With the death of so many vampires, it will cause two old members of the Sabbat to awaken, to restart their own battle and culitvate the resources of the city to wage war upon each other once more. &lt;br /&gt;
&lt;br /&gt;
William Poole aka Bill the Butcher was a member of the Bowery Boys and Know Nothing Movement. While the historical Bill the Butcher was very different from the one from the one presented on film. In reality William Poole was a gang leader with some power, and there were many fights over the notorious five points. He died before the draft riots though and wasn’t AS influential as the film portrays him as. With our plot we intend to tell the story of how William Poole was embraced instead of died (along with John Morrissey some time later), continuing his climb as a gang leader in the Sabbat leading his own pack, eventually leading to the modern birth of the Butcher’s Boys sabbat pack. &lt;br /&gt;
&lt;br /&gt;
In a similar vein, John Morrissey was used as the very loose basis for Amesterdamn in Gangs of New York. For the purposes of our story we intend to use the actual John Morrissey to help work on the restructure plot of KoNY. As in reality William Poole and John Morrissey were bitter gang rival it already leads into a great set up and story for how this rivalry continues once they became Sabbat vampires. It will lead to great story, conflict, and Role-Play while tying into the greater history of New York City with little to no impact or meaning to those outside of it.&lt;br /&gt;
&lt;br /&gt;
==Wake the White Queen==&lt;br /&gt;
The ancient Tzimisce Koldun and childe of Velya, is drawn into both the modern world and the battle against chernabog. Having left the world behind for her own private kingdom in the shadowlands, Morana is eventually contacted by Chernabog and the PCs. Having already made a deal with Chernabog to send her armies to aid his task (See the Coming of Wolves plot), she is one of the weapons he plans on using to eliminate the thing under New York City. It is up to the PCs to convince her to join them instead, or to aid them.&lt;br /&gt;
&lt;br /&gt;
==Prayer of the Refugee==&lt;br /&gt;
For many years, the Sword of Caine had a small but loyal number of Tremere among their sect. In 1999 they all disappeared. Not much is known accept that the majority of the clan was summoned to Mexico City by their leader and never returned. However, not all the Tremere Antitribu attended this ritual. Indeed, both Yasim the Black and Jacob the Glitch of Montreal did not attend. And among both of them, only Jacob has been confirmed dead, with Yasmin still missing. More importantly, the Tremere Antitribu Nikolai from New York survived. Desperate and believing he was the last of his kind, Nikolai often feel into depression and despair at the thought of the lost legacy of his clan. Sometime after the disappearance of his clan, Nikolai to meet final death for his crimes against the camarilla and slaying of Justicar Petrdon. It would seem Nikolai the survivor, who spend his last nights in New York City would perish and with him the last of the Tremere Antitribu.&lt;br /&gt;
&lt;br /&gt;
Jasmine Rose has been on the run since 1999, when the rest of her clan disappeared. She had heard the call from Goratrix to come to Mexico City. By sheer luck she was unable to attend, as she had been busy in Spain at the time. A neonate now, she was nothing but a mere fledgling at the time. She never truly had the chance to learn about her clan or much of their ways. All she knew was that one night in 1999, Jasmine awoke with terrible nightmares and compulsion she fought off to enter the sun. It wasn’t long there after that she had heard the tale of her clan’s disappearance. Since then, Jasmine has spent years searching for other survivors. Desperate to learn what she never had the chance, she has always been on the move. Searching to uncover the legacy of her blood. Still, the fear of being hunted and watched never leaves her. Jasmine knows something destroyed her entire clan, and fears it comes for her still. While she fears she may be running out of time, she has finally heard the rumor of one other survivor like herself, and that he is an elder of the clan, Nikolai. As she travels to New York, she searches for this Nikolai, all the while she fears that her hunter may have finally caught up with her. Perhaps, in this her last moments, she will either be saved by the Sabbat or destroyed by the old enemies of her clan.&lt;br /&gt;
&lt;br /&gt;
==Elder Sign==&lt;br /&gt;
The Cathedral of Flesh/[Tzimisce] begins to sir in its slumber. The time of Gehenna is upon the world, and the elder ones are awakening. After years of being poked and prodded by many things, its slumber is at an end. Since the Week of Nightmares, It has feed on the souls of the dead. A great vortex from the empire state building echoes in the lands of the dead. Dragging any poor soul caught in its wake to feed its eternal hunger. As the Final Nights draw to a close, the beast stirs and makes its final preparations to rise once again. Doing so, will surely herald the beginning of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Over the years, as the beast as fed, some have taken notice of this. The Giovanni of New York are mostly aware of what is going on. They know an ancient god like creature lives beneath the streets of New York. They know it is devouring the souls of the dead to help awaken it finally. The Giovanni, in an attempt to stall its awakening have cast great nets into the lands of the dead. They capture as many souls as they can to help slow the awakening of the beast. But even now the time grows short. Too many people have meddled with the beast, and still it hungers and feeds. They fear it shall soon awaken. Now in this the most dire hour, the Giovanni seek out any who will listen and help keep the beats asleep. Hopefully for good.&lt;br /&gt;
&lt;br /&gt;
The Necropolis of New York was one of the only surviving great wraith cities in the wake of the 6th great maelstrom. Though much of the city has changed in the shadowlands (see Orpheus: End Game). Now the great city is ruled over by a Malfean, Vidod. He seeks all manner of information and items to trade and barter. Hoping to outwit, outlast, and out think his enemies. He too is mighty and god like in his ways. But Vidod had always been fascinated by the Soul Vortex coming from the empire state building. He knows that whatever is causing it, its beginning to stir and change. Something he does not like for his Necropolis.&lt;br /&gt;
Two forces with the unknown same goal seek the same thing. The Giovanni will approach the Sabbat PCs with the knowledge of that whatever lurks beneath the city is beginning to stir. They will tell them what little they know, and how they have been trying to keep it from awakening for years now. And how they fear that the time for it to awaken has begun, as such drastic measures must be taken. While the Giovanni don’t know how to stop it or exactly what is going on, they do know someone who might help. The Giovanni will send the PCs to Vidod an ancient Malfean who rules over the shadowlands of New York. For a price of course.&lt;br /&gt;
&lt;br /&gt;
Once the PCs get to Vidod, they will have to negotiate and tell him what is going on. Vidod himself, while he makes deals and trades with anyone as per canon, is still and “elder god” in his own right. It is simply dealing with one ancient powerful alien thing to help deal with the other more ancient powerful elder thing. If they reveal to Vidod (who is ever curious about the soul vortex that in reality is being caused by [Tzimisce]’s hunger to eat souls and awaken) he will be happy to help them. Again, for a price of course. From there, Vidod will take the PCs to his collection of ancient tomes and relics (he’s like an elder god D&amp;amp;D dragon in regards to his ancient treasure hoarding), assuming they can meet his price. From there they will find a hint of a way to keep [Tzimisce] asleep once and for all.&lt;br /&gt;
&lt;br /&gt;
Should they make it this far, the PCs will then discover an ancient ritual (again think more H.P. Lovecraft, less MAGIC!) that can be used to keep the beast beneath new york asleep. This tome is known as “Sealing the Gate”. Its entire purpose is to keep ancient creatures in their slumber. While eventually all shall awaken, this ritual if done correctly prevents that for a time (the foreseeable future). Vidod and the tome “Sealing the Gate” will lead the PCs to the Metropolitan Museum of Art. There the PCs will have to search and uncover the relics, writings, and items needed to perform the Sealing of the Gate ritual. As they search the museum for these things, [Tzimisce] will try to interfere as best he can to stop them. He will send minions to the museum (including Violet Tremain) to try to stop the PCs. He will even offer the PCs great power and insight, tempting them.&lt;br /&gt;
&lt;br /&gt;
==The Church That Caine Built==&lt;br /&gt;
The nomadic pack, the Apostles of Enoch, have arrived in New York City from South America. With their arrivals comes a religious revival. Lead by Ductus Solomon Bishop (childe of the Cardinal of Uruguay), The Apostles of Enoch preach the religion of the Divinists (Cainite Heresy). They seek support and converts to their ways, adding to those of their brotherhood across the globe who are making the same moves. For more reference and association please read the One World by Night passed plot “The Rise of Heresy”.&lt;br /&gt;
&lt;br /&gt;
==Dirty Secrets of the Black Hand==&lt;br /&gt;
&lt;br /&gt;
*Classified&lt;br /&gt;
&lt;br /&gt;
==Capulet&#039;s and Montagues==&lt;br /&gt;
The Van Cortland family of lasombra have been the “nobility” and aristocracy of the Sabbat since the earliest founding of New Amsterdam. Though the family of lasombra are renowned among the clan and many of the sabbat of the city, their family has been at war for centuries. The Merovingian family of Lasombra Antitribu made the choice centuries ago to uphold the clan’s traditions and culture over that of the traitor Gratiano. The two families of Lasombra had been bitter rivals and enemies for centuries before the death of [Lasombra]. With the Merovingian family choosing to become Antitribu, the war between the two families has only escalated.&lt;br /&gt;
&lt;br /&gt;
While the war between the two families rages, the machinations of the ethereal priscus De Marquis gets caught up in their wake. The renowned Abyss Mystic has been studying the unknowable for centuries. With the return of Alejandra Devareaux from Death and the Abyss, it only peaked the Priscus’ interest. Seeking out answers long since lost and the trial of the forgotten history of the clan, De Marquis will send the Lasombra of New York right into the middle of the war between the families.&lt;br /&gt;
&lt;br /&gt;
==Fall From Grace==&lt;br /&gt;
Manhattan falls to the camarilla. As the Cainite Hersey (more accurately Arcady) drove a wedge into the Sabbat of New York City, causing a localized civil war (or perhaps more), remnants of the fallen Camarilla Empire of Manhattan make their move to reclaim what was once theirs. Damein Vanderbelt, childe of Prince Michaela has been bidding his time in the shadows; waiting to make his move to gain revenge for his fallen sire. Regardless of how the Cainite Hersey plot plays out, Vanderbelt and those who support him will make their move to reclaim Manhattan from the Sabbat. Their success depends on how the Cainite Hersey plot/civil war plays out and what the PCs have done about it. It should also be noted that Damien and his supporters are all the non canon Camarilla of NYC that remain. The Canon Camarilla NPCs think Damien is retarded and will get crushed by the Sabbat one way or another. As such, The Canon NPC Camarilla will be going deeper underground to avoid the backlash of all this. It allows us to run this plot without worrying about the canon Camarilla NPCs we have. Additionally, the Canon Camarilla NPCs could be useful allies for the Sabbat PCs. They want to be left alone, and could be convinced to give intel on Damien and his crew.&lt;br /&gt;
&lt;br /&gt;
Once the Cainite Heresy war of New York reaches an end, Damien and his supporters will use camarilla tactics to push the remaining sabbat out of manhattan, so it can be reclaimed for the camarilla. Massive influence will be spent to hit havens (see New York by Night for ideas but on a smaller scale) and the sabbat as a whole. Once Damien has a foothold in Manhattan he will claim the title of prince and establish his court. Polonia will place the city on lock down. No one gets in or out without him knowing or saying so. This allows us to deny Camarilla OWbN PCs from being involved in this plot, as it’s a plot for our game and our sabbat PCs. Once established the true battle begins as the Sabbat of New York work to retake Manhattan and put down Damein and his supporters. How this plot plays out and ends is up to the PCs. In addition, if war with the cianite heresy is simply war against arcady, they camarilla will be in a far worse position to take the city, giving the sabbat advantage and rewarding them for their efforts in the previous plot. In truth, Polonia is letting manhattan to fall to the camarilla, so that he flush all them out and exterminate them once and for all; so as to make sure his city is forever safe from the threat of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
==The Rise and Fall of Typhon Set==&lt;br /&gt;
The ancient Follower of Set “Nikhaure” brings his considerable following to New York City.&lt;br /&gt;
Initially, Nikhaure spends his time consolidating the Followers of Set in New York under his rule and avoids direct engagement with the Sabbat. Outside of a handful of Sabbat led skirmishes, the Setites seem to prefer to quietly build up their presence. Ultimately, they simultaneously unleash hell on New York’s remaining Giovanni and send ambassadors to the Sabbat, offering them a poisonous truce.&lt;br /&gt;
&lt;br /&gt;
Nikhaure however is caught off guard by the long growing Camarilla offensive, and the unthinkable fall of New York to a childe of Michaela. His own plans shift and weave into the now utterly chaotic New York Landscape as Sabbat, Camarilla, Setites, and Giovanni fight to defend their claims, regain lost ground, or simply survive.&lt;br /&gt;
As they always do the Setites will offer deals on all sides, keep to the letter of their bargains insofar as it suits them, and choose the right time to let their enemies suffer their own folly. Ultimately, Nikhaure desires nothing less than total control of the city and a true resurrection of Set. He’ll settle for a long running hot-and-cold war with one of the greatest field generals walking the earth, Francisco Domingo de Polonia.&lt;br /&gt;
&lt;br /&gt;
==The Kings of New York==&lt;br /&gt;
In the wake of a the Sabbat’s Victory against the Camarilla rebels in Manhattan, pieces of New York’s past awaken to begin their blood feuds anew, and pick up right where they left off. Former Prince Michaela’s childe Damien Vanderbilt knew the chances for him succeeding in holding Manhattan from the Sabbat was slim. In truth his goal was revenge for the death of his sire by the hands of Cardinal Polonia. While holding Manhattan was an annoyance to the Cardinal truly lasting message of revenge would need to come from even his own death. With this in mind it was Damien who set plans into motion to continue to strike at the Sabbat of New York even in death.&lt;br /&gt;
&lt;br /&gt;
Learning New York’s long history of rivalries and infighting, Damien watched as the old gangs of New York constantly fought and maneuvered around each other. Causing unrest. The awakening of William Poole and John Morrissey was the first test in his far grander plan. Seeing the results he desired, Damien executed the next stage of his plan. While Bill the Butcher and Morrissey have a famous feud and ability to create unrest in the sabbat, there was one other far greater than either. One who would seek power at all costs and stop at nothing until he achieved his goal. And so Damien Vanderbilt sent out his allies and uncovered the resting place of Salvatore Maranzano, the first and only ever Boss of Bosses. The modern Julius ceaser.&lt;br /&gt;
&lt;br /&gt;
Even after Damien’s death, his plan was already enacted. The great Salvatore Maranzano was awoken and already consolidating power. Moving swiftly Salvatore consolidated power and support among the remaining Sabbat Packs of New York. Among his own clan, the Lasombra, he quickly assumed leadership position in New York. With such support, Salvatore Maranzano, calls upon his old favors and influence to have Archbishop Ecaterina step down as the leader of New York so that Salvatore could assume power. With Ecaterina out of the way, and such support, Cardinal Polonia had little choice to appoint Salvatore as the new Archbishop of New York. A brutal man tied to ancient rites and traditions, Salvatore now rules over New York seeking to crush any who might attempt to oppose him. The Boss of Bosses has returned once more.&lt;br /&gt;
&lt;br /&gt;
Damien’s plan was going according to plan. Salvatore Maranzano is a ruthless vampire, full of ambition and strength. The Sabbat however is a creature of rebellion and factions that rarely agree. Even with Manhattan reclaimed it would only be a matter of time before the infighting would begin again. What Damien hadn’t planned on was with Salvatore Maranzano’s awakening, so too did another group of Cainites awaken. The Commission has also returned seeking their own power and to finish the job they started, to permanently put Salvatore Maranzano into the ground. Lead by Charles Luciano, the Commission now works to undermine Salvatore’s power so that it is Luciano and his Commission that regain their long last power over new York. Far less obvious then the Bowery Boys and the Dead Rabbits, the Commission and Cosa Nostra play the Jyhad maneuvering around one another. Gaining allies and support. In this a powerful ally has yet to pick a side in the shadow war for new York. Hiding under the guise of a mortal descendant, Ian Rothstein the ductus of Sky Night Blue is in fact the infamous Arnold Rothstein. A true genius, Arnold came just before either Salvatore and Luciano in their rise to powers. In one case, even was the mentor to one of them. Whomever can win the support of Arnold gain a powerful piece of the chess board that is New York.&lt;br /&gt;
&lt;br /&gt;
In the end though, chaos is sure to happen as Damien’s plan comes to fruition. The packs of New York go to war in a manner they are not used to. Not an obvious one in a glorious battle, but one of intrigue hidden among the shadows. Will the Sabbat of New York support Salvatore Maranzano’s rule as Archbishop over New York or will they support Charles Luciano in his bid for power. Only time well tell. But in the end there can only be one King of New York.&lt;br /&gt;
&lt;br /&gt;
==Rebel Yell==&lt;br /&gt;
The Civil War may be over but the Revolution has just begun. Now a new movement rises from the ashes of the Civil Wars. The Sabbat returned to the Status Quo and nothing truly changed. A group of disgruntled young cainites refuse to accept the Status Quo. Lead by a the Charismatic Levi Astor, childe of Archbishop Marazano, this group of young and hungry Sabbat take the name of a faction of old. The Furores have returned, the original anarchs.&lt;br /&gt;
&lt;br /&gt;
The Sabbat claims to have its leaders chosen by merit but not age, but in truth like the Camarilla the Sabbat is also ruled by its elders. By letting a some of the sect rise in power due to their action, the young will truly never rise to lead the Sabbat. Knowing the elders of the Sabbat wield tremendous power, Levi seeks to steal that power for himself and the young members of the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Having studied under the Occult Underground and stealing the secrets of the Ecclesticals; Levi believes he has the answer. Levi believes that Caine was given his power from the vampire god Ialdaboth and he plans to summon and take that power for himself and those who follow him. Gifting them the strength to defeat the elders and take leadership of the sword of caine and the race of caine itself into the Final Nights.&lt;br /&gt;
&lt;br /&gt;
In truth Levi has a mixture of Occult Knowledge, Lore and Legend he has learned over his young life and drawn some conclusions based on his own path of enlightenment. He knows he will have to gather various important ritual components and import an ancient temple piece by piece to New York he found in the middle east. A temple he believes dedicated to Ialdaboth. He believes by Sacrificing a Dhampir and the Blood of Antideluvian he can summon Ialdaboth himself and his servants the Deava. Luckily in Levi’s mind, he is luck as New York is home to the Tzimisce Antideluvian. Gathering the ancients blood should not that hard, in his mind.&lt;br /&gt;
&lt;br /&gt;
While Levi and his followers gather the necessary components and prepare the ritual to summon the blood god; they also work actively to gather followers and undermine the elders of New York that might stand in his way. Throwing bloody raves and generally promoting vampire indulgence and supremacy; Levi appeals to the young masses of the Sabbat in his call for Revolution.&lt;br /&gt;
&lt;br /&gt;
What little Levi knows is that his ritual to summon Ialdaboth is in actuality a means to release the Deava back into the world. The Deava are ancient creatures unlike anything the word has scene. Existing in clouds of blood and smoke, the Deava were ancient creatures tied to the race of Caine in the nights of Enoch. The Ventrue clan defeated the Daeva and sealed them away long ago. Forgotten, these creatures are innately ties to Vampires, and may infact be the very thing that gives them their beast. Once released the Deava spread like a plague possessing any cainite they can. Levi will gain the power he seeks if his efforts succeed, but in the manner he suspects as he unleashes this ancient evil one again upon the world.&lt;br /&gt;
&lt;br /&gt;
==The Manchurian Candidate==&lt;br /&gt;
New York City is arguably the capital of the modern world. It is new Babylon, the home to over 12 million people. In the world of darkness many different supernatural elements battle nightly for its control. It is no different for the Sabbat and the greatest threat the world has faced, the Daeva.&lt;br /&gt;
&lt;br /&gt;
The first stage of the Daeva assault worked perfectly on the Sabbat of New York. They suspected obvious frontal assaults. All the while the real plan has been put into place. Slowly the Daeva have possessing members of the Sabbat in New York to bring down the sect from within. Having heard of the Loyalists plan to make New Jersey and forge it into a Loyalist domain, the Daeva seized upon the opportunity. The Daeva sent their agents among the Enlightened Society of the Weeping Moon to start laying the ground work in New Jersey for a war with New York. One that will ties the Sabbat up in a costly blood conflict. Then when they least suspect it, the Daeva will activate their sleeper agents and attack the Sabbat from within their own ranks, claiming both New York and New Jersey in one fell swoop.&lt;br /&gt;
&lt;br /&gt;
Meanwhile within New York itself the Bronch family become the victims of a vicious experiment by the pack Thule’s Hammer. Using their Dark Arcane rites, Thule’s Hammer seek to steal the power of the Daeva for themselves and use it as a weapon against this new threat. In their experiments the Thule’s Hammer has summoned something from the great beyond. A great Prince of the Void who once ruled over earth and fought against the Daeva. One consumed by the darkness of the Daeva for himself and becoming something else. The first test of this was done upon the Bronch family of Tzimisce who suspected Thule’s Hammer was up to something nefarious. As a result, the Bronchs have become ultra-violent and aggressive. With it though comes the power to recover from almost any wound and shrug off death itself. However not all of those who fall victim to this Virus of the Void survive it to become empowered. However in these dark secrets may in fact lie to true key to winning the battle for new York. All the while the Prince of the Void wanders free into the world for the first time causing death and entropy.&lt;br /&gt;
&lt;br /&gt;
Can the Sabbat of New York avoid a war? Who among its leaders are truly possessed and working from within to destroy them? Can the Sabbat come to terms to use dark arts to save their city?&lt;br /&gt;
&lt;br /&gt;
==Graves of the Ancients==&lt;br /&gt;
There is a legend long since lost among those who once followed the Road of the Beast. It is said that a group of feral once guarded an important relic known as the bone in the Valley of Nod. It is said the bone can slay anything it touches or grant redemption to any vampire. For the past 500 years the bone has remained lost, until now.&lt;br /&gt;
In many ways New York City is the new Babylon, center of the world. Many people and things come through it on a nightly basis. Home to no few ancients and other odd things it comes at no Surprise that the Bone finds its way into the city that never sleeps. The bone itself ends up in the inventory of one Lasombra by the name of Ashcroft. A renowned collector of oddities and owner of a famous auction among the Sabbat; even Ashcroft is unsure of how the Bone arrived in his possession. The item itself one night simple arrived in a shipment of oddities her collects from the Middle East. This of course is likely not by accident. Perhaps it just another step in the Jyhad by the Ancients who seek to win their game or perhaps something far worse may never be known. What is known is the Bone is New York now, and with it comes the possibility of turning the entire city upside down. If the rumors of what the bone can do are true, the one who owns the Bone could change the entire face of the Kindred world forever.&lt;br /&gt;
&lt;br /&gt;
As rumors of the Bone’s existence in New York start to spill forward the race begins to find and claim the Bone. Much like the legendary spear of Density, the Bone is viewed in similar reverence. Any vampire with it would be undefeatable. Elders start sending their pawns and manipulating the young to collect the Bone for themselves. An all-out shadow war begins and the race is on. Several Kindred come out of the shadows to make their bid for the bone, all the while Ashcroft finds himself on the run hiding trying to study the Bone on his own.&lt;br /&gt;
&lt;br /&gt;
The first of these groups to step forward to seek the Bone is the childe of the legendary Patricia of Bollingbroke. Seemingly returned to claim her place as leader of the Sabbat. Leading an army of young brutes at her side; she will stop at nothing to use the Bone as validation for her claim to the throne of the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Having heard the rumors of the Bone being in New York, the vampire Aristotle sends his agents in the Mnemosyne to acquire the bone for him. They seek to study the bone and use in their own bloody practices. Not to be outdone, his friend and rival Beckett travels to New York City. A seeker of noddist lore, Beckett intends to acquire the bone to study it for himself to see if there is any validity to the claim.&lt;br /&gt;
&lt;br /&gt;
Not to be outdone Cardinal Polonia sends his own Agents and diocese to find Ashcroft and this Bone for use by the Sabbat. If such a thing is true, then he cannot let it slip into enemy hands. Since New York is HIS city the prize of the bone is his by right. If the legends are true, with the Bone he could complete his Crusade of the East Coast and crush the Camarilla once and for all.&lt;br /&gt;
&lt;br /&gt;
Lurking in the shadows are the Secret Masters. Having long since infiltrated the Sabbat of New York and taken over the Sabbat of New Jersey, the Daeva were poised to finish off the Sabbat of New York and claim another city. When rumors of the Bone start to reach their ears all plans come to a halt. For whatever reason the Daeva greatly fear the Bone and will stop at nothing to remove it from the game. Perhaps the Bone is the key to locking away the Deava forever, or perhaps it allows them to die permanently. The most powerful of the Daeva, the Prince of Smoke and Ash sends his forces and the cult of the Society of the Weeping Moon to acquire the Bone at any and all costs.&lt;br /&gt;
&lt;br /&gt;
Not be forgotten, the few remaining Ferals of the Road of the Beast have been hunting for the bone for 500 years since it went missing. They have guarded it for millennia and have not taken to its loss well. Leading the charge is an ancient Gangrel named Ulrich who will reclaim the Bone and return it to the Valley of Nod. He will kill any who stand in his way.&lt;br /&gt;
&lt;br /&gt;
A storm brews over the city of New York. The ancient item known as the Bone sets off a whirlwind of chaos in the Big Apple. Many and all forces make their claim for the item for their many plays in the Jyhad. Who will end up with the Bone and in what state will the Sabbat Capital be in when the dust settles? The only thing known for sure is that in the end, the city will never be the same.&lt;br /&gt;
&lt;br /&gt;
==Children of Caine==&lt;br /&gt;
The Children of Caine are a Cult/Pack of Sabbat formed by the Malkavian Antitribu once known as Candlestick. Since coming into possession of the Bone, the vampire once known as Candlestick went on a personal Crusade to slay the Tzimisce Antideluvian underneath New York. However when he confronted the elder god it took the form of Caine and overwhelmed his mind. Convincing the Malkavian Antitribu he was the Dark Father himself, not Tzimisce. He charged Candlestick to be become his child and champion to gather others to himself of a like mind. To drink of his blood to be his herald onto these Final Nights. Thus were the Children of Caine born. Shedding their named of old, they instead have claimed names of the descendants of Caine himself. They are his church on earth, seeking to convert others to the one true path of caine and the side of the Dark Father during Gehenna. They are the embodiment of Murder itself and seek to glorify Caine by spreading his dark gospel.&lt;br /&gt;
These dark Prophets spread across New York converting others from to the Path of Caine and his most unholy of Churches. To drink of his divine nectar. A simple apple from the garden below New York given to them to spread the blood of caine, to serve him eternally. Just as the elder god desires.&lt;br /&gt;
&lt;br /&gt;
==The Blood Rots==&lt;br /&gt;
In the wake of the chaos caused by the bone and the cult of candlestick the city of New York breathes a sigh of relief. However, as with all things one problem tends to lead to another. The Giovanni Typhoid Mary has arisen from her torpor in Riverside Hospital. The death and blood spilt by the boon waking the vampire from their eternal slumber. Wither or not the vampire calling herself Typhoid Mary is the actual Mary Mallon or not is not known, nor relevant. She considers herself to be and is thoroughly insane. Seeking revenge on the city that made her a house hold name, Typhoid Mary awakens to unleash her plague upon the city.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, elsewhere in the city the Nomadic pack Los Discipulos de Xiuhcoatl has arrived in New York city to tend to their vast network of Mexican drug cartels. During their visit one of their members becomes infected by Mary’s plague and dies in the process. Seeking revenge for the death of their packmate, the pack now goes to war looking for answers. Los Discipulos de Xiuhcoatl is a veteran nomadic pack from Mexico, they aren’t young shovel heads lashing out with rage. Rather they gather information and quickly start to scratch at the surface of Mary’s plans. If the PCs are careful they can gain a useful ally or make a dire enemy of the pack.&lt;br /&gt;
&lt;br /&gt;
As for Typhoid Mary herself, she has quickly set to work adding layer after layer to her plans for revenge. She has created cults dedicated to the end times, one that follows and believes in the horseman of the apocalypse pestilence. Her cults spreads far and wide into the city of mortals. Spreading her disease to quick the horseman’s arrival. Few if any know the true face or identity of the master mind behind the cult. Its members include, city workers, the social elite of new York, hospital workers and even the police. The PCs will have to pick through each layer of mystery of the cult to find the true culprit behind it. Hopefully they do so before the CDC shows up.&lt;br /&gt;
&lt;br /&gt;
Our story starts with one person, found dead of a mysterious disease. It is unknown how many he himself has infected. Whats worse, the virus Mary has created effects vampires as well. And each person killed by it rises a ghost for her spectral horde. In time, as the number of dead rises, Vidod the Malfean starts to grow concerned with the rapid rise in the wraith population; worse more wraiths that will not heed his command. Concerned with the loss of stability he has worked so hard on over the years he will contact all his allies and minions in the skinlands to uncover the truth and put a stop to it.&lt;br /&gt;
&lt;br /&gt;
==The Covenant War==&lt;br /&gt;
Izhim wafi Adb’Azreal ur-Baal is perhaps one of the most notorious and nefarious vampires to walk the night. He has lived the life of an Akkadian Prophet, a Sufi poet, a Coptic blood-god, a Persian demonologist and a hundred others. Since his mortal days he was promised divinity and told he would become a god. This seed planted at a young age has only grown over time. In 642 AD Izhim was captured by the Baali during the last war between themselves and the Assamites. His potent blood used to curse the warriors of the clan. He was cast into the stone reliquary of the child of the well Namtaru. Trapped by the demon for six hundred years; he was only finally rescued by his childer and lover Enkara. Driven quiet mad by the experience, Izhim sacrificed the only thing he ever loved in a pact for the divinity promised to him at birth.&lt;br /&gt;
&lt;br /&gt;
Since that time, the once Seraphim of the Tal’Mahe’Ra has been playing the long game. Putting pieces in place in a grand chess game to achieve his end victory. Ascension into true godhood. Izhim plans to win the Jyhad and he has the knowledge to do it. In nights long passed the Antediluvian Cappadcious had created the rite of the anointing. His own mad plans to kill god and replace him. His ritual was passed down through the Saragon Codex was lost with his childer Lazarus. But that knowledge was retained and gained by Izhim through his pact with Namtaru.&lt;br /&gt;
&lt;br /&gt;
Now finally, after all these years the pieces to his master plan are all in place and the players have taken the board. With a few more movements of his hand, Izhim Ur-Baal shall finally claim his long promised divinity for himself and crown himself as the king of the Jyhad. The City New York, one of the most important cities in the world, sets the stage for his ascension. Fate has deemed it so. Now all that stands in his way are those who would dare oppose his godhood. Can they possibly hope to stand against the will of a creature as the Thrice Damned? Or will the world of darkness be forever changed with the birth of its new god?&lt;br /&gt;
&lt;br /&gt;
==Warlord of New York==&lt;br /&gt;
With the spread of Plague Dogs across New York for some time feeding has become more difficult than normal. Though the final plot of Typhoid Mary has been stopped, the vampires of New York still feel her impact. As a result tensions between the packs of New York is running high. It has become a veritable powder keg over issues of territory and herd as clean sources of blood. Brother is set against brother and all it would take is the spark of a match to set the whole city a flame. The Bishorpic does its best to keep the peace but it is only a matter of time before one pack starts a fight for blood and territory.&lt;br /&gt;
&lt;br /&gt;
At the same time, an upstart diablerist anarch by the name of David Wright sees an opportunity to move his people from their enclosure on Cony Island. Also desperate&lt;br /&gt;
for clean food and more room to breath; David starts to gather and form a coalition of anarch gangs from across New York and New Jersey. The once mortal man had organized many during the Occupy Wall Street event, and took those lessons with him in death. Slowly David and his Anarchs work to expand into the city and perform acts of espionage, terrorism and other forms of modern uprising warfare against the sabbat. They hope to claim a part of the city as their own.&lt;br /&gt;
&lt;br /&gt;
In truth, both the anarchs and sabbat packs of New York are being played as chess pieces by a far more nefarious group. An assembled coalition of Abyssal Black Hearts from the region have come to New York. As the issues spread from the Lords of Shadow; these Black Hearts have come to the grand city of New York. Their goal, simply to cause chaos and violence among those they believe failed them and resulted in their deaths. Lead by the once Bishop of New York, Armando Mendes’ Black Heart leads this court of night in their machinations for the city. Known only to Armando and a select few others in the Court of Night; the truth to their chaos is to cause weaknesses in the Sabbat’s defenses. To allow them access to ancient secrets and relics of the Priscus De Marquis to learn a means by which to be restored to life.&lt;br /&gt;
It is only a matter of time before the spark is lit. The Sabbat fighting among themselves and Anarchs making a power play. The Court of Night hopes it will spiral widely out of control so they may enact their true agenda.&lt;br /&gt;
&lt;br /&gt;
==The Omega Rises==&lt;br /&gt;
&#039;&#039;I am the Alpha, the Beginning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the valley of Gehenna I Rule&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the valley of Gehenna I call&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood Spilled calls forth the next cycle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War will come. The Two will fight against each other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That which is dead shall rise anew.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reborn in the Blood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Seven Towers shall tremble&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Demons and Witches shall revel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the Valley of Gehenna, in the Land of Nod they shall come&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They fight for a throne, but only one can sit in it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That which should not be will be born into death&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sixteen is the number of the Sign&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blood that soaks the Valley of Gehenna gives way to the next end&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She is the Omega, the End –The Omega Prophecy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prophecy of the Book of Nod speaks of both the Alpha and Omega. This prophecy was only recently uncovered by Sascha Vykos. Many Sabbat assume the Alpha to be Caine and the Omega to be Lilith. One would assume that “two will fight against each other” and “they fight for the throne, but only one can sit upon it” is speaking to the battle between Dark Father and Dark Mother referenced in other places of the Book of Nod. What if it wasn’t? What if, the Omega isn’t Lilith but someone else entirely? What if the battle of the two in this prophecy is for the title of Omega? This is where our story takes us. A Battle between the young and the ancient for the right to wear the crown to end the race of caine.&lt;br /&gt;
Meanwhile in New York the packs of the city have begun to form into fiver large factions vying for control of the city. Due the recent war in New York with the anarchs and among themselves, these five powerful collations of packs have formed in the wake. Solidifying their power and right to rule New York; each seeks out allies among the other Cainities of the city in support of their power. Now the collations seek allies among the sabbat to boost their own power base within the city.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, most of the Sabbat of New York have heard the prophecy of Sascha Vykos from Palla Grande and have begun to wonder what it means. Rumor starts to spread among the city that the Followers of Set are shipping in a tomb from the Middles East. Something called the Tomb of Uruk. The tomb supposedly claims to hold the corpse of a Babylonian Queen. Among the vampire some believe it may hold the resting body of the vampire known as Omega within it. Omega could nearly be anyone from the Lilith, to the Crone, to the Last Daughter of Eve. Rumor abounds as to what may lay within. Even the reason why the Setites would bring such a thing to New York is unknown. What is known is the collations seek the tomb for themselves and their own power.&lt;br /&gt;
&lt;br /&gt;
Finally, on the night of December 2020 the Zettler Research Facility in New York was attacked. Not from without but from within. One of the first of the 16th generation has escaped from the thin blood research facility and is on a war path. Killing and diablerizing any cainite that comes across her path. Code Named, Omega, she is finally free to gain her revenge against all vampires of New York.&lt;br /&gt;
&lt;br /&gt;
==The Black Pyramid==&lt;br /&gt;
With his escape from Final Death, and finally survivor of the Cults of Tzimisce, the Tremere&lt;br /&gt;
Vern Clovis rises to new place and plan. The mad Tremere seeks to gain his own godhood, but&lt;br /&gt;
learned he was unable to steal the Seed of the Eldest for himself. However, for his loyal service&lt;br /&gt;
for aiding the Eldest’s Nightmares being awakened; Vern was given new knowledge. He learned&lt;br /&gt;
of the connected vortex of souls in the shadowlands. A place in the lands of the dead that houses&lt;br /&gt;
thousands of bound souls to the Eldest. Gifted with this knowledge; Vern devised a new plan for&lt;br /&gt;
godhood. He would steal these thousands of bound souls for himself. With the power of a&lt;br /&gt;
thousand souls he would rise to the power of a true god.&lt;br /&gt;
&lt;br /&gt;
To channel these souls into himself; Vern would need to construct such a building would take&lt;br /&gt;
decades of work. Time, Vern does not believe he has. Using his advantage of pull over the&lt;br /&gt;
mortal world; Vern has taken residence in the One World Trade Building. In the shadows he&lt;br /&gt;
works to convert the building into a giant magnet and channeling force for the souls he needs.&lt;br /&gt;
He cannot do this alone however. Using his skills as a cloner, Vern has been creating the&lt;br /&gt;
servants he needs. Using the remains of dead Tremere, Gargoyles, and Camarilla of New York&lt;br /&gt;
he is slowly constructing his own mockery of the Tremere Pyramid; with himself at the top.&lt;br /&gt;
Dubbed the Black Pyramid, the group works to secretly convert the skyscraper into their&lt;br /&gt;
mystical needs. To the normal mortal world, the One World Trade tower works and functions as&lt;br /&gt;
normal. The mortals ignorant of what is going on. Using the secrets of the Chantry of the Five&lt;br /&gt;
Boroughs he stole; Vern has a created a labyrinth within the tower hidden from mortal eyes.&lt;br /&gt;
Only if one takes the right doors and paths in the One World Trade Tower can they hope to&lt;br /&gt;
access the other side.&lt;br /&gt;
&lt;br /&gt;
Vern can only succeed if his secret is kept safe. The arcane construction will take time. He&lt;br /&gt;
knows by agitating the Sabbat they will raid his tower and put an end to all his work. As such he&lt;br /&gt;
seeks to keep this secret plan safe for as long as possible. The Black Pyramid works in the&lt;br /&gt;
shadows; until their project is complete. Once done, Vern will ascend the tower to perform the&lt;br /&gt;
final ritual. To devour thousands of souls and become the god he was destined to be.&lt;br /&gt;
&lt;br /&gt;
==The Final Night==&lt;br /&gt;
Gehenna has come to New York. The Crucible of God has begun. The Eldest will not be contained any longer. The Final Nights are now. With the acts of the Tremere Vern Clovis, the Corpse of the Eldest awoke and broke free into he streets of Manhattan. What certainly would have started Gehenna itself, as the massive Cathedral of Flesh and its horrors poured like a wave into the city, was stopped. If only for a small time. The cities ever watchful Technocracy stepped in. Using their potent magics and preparation for this danger, they created a mirror copy of New York City. A new realm just off to the side of the real world. In this, the Last City, the corpse of Eldest has been contained. The mortal world blissfully unaware of the apocalypse awaiting them. Now, the vampires of New York have a year before this spell fades. The Corpse of the Eldest is pressing ever against the barrier to finally break free. Should the Vampires of New York fail in finding some way to end the threat of the Eldest once and for all, the city will fall and Gehenna will begin for the whole of the world, not just New York.&lt;br /&gt;
&lt;br /&gt;
Will the Sabbat and others rally to the city? Can they truly stop this ancient horror from starting Gehenna and ending the world as they know it? They have a year to figure it out and solve the problem. Should they fail, the entire world of the supernatural will begin its Time of Judgement.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1BTSipMuRQWXZvfXQTZFk0Y6TACPEQO5_/view?usp=sharing The Final Night]&lt;br /&gt;
&lt;br /&gt;
==Heavy is the Crown==&lt;br /&gt;
Gehenna has been delayed and the Cathedral of Flesh gone as threat, the massive void has filled the shadows of New York City.  While on the surface the Cities Supernaturals rejoice and breath a sigh of relief as things return to “normal”.  In the shadows of this void, two forces move to fill the new gap left by the ancient.  &lt;br /&gt;
&lt;br /&gt;
Fundamentally there are two concepts and philosophies that are fundamental to the world.  The concepts of Order and Chaos.  Order believes that only through obedience and structure does one progress.  Chaos, on the other hand, argue that only through conflict and violence can a culture progresses.  The forces of Order and Chaos have fought in balance of each other since time has been recorded.  In truth, both are required and a balance needed.  What does this core concept have to do with New York City?&lt;br /&gt;
  &lt;br /&gt;
A  cult of Sabbat, named Red Dragon Society become active in the city.  A Victorian Hellfire Club Sabbat pack.  Through them, they manipulate the Crime Family Syndicates to begin to war with another.  To increase, death, and violence in the city.  To most Sabbat, they would barely notice it first and care less to start with. However, over time, various Sabbat packs work with various Syndicate families.  As these families war, it is only a matter of time before the Sabbat packs in New York are dragged into their war and fighting amongst themselves. A new drug hits the streets called Shade, lighting the fire of criminal war in the city.&lt;br /&gt;
&lt;br /&gt;
==Render unto Caesar what is Caesar&#039;s==&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=Past_Stories&amp;diff=1715</id>
		<title>Past Stories</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=Past_Stories&amp;diff=1715"/>
		<updated>2026-01-12T22:07:15Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Heavy is the Crown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Coming of Wolves==&lt;br /&gt;
Sergi was once a proud captain in the White Army. When the Bolsheviks came to claim Mother Russia he rose to her need. He fought many battles against the Reds, spilt much blood. It was on these fields of battles he would die, and be reborn. After the Reds won, Sergi took the name Chernobog. He waited and learned about his kind. He learned the Brujah had overthrown the ruling order of his beloved Mother Land. He knew there was nothing he could do. That was until the return of Baba Yaga.&lt;br /&gt;
&lt;br /&gt;
In here, Chernobog say the chance to serve his country once more. He came from the shadows to serve the Patriarch of his clan and the women he referred to as Mother Russia herself. In a single night, she slew the ruling Brujah council. Communism fell in his beloved homeland, and all was right in his heart. He gladly served as one of Baba Yaga’s lieutenants in her Army of the Night. The Army of Night gave him purpose once more. They reestablished the old ways, and ran Russia how he remembered it. He felt purpose once again. Chernobog’s efforts where not unnoticed by Babay Yaga. For his and his men’s loyalty she rewarded him by taking him on as her personal student. Teaching him the ancient heritage of the lands of Russia. For a time, Sergi believed all was as it should be, under the leadership of his Mother Russia, Baba Yaga.&lt;br /&gt;
&lt;br /&gt;
Then as quickly as it came it went. Baba Yaga was slain. Sergi was crushed. Her armies fell apart without her. Segi managed to keep his men together. Trying to hold the country he loved in one piece. All the while he searched for what happened. Spending all the resources he had to learn the truth of what occurred, he finally got his answer some years later. His beloved Baba Yaga, the savior of Russia has been slain by one of the legendary Niktuku. Shocked to learn the truth his heart boiled with Revenge once more. Like before he waited, only to learn what he wanted in the most unlikely of places.&lt;br /&gt;
&lt;br /&gt;
Across the National Sabbat communication, Sergi had learned that some of the Sabbat believed the Tzimisce Antideuvian was under the city. Certainly this was absurd to believe, but none the less, like all rumors and myths he searched to uncover the truth. We he learned from his brother Nosferatu was that this was no Antideluvian, but a Niktuku. One Sergi has found proof to believe is the same who slew his beloved Baba Yaga. Now having purpose again, Chernobog moves his army to New York City. His men follow his every command. Masters at guriella warfare, they will divert the Sabbat of New York City to believe the Camarilla is launching a campaign to retake the city. With the Sabbat distracted and starting a fight with those who were not opposing it, it will allow Chernobog to establish the “beach head” he needs in the City to destroy the slayer of his beloved Baba Yaga. Much to the pleasure of a smile in the shadows.&lt;br /&gt;
&lt;br /&gt;
==Gangs of New York==&lt;br /&gt;
As our main plot concludes in Kings of New York many of the established packs in the city will be destroyed. The city over the years has grown bloated with many Sabbat vampires. This would cause constant battles for territory and feeding rights. With the death of so many vampires, it will cause two old members of the Sabbat to awaken, to restart their own battle and culitvate the resources of the city to wage war upon each other once more. &lt;br /&gt;
&lt;br /&gt;
William Poole aka Bill the Butcher was a member of the Bowery Boys and Know Nothing Movement. While the historical Bill the Butcher was very different from the one from the one presented on film. In reality William Poole was a gang leader with some power, and there were many fights over the notorious five points. He died before the draft riots though and wasn’t AS influential as the film portrays him as. With our plot we intend to tell the story of how William Poole was embraced instead of died (along with John Morrissey some time later), continuing his climb as a gang leader in the Sabbat leading his own pack, eventually leading to the modern birth of the Butcher’s Boys sabbat pack. &lt;br /&gt;
&lt;br /&gt;
In a similar vein, John Morrissey was used as the very loose basis for Amesterdamn in Gangs of New York. For the purposes of our story we intend to use the actual John Morrissey to help work on the restructure plot of KoNY. As in reality William Poole and John Morrissey were bitter gang rival it already leads into a great set up and story for how this rivalry continues once they became Sabbat vampires. It will lead to great story, conflict, and Role-Play while tying into the greater history of New York City with little to no impact or meaning to those outside of it.&lt;br /&gt;
&lt;br /&gt;
==Wake the White Queen==&lt;br /&gt;
The ancient Tzimisce Koldun and childe of Velya, is drawn into both the modern world and the battle against chernabog. Having left the world behind for her own private kingdom in the shadowlands, Morana is eventually contacted by Chernabog and the PCs. Having already made a deal with Chernabog to send her armies to aid his task (See the Coming of Wolves plot), she is one of the weapons he plans on using to eliminate the thing under New York City. It is up to the PCs to convince her to join them instead, or to aid them.&lt;br /&gt;
&lt;br /&gt;
==Prayer of the Refugee==&lt;br /&gt;
For many years, the Sword of Caine had a small but loyal number of Tremere among their sect. In 1999 they all disappeared. Not much is known accept that the majority of the clan was summoned to Mexico City by their leader and never returned. However, not all the Tremere Antitribu attended this ritual. Indeed, both Yasim the Black and Jacob the Glitch of Montreal did not attend. And among both of them, only Jacob has been confirmed dead, with Yasmin still missing. More importantly, the Tremere Antitribu Nikolai from New York survived. Desperate and believing he was the last of his kind, Nikolai often feel into depression and despair at the thought of the lost legacy of his clan. Sometime after the disappearance of his clan, Nikolai to meet final death for his crimes against the camarilla and slaying of Justicar Petrdon. It would seem Nikolai the survivor, who spend his last nights in New York City would perish and with him the last of the Tremere Antitribu.&lt;br /&gt;
&lt;br /&gt;
Jasmine Rose has been on the run since 1999, when the rest of her clan disappeared. She had heard the call from Goratrix to come to Mexico City. By sheer luck she was unable to attend, as she had been busy in Spain at the time. A neonate now, she was nothing but a mere fledgling at the time. She never truly had the chance to learn about her clan or much of their ways. All she knew was that one night in 1999, Jasmine awoke with terrible nightmares and compulsion she fought off to enter the sun. It wasn’t long there after that she had heard the tale of her clan’s disappearance. Since then, Jasmine has spent years searching for other survivors. Desperate to learn what she never had the chance, she has always been on the move. Searching to uncover the legacy of her blood. Still, the fear of being hunted and watched never leaves her. Jasmine knows something destroyed her entire clan, and fears it comes for her still. While she fears she may be running out of time, she has finally heard the rumor of one other survivor like herself, and that he is an elder of the clan, Nikolai. As she travels to New York, she searches for this Nikolai, all the while she fears that her hunter may have finally caught up with her. Perhaps, in this her last moments, she will either be saved by the Sabbat or destroyed by the old enemies of her clan.&lt;br /&gt;
&lt;br /&gt;
==Elder Sign==&lt;br /&gt;
The Cathedral of Flesh/[Tzimisce] begins to sir in its slumber. The time of Gehenna is upon the world, and the elder ones are awakening. After years of being poked and prodded by many things, its slumber is at an end. Since the Week of Nightmares, It has feed on the souls of the dead. A great vortex from the empire state building echoes in the lands of the dead. Dragging any poor soul caught in its wake to feed its eternal hunger. As the Final Nights draw to a close, the beast stirs and makes its final preparations to rise once again. Doing so, will surely herald the beginning of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Over the years, as the beast as fed, some have taken notice of this. The Giovanni of New York are mostly aware of what is going on. They know an ancient god like creature lives beneath the streets of New York. They know it is devouring the souls of the dead to help awaken it finally. The Giovanni, in an attempt to stall its awakening have cast great nets into the lands of the dead. They capture as many souls as they can to help slow the awakening of the beast. But even now the time grows short. Too many people have meddled with the beast, and still it hungers and feeds. They fear it shall soon awaken. Now in this the most dire hour, the Giovanni seek out any who will listen and help keep the beats asleep. Hopefully for good.&lt;br /&gt;
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The Necropolis of New York was one of the only surviving great wraith cities in the wake of the 6th great maelstrom. Though much of the city has changed in the shadowlands (see Orpheus: End Game). Now the great city is ruled over by a Malfean, Vidod. He seeks all manner of information and items to trade and barter. Hoping to outwit, outlast, and out think his enemies. He too is mighty and god like in his ways. But Vidod had always been fascinated by the Soul Vortex coming from the empire state building. He knows that whatever is causing it, its beginning to stir and change. Something he does not like for his Necropolis.&lt;br /&gt;
Two forces with the unknown same goal seek the same thing. The Giovanni will approach the Sabbat PCs with the knowledge of that whatever lurks beneath the city is beginning to stir. They will tell them what little they know, and how they have been trying to keep it from awakening for years now. And how they fear that the time for it to awaken has begun, as such drastic measures must be taken. While the Giovanni don’t know how to stop it or exactly what is going on, they do know someone who might help. The Giovanni will send the PCs to Vidod an ancient Malfean who rules over the shadowlands of New York. For a price of course.&lt;br /&gt;
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Once the PCs get to Vidod, they will have to negotiate and tell him what is going on. Vidod himself, while he makes deals and trades with anyone as per canon, is still and “elder god” in his own right. It is simply dealing with one ancient powerful alien thing to help deal with the other more ancient powerful elder thing. If they reveal to Vidod (who is ever curious about the soul vortex that in reality is being caused by [Tzimisce]’s hunger to eat souls and awaken) he will be happy to help them. Again, for a price of course. From there, Vidod will take the PCs to his collection of ancient tomes and relics (he’s like an elder god D&amp;amp;D dragon in regards to his ancient treasure hoarding), assuming they can meet his price. From there they will find a hint of a way to keep [Tzimisce] asleep once and for all.&lt;br /&gt;
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Should they make it this far, the PCs will then discover an ancient ritual (again think more H.P. Lovecraft, less MAGIC!) that can be used to keep the beast beneath new york asleep. This tome is known as “Sealing the Gate”. Its entire purpose is to keep ancient creatures in their slumber. While eventually all shall awaken, this ritual if done correctly prevents that for a time (the foreseeable future). Vidod and the tome “Sealing the Gate” will lead the PCs to the Metropolitan Museum of Art. There the PCs will have to search and uncover the relics, writings, and items needed to perform the Sealing of the Gate ritual. As they search the museum for these things, [Tzimisce] will try to interfere as best he can to stop them. He will send minions to the museum (including Violet Tremain) to try to stop the PCs. He will even offer the PCs great power and insight, tempting them.&lt;br /&gt;
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==The Church That Caine Built==&lt;br /&gt;
The nomadic pack, the Apostles of Enoch, have arrived in New York City from South America. With their arrivals comes a religious revival. Lead by Ductus Solomon Bishop (childe of the Cardinal of Uruguay), The Apostles of Enoch preach the religion of the Divinists (Cainite Heresy). They seek support and converts to their ways, adding to those of their brotherhood across the globe who are making the same moves. For more reference and association please read the One World by Night passed plot “The Rise of Heresy”.&lt;br /&gt;
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==Dirty Secrets of the Black Hand==&lt;br /&gt;
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*Classified&lt;br /&gt;
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==Capulet&#039;s and Montagues==&lt;br /&gt;
The Van Cortland family of lasombra have been the “nobility” and aristocracy of the Sabbat since the earliest founding of New Amsterdam. Though the family of lasombra are renowned among the clan and many of the sabbat of the city, their family has been at war for centuries. The Merovingian family of Lasombra Antitribu made the choice centuries ago to uphold the clan’s traditions and culture over that of the traitor Gratiano. The two families of Lasombra had been bitter rivals and enemies for centuries before the death of [Lasombra]. With the Merovingian family choosing to become Antitribu, the war between the two families has only escalated.&lt;br /&gt;
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While the war between the two families rages, the machinations of the ethereal priscus De Marquis gets caught up in their wake. The renowned Abyss Mystic has been studying the unknowable for centuries. With the return of Alejandra Devareaux from Death and the Abyss, it only peaked the Priscus’ interest. Seeking out answers long since lost and the trial of the forgotten history of the clan, De Marquis will send the Lasombra of New York right into the middle of the war between the families.&lt;br /&gt;
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==Fall From Grace==&lt;br /&gt;
Manhattan falls to the camarilla. As the Cainite Hersey (more accurately Arcady) drove a wedge into the Sabbat of New York City, causing a localized civil war (or perhaps more), remnants of the fallen Camarilla Empire of Manhattan make their move to reclaim what was once theirs. Damein Vanderbelt, childe of Prince Michaela has been bidding his time in the shadows; waiting to make his move to gain revenge for his fallen sire. Regardless of how the Cainite Hersey plot plays out, Vanderbelt and those who support him will make their move to reclaim Manhattan from the Sabbat. Their success depends on how the Cainite Hersey plot/civil war plays out and what the PCs have done about it. It should also be noted that Damien and his supporters are all the non canon Camarilla of NYC that remain. The Canon Camarilla NPCs think Damien is retarded and will get crushed by the Sabbat one way or another. As such, The Canon NPC Camarilla will be going deeper underground to avoid the backlash of all this. It allows us to run this plot without worrying about the canon Camarilla NPCs we have. Additionally, the Canon Camarilla NPCs could be useful allies for the Sabbat PCs. They want to be left alone, and could be convinced to give intel on Damien and his crew.&lt;br /&gt;
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Once the Cainite Heresy war of New York reaches an end, Damien and his supporters will use camarilla tactics to push the remaining sabbat out of manhattan, so it can be reclaimed for the camarilla. Massive influence will be spent to hit havens (see New York by Night for ideas but on a smaller scale) and the sabbat as a whole. Once Damien has a foothold in Manhattan he will claim the title of prince and establish his court. Polonia will place the city on lock down. No one gets in or out without him knowing or saying so. This allows us to deny Camarilla OWbN PCs from being involved in this plot, as it’s a plot for our game and our sabbat PCs. Once established the true battle begins as the Sabbat of New York work to retake Manhattan and put down Damein and his supporters. How this plot plays out and ends is up to the PCs. In addition, if war with the cianite heresy is simply war against arcady, they camarilla will be in a far worse position to take the city, giving the sabbat advantage and rewarding them for their efforts in the previous plot. In truth, Polonia is letting manhattan to fall to the camarilla, so that he flush all them out and exterminate them once and for all; so as to make sure his city is forever safe from the threat of the Camarilla.&lt;br /&gt;
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==The Rise and Fall of Typhon Set==&lt;br /&gt;
The ancient Follower of Set “Nikhaure” brings his considerable following to New York City.&lt;br /&gt;
Initially, Nikhaure spends his time consolidating the Followers of Set in New York under his rule and avoids direct engagement with the Sabbat. Outside of a handful of Sabbat led skirmishes, the Setites seem to prefer to quietly build up their presence. Ultimately, they simultaneously unleash hell on New York’s remaining Giovanni and send ambassadors to the Sabbat, offering them a poisonous truce.&lt;br /&gt;
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Nikhaure however is caught off guard by the long growing Camarilla offensive, and the unthinkable fall of New York to a childe of Michaela. His own plans shift and weave into the now utterly chaotic New York Landscape as Sabbat, Camarilla, Setites, and Giovanni fight to defend their claims, regain lost ground, or simply survive.&lt;br /&gt;
As they always do the Setites will offer deals on all sides, keep to the letter of their bargains insofar as it suits them, and choose the right time to let their enemies suffer their own folly. Ultimately, Nikhaure desires nothing less than total control of the city and a true resurrection of Set. He’ll settle for a long running hot-and-cold war with one of the greatest field generals walking the earth, Francisco Domingo de Polonia.&lt;br /&gt;
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==The Kings of New York==&lt;br /&gt;
In the wake of a the Sabbat’s Victory against the Camarilla rebels in Manhattan, pieces of New York’s past awaken to begin their blood feuds anew, and pick up right where they left off. Former Prince Michaela’s childe Damien Vanderbilt knew the chances for him succeeding in holding Manhattan from the Sabbat was slim. In truth his goal was revenge for the death of his sire by the hands of Cardinal Polonia. While holding Manhattan was an annoyance to the Cardinal truly lasting message of revenge would need to come from even his own death. With this in mind it was Damien who set plans into motion to continue to strike at the Sabbat of New York even in death.&lt;br /&gt;
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Learning New York’s long history of rivalries and infighting, Damien watched as the old gangs of New York constantly fought and maneuvered around each other. Causing unrest. The awakening of William Poole and John Morrissey was the first test in his far grander plan. Seeing the results he desired, Damien executed the next stage of his plan. While Bill the Butcher and Morrissey have a famous feud and ability to create unrest in the sabbat, there was one other far greater than either. One who would seek power at all costs and stop at nothing until he achieved his goal. And so Damien Vanderbilt sent out his allies and uncovered the resting place of Salvatore Maranzano, the first and only ever Boss of Bosses. The modern Julius ceaser.&lt;br /&gt;
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Even after Damien’s death, his plan was already enacted. The great Salvatore Maranzano was awoken and already consolidating power. Moving swiftly Salvatore consolidated power and support among the remaining Sabbat Packs of New York. Among his own clan, the Lasombra, he quickly assumed leadership position in New York. With such support, Salvatore Maranzano, calls upon his old favors and influence to have Archbishop Ecaterina step down as the leader of New York so that Salvatore could assume power. With Ecaterina out of the way, and such support, Cardinal Polonia had little choice to appoint Salvatore as the new Archbishop of New York. A brutal man tied to ancient rites and traditions, Salvatore now rules over New York seeking to crush any who might attempt to oppose him. The Boss of Bosses has returned once more.&lt;br /&gt;
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Damien’s plan was going according to plan. Salvatore Maranzano is a ruthless vampire, full of ambition and strength. The Sabbat however is a creature of rebellion and factions that rarely agree. Even with Manhattan reclaimed it would only be a matter of time before the infighting would begin again. What Damien hadn’t planned on was with Salvatore Maranzano’s awakening, so too did another group of Cainites awaken. The Commission has also returned seeking their own power and to finish the job they started, to permanently put Salvatore Maranzano into the ground. Lead by Charles Luciano, the Commission now works to undermine Salvatore’s power so that it is Luciano and his Commission that regain their long last power over new York. Far less obvious then the Bowery Boys and the Dead Rabbits, the Commission and Cosa Nostra play the Jyhad maneuvering around one another. Gaining allies and support. In this a powerful ally has yet to pick a side in the shadow war for new York. Hiding under the guise of a mortal descendant, Ian Rothstein the ductus of Sky Night Blue is in fact the infamous Arnold Rothstein. A true genius, Arnold came just before either Salvatore and Luciano in their rise to powers. In one case, even was the mentor to one of them. Whomever can win the support of Arnold gain a powerful piece of the chess board that is New York.&lt;br /&gt;
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In the end though, chaos is sure to happen as Damien’s plan comes to fruition. The packs of New York go to war in a manner they are not used to. Not an obvious one in a glorious battle, but one of intrigue hidden among the shadows. Will the Sabbat of New York support Salvatore Maranzano’s rule as Archbishop over New York or will they support Charles Luciano in his bid for power. Only time well tell. But in the end there can only be one King of New York.&lt;br /&gt;
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==Rebel Yell==&lt;br /&gt;
The Civil War may be over but the Revolution has just begun. Now a new movement rises from the ashes of the Civil Wars. The Sabbat returned to the Status Quo and nothing truly changed. A group of disgruntled young cainites refuse to accept the Status Quo. Lead by a the Charismatic Levi Astor, childe of Archbishop Marazano, this group of young and hungry Sabbat take the name of a faction of old. The Furores have returned, the original anarchs.&lt;br /&gt;
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The Sabbat claims to have its leaders chosen by merit but not age, but in truth like the Camarilla the Sabbat is also ruled by its elders. By letting a some of the sect rise in power due to their action, the young will truly never rise to lead the Sabbat. Knowing the elders of the Sabbat wield tremendous power, Levi seeks to steal that power for himself and the young members of the Sabbat.&lt;br /&gt;
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Having studied under the Occult Underground and stealing the secrets of the Ecclesticals; Levi believes he has the answer. Levi believes that Caine was given his power from the vampire god Ialdaboth and he plans to summon and take that power for himself and those who follow him. Gifting them the strength to defeat the elders and take leadership of the sword of caine and the race of caine itself into the Final Nights.&lt;br /&gt;
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In truth Levi has a mixture of Occult Knowledge, Lore and Legend he has learned over his young life and drawn some conclusions based on his own path of enlightenment. He knows he will have to gather various important ritual components and import an ancient temple piece by piece to New York he found in the middle east. A temple he believes dedicated to Ialdaboth. He believes by Sacrificing a Dhampir and the Blood of Antideluvian he can summon Ialdaboth himself and his servants the Deava. Luckily in Levi’s mind, he is luck as New York is home to the Tzimisce Antideluvian. Gathering the ancients blood should not that hard, in his mind.&lt;br /&gt;
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While Levi and his followers gather the necessary components and prepare the ritual to summon the blood god; they also work actively to gather followers and undermine the elders of New York that might stand in his way. Throwing bloody raves and generally promoting vampire indulgence and supremacy; Levi appeals to the young masses of the Sabbat in his call for Revolution.&lt;br /&gt;
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What little Levi knows is that his ritual to summon Ialdaboth is in actuality a means to release the Deava back into the world. The Deava are ancient creatures unlike anything the word has scene. Existing in clouds of blood and smoke, the Deava were ancient creatures tied to the race of Caine in the nights of Enoch. The Ventrue clan defeated the Daeva and sealed them away long ago. Forgotten, these creatures are innately ties to Vampires, and may infact be the very thing that gives them their beast. Once released the Deava spread like a plague possessing any cainite they can. Levi will gain the power he seeks if his efforts succeed, but in the manner he suspects as he unleashes this ancient evil one again upon the world.&lt;br /&gt;
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==The Manchurian Candidate==&lt;br /&gt;
New York City is arguably the capital of the modern world. It is new Babylon, the home to over 12 million people. In the world of darkness many different supernatural elements battle nightly for its control. It is no different for the Sabbat and the greatest threat the world has faced, the Daeva.&lt;br /&gt;
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The first stage of the Daeva assault worked perfectly on the Sabbat of New York. They suspected obvious frontal assaults. All the while the real plan has been put into place. Slowly the Daeva have possessing members of the Sabbat in New York to bring down the sect from within. Having heard of the Loyalists plan to make New Jersey and forge it into a Loyalist domain, the Daeva seized upon the opportunity. The Daeva sent their agents among the Enlightened Society of the Weeping Moon to start laying the ground work in New Jersey for a war with New York. One that will ties the Sabbat up in a costly blood conflict. Then when they least suspect it, the Daeva will activate their sleeper agents and attack the Sabbat from within their own ranks, claiming both New York and New Jersey in one fell swoop.&lt;br /&gt;
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Meanwhile within New York itself the Bronch family become the victims of a vicious experiment by the pack Thule’s Hammer. Using their Dark Arcane rites, Thule’s Hammer seek to steal the power of the Daeva for themselves and use it as a weapon against this new threat. In their experiments the Thule’s Hammer has summoned something from the great beyond. A great Prince of the Void who once ruled over earth and fought against the Daeva. One consumed by the darkness of the Daeva for himself and becoming something else. The first test of this was done upon the Bronch family of Tzimisce who suspected Thule’s Hammer was up to something nefarious. As a result, the Bronchs have become ultra-violent and aggressive. With it though comes the power to recover from almost any wound and shrug off death itself. However not all of those who fall victim to this Virus of the Void survive it to become empowered. However in these dark secrets may in fact lie to true key to winning the battle for new York. All the while the Prince of the Void wanders free into the world for the first time causing death and entropy.&lt;br /&gt;
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Can the Sabbat of New York avoid a war? Who among its leaders are truly possessed and working from within to destroy them? Can the Sabbat come to terms to use dark arts to save their city?&lt;br /&gt;
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==Graves of the Ancients==&lt;br /&gt;
There is a legend long since lost among those who once followed the Road of the Beast. It is said that a group of feral once guarded an important relic known as the bone in the Valley of Nod. It is said the bone can slay anything it touches or grant redemption to any vampire. For the past 500 years the bone has remained lost, until now.&lt;br /&gt;
In many ways New York City is the new Babylon, center of the world. Many people and things come through it on a nightly basis. Home to no few ancients and other odd things it comes at no Surprise that the Bone finds its way into the city that never sleeps. The bone itself ends up in the inventory of one Lasombra by the name of Ashcroft. A renowned collector of oddities and owner of a famous auction among the Sabbat; even Ashcroft is unsure of how the Bone arrived in his possession. The item itself one night simple arrived in a shipment of oddities her collects from the Middle East. This of course is likely not by accident. Perhaps it just another step in the Jyhad by the Ancients who seek to win their game or perhaps something far worse may never be known. What is known is the Bone is New York now, and with it comes the possibility of turning the entire city upside down. If the rumors of what the bone can do are true, the one who owns the Bone could change the entire face of the Kindred world forever.&lt;br /&gt;
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As rumors of the Bone’s existence in New York start to spill forward the race begins to find and claim the Bone. Much like the legendary spear of Density, the Bone is viewed in similar reverence. Any vampire with it would be undefeatable. Elders start sending their pawns and manipulating the young to collect the Bone for themselves. An all-out shadow war begins and the race is on. Several Kindred come out of the shadows to make their bid for the bone, all the while Ashcroft finds himself on the run hiding trying to study the Bone on his own.&lt;br /&gt;
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The first of these groups to step forward to seek the Bone is the childe of the legendary Patricia of Bollingbroke. Seemingly returned to claim her place as leader of the Sabbat. Leading an army of young brutes at her side; she will stop at nothing to use the Bone as validation for her claim to the throne of the Sabbat.&lt;br /&gt;
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Having heard the rumors of the Bone being in New York, the vampire Aristotle sends his agents in the Mnemosyne to acquire the bone for him. They seek to study the bone and use in their own bloody practices. Not to be outdone, his friend and rival Beckett travels to New York City. A seeker of noddist lore, Beckett intends to acquire the bone to study it for himself to see if there is any validity to the claim.&lt;br /&gt;
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Not to be outdone Cardinal Polonia sends his own Agents and diocese to find Ashcroft and this Bone for use by the Sabbat. If such a thing is true, then he cannot let it slip into enemy hands. Since New York is HIS city the prize of the bone is his by right. If the legends are true, with the Bone he could complete his Crusade of the East Coast and crush the Camarilla once and for all.&lt;br /&gt;
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Lurking in the shadows are the Secret Masters. Having long since infiltrated the Sabbat of New York and taken over the Sabbat of New Jersey, the Daeva were poised to finish off the Sabbat of New York and claim another city. When rumors of the Bone start to reach their ears all plans come to a halt. For whatever reason the Daeva greatly fear the Bone and will stop at nothing to remove it from the game. Perhaps the Bone is the key to locking away the Deava forever, or perhaps it allows them to die permanently. The most powerful of the Daeva, the Prince of Smoke and Ash sends his forces and the cult of the Society of the Weeping Moon to acquire the Bone at any and all costs.&lt;br /&gt;
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Not be forgotten, the few remaining Ferals of the Road of the Beast have been hunting for the bone for 500 years since it went missing. They have guarded it for millennia and have not taken to its loss well. Leading the charge is an ancient Gangrel named Ulrich who will reclaim the Bone and return it to the Valley of Nod. He will kill any who stand in his way.&lt;br /&gt;
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A storm brews over the city of New York. The ancient item known as the Bone sets off a whirlwind of chaos in the Big Apple. Many and all forces make their claim for the item for their many plays in the Jyhad. Who will end up with the Bone and in what state will the Sabbat Capital be in when the dust settles? The only thing known for sure is that in the end, the city will never be the same.&lt;br /&gt;
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==Children of Caine==&lt;br /&gt;
The Children of Caine are a Cult/Pack of Sabbat formed by the Malkavian Antitribu once known as Candlestick. Since coming into possession of the Bone, the vampire once known as Candlestick went on a personal Crusade to slay the Tzimisce Antideluvian underneath New York. However when he confronted the elder god it took the form of Caine and overwhelmed his mind. Convincing the Malkavian Antitribu he was the Dark Father himself, not Tzimisce. He charged Candlestick to be become his child and champion to gather others to himself of a like mind. To drink of his blood to be his herald onto these Final Nights. Thus were the Children of Caine born. Shedding their named of old, they instead have claimed names of the descendants of Caine himself. They are his church on earth, seeking to convert others to the one true path of caine and the side of the Dark Father during Gehenna. They are the embodiment of Murder itself and seek to glorify Caine by spreading his dark gospel.&lt;br /&gt;
These dark Prophets spread across New York converting others from to the Path of Caine and his most unholy of Churches. To drink of his divine nectar. A simple apple from the garden below New York given to them to spread the blood of caine, to serve him eternally. Just as the elder god desires.&lt;br /&gt;
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==The Blood Rots==&lt;br /&gt;
In the wake of the chaos caused by the bone and the cult of candlestick the city of New York breathes a sigh of relief. However, as with all things one problem tends to lead to another. The Giovanni Typhoid Mary has arisen from her torpor in Riverside Hospital. The death and blood spilt by the boon waking the vampire from their eternal slumber. Wither or not the vampire calling herself Typhoid Mary is the actual Mary Mallon or not is not known, nor relevant. She considers herself to be and is thoroughly insane. Seeking revenge on the city that made her a house hold name, Typhoid Mary awakens to unleash her plague upon the city.&lt;br /&gt;
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Meanwhile, elsewhere in the city the Nomadic pack Los Discipulos de Xiuhcoatl has arrived in New York city to tend to their vast network of Mexican drug cartels. During their visit one of their members becomes infected by Mary’s plague and dies in the process. Seeking revenge for the death of their packmate, the pack now goes to war looking for answers. Los Discipulos de Xiuhcoatl is a veteran nomadic pack from Mexico, they aren’t young shovel heads lashing out with rage. Rather they gather information and quickly start to scratch at the surface of Mary’s plans. If the PCs are careful they can gain a useful ally or make a dire enemy of the pack.&lt;br /&gt;
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As for Typhoid Mary herself, she has quickly set to work adding layer after layer to her plans for revenge. She has created cults dedicated to the end times, one that follows and believes in the horseman of the apocalypse pestilence. Her cults spreads far and wide into the city of mortals. Spreading her disease to quick the horseman’s arrival. Few if any know the true face or identity of the master mind behind the cult. Its members include, city workers, the social elite of new York, hospital workers and even the police. The PCs will have to pick through each layer of mystery of the cult to find the true culprit behind it. Hopefully they do so before the CDC shows up.&lt;br /&gt;
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Our story starts with one person, found dead of a mysterious disease. It is unknown how many he himself has infected. Whats worse, the virus Mary has created effects vampires as well. And each person killed by it rises a ghost for her spectral horde. In time, as the number of dead rises, Vidod the Malfean starts to grow concerned with the rapid rise in the wraith population; worse more wraiths that will not heed his command. Concerned with the loss of stability he has worked so hard on over the years he will contact all his allies and minions in the skinlands to uncover the truth and put a stop to it.&lt;br /&gt;
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==The Covenant War==&lt;br /&gt;
Izhim wafi Adb’Azreal ur-Baal is perhaps one of the most notorious and nefarious vampires to walk the night. He has lived the life of an Akkadian Prophet, a Sufi poet, a Coptic blood-god, a Persian demonologist and a hundred others. Since his mortal days he was promised divinity and told he would become a god. This seed planted at a young age has only grown over time. In 642 AD Izhim was captured by the Baali during the last war between themselves and the Assamites. His potent blood used to curse the warriors of the clan. He was cast into the stone reliquary of the child of the well Namtaru. Trapped by the demon for six hundred years; he was only finally rescued by his childer and lover Enkara. Driven quiet mad by the experience, Izhim sacrificed the only thing he ever loved in a pact for the divinity promised to him at birth.&lt;br /&gt;
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Since that time, the once Seraphim of the Tal’Mahe’Ra has been playing the long game. Putting pieces in place in a grand chess game to achieve his end victory. Ascension into true godhood. Izhim plans to win the Jyhad and he has the knowledge to do it. In nights long passed the Antediluvian Cappadcious had created the rite of the anointing. His own mad plans to kill god and replace him. His ritual was passed down through the Saragon Codex was lost with his childer Lazarus. But that knowledge was retained and gained by Izhim through his pact with Namtaru.&lt;br /&gt;
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Now finally, after all these years the pieces to his master plan are all in place and the players have taken the board. With a few more movements of his hand, Izhim Ur-Baal shall finally claim his long promised divinity for himself and crown himself as the king of the Jyhad. The City New York, one of the most important cities in the world, sets the stage for his ascension. Fate has deemed it so. Now all that stands in his way are those who would dare oppose his godhood. Can they possibly hope to stand against the will of a creature as the Thrice Damned? Or will the world of darkness be forever changed with the birth of its new god?&lt;br /&gt;
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==Warlord of New York==&lt;br /&gt;
With the spread of Plague Dogs across New York for some time feeding has become more difficult than normal. Though the final plot of Typhoid Mary has been stopped, the vampires of New York still feel her impact. As a result tensions between the packs of New York is running high. It has become a veritable powder keg over issues of territory and herd as clean sources of blood. Brother is set against brother and all it would take is the spark of a match to set the whole city a flame. The Bishorpic does its best to keep the peace but it is only a matter of time before one pack starts a fight for blood and territory.&lt;br /&gt;
&lt;br /&gt;
At the same time, an upstart diablerist anarch by the name of David Wright sees an opportunity to move his people from their enclosure on Cony Island. Also desperate&lt;br /&gt;
for clean food and more room to breath; David starts to gather and form a coalition of anarch gangs from across New York and New Jersey. The once mortal man had organized many during the Occupy Wall Street event, and took those lessons with him in death. Slowly David and his Anarchs work to expand into the city and perform acts of espionage, terrorism and other forms of modern uprising warfare against the sabbat. They hope to claim a part of the city as their own.&lt;br /&gt;
&lt;br /&gt;
In truth, both the anarchs and sabbat packs of New York are being played as chess pieces by a far more nefarious group. An assembled coalition of Abyssal Black Hearts from the region have come to New York. As the issues spread from the Lords of Shadow; these Black Hearts have come to the grand city of New York. Their goal, simply to cause chaos and violence among those they believe failed them and resulted in their deaths. Lead by the once Bishop of New York, Armando Mendes’ Black Heart leads this court of night in their machinations for the city. Known only to Armando and a select few others in the Court of Night; the truth to their chaos is to cause weaknesses in the Sabbat’s defenses. To allow them access to ancient secrets and relics of the Priscus De Marquis to learn a means by which to be restored to life.&lt;br /&gt;
It is only a matter of time before the spark is lit. The Sabbat fighting among themselves and Anarchs making a power play. The Court of Night hopes it will spiral widely out of control so they may enact their true agenda.&lt;br /&gt;
&lt;br /&gt;
==The Omega Rises==&lt;br /&gt;
&#039;&#039;I am the Alpha, the Beginning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the valley of Gehenna I Rule&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the valley of Gehenna I call&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood Spilled calls forth the next cycle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War will come. The Two will fight against each other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That which is dead shall rise anew.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reborn in the Blood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Seven Towers shall tremble&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Demons and Witches shall revel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the Valley of Gehenna, in the Land of Nod they shall come&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They fight for a throne, but only one can sit in it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That which should not be will be born into death&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sixteen is the number of the Sign&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blood that soaks the Valley of Gehenna gives way to the next end&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She is the Omega, the End –The Omega Prophecy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prophecy of the Book of Nod speaks of both the Alpha and Omega. This prophecy was only recently uncovered by Sascha Vykos. Many Sabbat assume the Alpha to be Caine and the Omega to be Lilith. One would assume that “two will fight against each other” and “they fight for the throne, but only one can sit upon it” is speaking to the battle between Dark Father and Dark Mother referenced in other places of the Book of Nod. What if it wasn’t? What if, the Omega isn’t Lilith but someone else entirely? What if the battle of the two in this prophecy is for the title of Omega? This is where our story takes us. A Battle between the young and the ancient for the right to wear the crown to end the race of caine.&lt;br /&gt;
Meanwhile in New York the packs of the city have begun to form into fiver large factions vying for control of the city. Due the recent war in New York with the anarchs and among themselves, these five powerful collations of packs have formed in the wake. Solidifying their power and right to rule New York; each seeks out allies among the other Cainities of the city in support of their power. Now the collations seek allies among the sabbat to boost their own power base within the city.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, most of the Sabbat of New York have heard the prophecy of Sascha Vykos from Palla Grande and have begun to wonder what it means. Rumor starts to spread among the city that the Followers of Set are shipping in a tomb from the Middles East. Something called the Tomb of Uruk. The tomb supposedly claims to hold the corpse of a Babylonian Queen. Among the vampire some believe it may hold the resting body of the vampire known as Omega within it. Omega could nearly be anyone from the Lilith, to the Crone, to the Last Daughter of Eve. Rumor abounds as to what may lay within. Even the reason why the Setites would bring such a thing to New York is unknown. What is known is the collations seek the tomb for themselves and their own power.&lt;br /&gt;
&lt;br /&gt;
Finally, on the night of December 2020 the Zettler Research Facility in New York was attacked. Not from without but from within. One of the first of the 16th generation has escaped from the thin blood research facility and is on a war path. Killing and diablerizing any cainite that comes across her path. Code Named, Omega, she is finally free to gain her revenge against all vampires of New York.&lt;br /&gt;
&lt;br /&gt;
==The Black Pyramid==&lt;br /&gt;
With his escape from Final Death, and finally survivor of the Cults of Tzimisce, the Tremere&lt;br /&gt;
Vern Clovis rises to new place and plan. The mad Tremere seeks to gain his own godhood, but&lt;br /&gt;
learned he was unable to steal the Seed of the Eldest for himself. However, for his loyal service&lt;br /&gt;
for aiding the Eldest’s Nightmares being awakened; Vern was given new knowledge. He learned&lt;br /&gt;
of the connected vortex of souls in the shadowlands. A place in the lands of the dead that houses&lt;br /&gt;
thousands of bound souls to the Eldest. Gifted with this knowledge; Vern devised a new plan for&lt;br /&gt;
godhood. He would steal these thousands of bound souls for himself. With the power of a&lt;br /&gt;
thousand souls he would rise to the power of a true god.&lt;br /&gt;
&lt;br /&gt;
To channel these souls into himself; Vern would need to construct such a building would take&lt;br /&gt;
decades of work. Time, Vern does not believe he has. Using his advantage of pull over the&lt;br /&gt;
mortal world; Vern has taken residence in the One World Trade Building. In the shadows he&lt;br /&gt;
works to convert the building into a giant magnet and channeling force for the souls he needs.&lt;br /&gt;
He cannot do this alone however. Using his skills as a cloner, Vern has been creating the&lt;br /&gt;
servants he needs. Using the remains of dead Tremere, Gargoyles, and Camarilla of New York&lt;br /&gt;
he is slowly constructing his own mockery of the Tremere Pyramid; with himself at the top.&lt;br /&gt;
Dubbed the Black Pyramid, the group works to secretly convert the skyscraper into their&lt;br /&gt;
mystical needs. To the normal mortal world, the One World Trade tower works and functions as&lt;br /&gt;
normal. The mortals ignorant of what is going on. Using the secrets of the Chantry of the Five&lt;br /&gt;
Boroughs he stole; Vern has a created a labyrinth within the tower hidden from mortal eyes.&lt;br /&gt;
Only if one takes the right doors and paths in the One World Trade Tower can they hope to&lt;br /&gt;
access the other side.&lt;br /&gt;
&lt;br /&gt;
Vern can only succeed if his secret is kept safe. The arcane construction will take time. He&lt;br /&gt;
knows by agitating the Sabbat they will raid his tower and put an end to all his work. As such he&lt;br /&gt;
seeks to keep this secret plan safe for as long as possible. The Black Pyramid works in the&lt;br /&gt;
shadows; until their project is complete. Once done, Vern will ascend the tower to perform the&lt;br /&gt;
final ritual. To devour thousands of souls and become the god he was destined to be.&lt;br /&gt;
&lt;br /&gt;
==The Final Night==&lt;br /&gt;
Gehenna has come to New York. The Crucible of God has begun. The Eldest will not be contained any longer. The Final Nights are now. With the acts of the Tremere Vern Clovis, the Corpse of the Eldest awoke and broke free into he streets of Manhattan. What certainly would have started Gehenna itself, as the massive Cathedral of Flesh and its horrors poured like a wave into the city, was stopped. If only for a small time. The cities ever watchful Technocracy stepped in. Using their potent magics and preparation for this danger, they created a mirror copy of New York City. A new realm just off to the side of the real world. In this, the Last City, the corpse of Eldest has been contained. The mortal world blissfully unaware of the apocalypse awaiting them. Now, the vampires of New York have a year before this spell fades. The Corpse of the Eldest is pressing ever against the barrier to finally break free. Should the Vampires of New York fail in finding some way to end the threat of the Eldest once and for all, the city will fall and Gehenna will begin for the whole of the world, not just New York.&lt;br /&gt;
&lt;br /&gt;
Will the Sabbat and others rally to the city? Can they truly stop this ancient horror from starting Gehenna and ending the world as they know it? They have a year to figure it out and solve the problem. Should they fail, the entire world of the supernatural will begin its Time of Judgement.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1BTSipMuRQWXZvfXQTZFk0Y6TACPEQO5_/view?usp=sharing The Final Night]&lt;br /&gt;
&lt;br /&gt;
==Heavy is the Crown==&lt;br /&gt;
Gehenna has been delayed and the Cathedral of Flesh gone as threat, the massive void has filled the shadows of New York City.  While on the surface the Cities Supernaturals rejoice and breath a sigh of relief as things return to “normal”.  In the shadows of this void, two forces move to fill the new gap left by the ancient.  &lt;br /&gt;
&lt;br /&gt;
Fundamentally there are two concepts and philosophies that are fundamental to the world.  The concepts of Order and Chaos.  Order believes that only through obedience and structure does one progress.  Chaos, on the other hand, argue that only through conflict and violence can a culture progresses.  The forces of Order and Chaos have fought in balance of each other since time has been recorded.  In truth, both are required and a balance needed.  What does this core concept have to do with New York City?&lt;br /&gt;
  &lt;br /&gt;
A  cult of Sabbat, named Red Dragon Society become active in the city.  A Victorian Hellfire Club Sabbat pack.  Through them, they manipulate the Crime Family Syndicates to begin to war with another.  To increase, death, and violence in the city.  To most Sabbat, they would barely notice it first and care less to start with. However, over time, various Sabbat packs work with various Syndicate families.  As these families war, it is only a matter of time before the Sabbat packs in New York are dragged into their war and fighting amongst themselves. A new drug hits the streets called Shade, lighting the fire of criminal war in the city.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=KoNY_Custom_Content&amp;diff=1714</id>
		<title>KoNY Custom Content</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=KoNY_Custom_Content&amp;diff=1714"/>
		<updated>2025-12-09T18:28:35Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Path Ritae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kings of New York Custom Content==&lt;br /&gt;
Below you will find some unique Custom Combination Disciplines for Kings of New York.  Each one of these combination disciplines is possessed by a Kings of New York NPC.  Player Characters may learn these custom combination disciplines from these NPCs.  Only Player characters of the appropriate Paths of Enlightenment and/or Clans/Bloodlines may learn these combination disciplines and they may never be learned by those outside of those requirements.  Play Characters who wish to learn these combination disciplines but are not Kings of New York players may do so with their Staffs permission and agree to follow their requirements they may not be learned by those who do not possess the correct Paths of Enlightenment and or Clans/Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==General Combination Disciplines==&lt;br /&gt;
*Smell of the Grave (Auspex 1, Animalism 1)&lt;br /&gt;
As vampires age their blood and beasts become more potent.  A trained vampire with this combination discipline can smell the very growing rot and decay of their vital organs and learn the true age of a vampire.  They need not even see the vampire, only be able to smell their presence to learn how old a vampire truly is.&lt;br /&gt;
&lt;br /&gt;
System:  Whenever you are in proximity of another vampire you may make a static Mental Challenge retested with Investigation against a difficulty of your targets permanent Mental Traits.  If you succeed, you may ask the target how old they are as a vampire and get a truthful answer even if they themselves do not know the answer in character. This power grants you the knowledge of how old a vampire is.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 3&lt;br /&gt;
&lt;br /&gt;
Teacher Sabbat: Lorenzo Salazar&lt;br /&gt;
Teacher: Camarilla: Gerard Raffin&lt;br /&gt;
&lt;br /&gt;
*Call of Wormwood (Auspex 3, Animalism 3)&lt;br /&gt;
The final nights have arrived, bizarre and normally impossible supernatural powers have been appearing far more than they normally would. As a balance to this, some vampires have developed this combination discipline in contrast. The vampire calls upon the lingering energies of the red star and the end times. I&#039;m doing so they may deny and end these new bizarre supernatural abilities that have appeared in the final nights. &lt;br /&gt;
&lt;br /&gt;
System: you may spend 1 willpower trait to negate any owbn custom content that directly affects you. This is spent on a one for one basis. This combination discipline does not negate itself when used.&lt;br /&gt;
&lt;br /&gt;
xp cost: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teacher Sabbat: Eddie the Cheater&lt;br /&gt;
Teacher Camarilla: Adelaide Davis&lt;br /&gt;
Teacher Anarch: Boss Calihan&lt;br /&gt;
Teacher Independent: Bez Densirn&lt;br /&gt;
&lt;br /&gt;
==Paths of Enlightenment Combination Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Path of Death and the Soul===&lt;br /&gt;
*Analyze the Cainite Soul (Auspex 2, Animalism 2)&lt;br /&gt;
&lt;br /&gt;
The very nature of the Path of Death and Soul is an obsession with Death and the true power it has over every soul.  In their research vampires of this path developed this combination discipline to better understand the soul of another.  By combing the arts of auspex and the understanding of the beast brought on by animalism the Cainite with this combination discipline can know what morality their target follows for their own studies.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  When you use the power Aura Perception you may now ask the following questions and get an honest answer:&lt;br /&gt;
•	What Morality do you follow and what level is it?&lt;br /&gt;
•	What are your Virtue Traits and their level.&lt;br /&gt;
This combination discipline only works if the character is on Path of Death and the Soul.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher:  Enki&lt;br /&gt;
&lt;br /&gt;
*Summon Cainite Soul (Auspex 4, Presence 4)&lt;br /&gt;
&lt;br /&gt;
While not all members of the Death and the Soul Path are Necromancers, many are.  For those who are unable to learn the Blood Magic this combination discipline was developed by the path followers.  By extending their senses into the ether of the underworld the vampire can then exert his dominion of presence to summon the souls of any who have died.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood and 1 willpower trait to use this combination discipline.  They is combination discipline only works on vampires who have meet the Final Death and not been Diablirized or meet Golconda.  Once activated the Soul of the dead vampire appears to the user for the next scene or an hour.  During that time the vampire user may ask the soul questions and it must answer truthfully.  The summoned soul will not know anything it didn’t know in life.  The user cannot command the soul in any other way and it disappears into the ether after the scene or an hour.  Further Necromancy powers may not be used on a soul summoned with this combination discipline.  To use this combination discipline you need a sympatric link to them from life.  If the vampire meet final death via the ritual Kiss of the Asp; it will also not work.&lt;br /&gt;
This combination discipline only works if the character is on Path of Death and the Soul.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher:  Enki&lt;br /&gt;
&lt;br /&gt;
*Wisdom of the Damned (Auspex 3, Dominate 3)&lt;br /&gt;
&lt;br /&gt;
Vampires who follow the Path of Death and the Soul seeks to gain power and knowledge from their studies of the dead.  They spend many of their waking hours in occult research and study of the soul itself.  Many of the path find the dead offer great knowledge and insight.  It is upon this concept this combination discipline was developed.  Members of the path channel their connection to the dead to steal their knowledge for a time to empower themselves.&lt;br /&gt;
System:  The character with combination discipline may activate it with the cost of 1 willpower trait for the next scene or an hour.  During that time they gain the Mental Traits Cunning, Clever, and Insidious. &lt;br /&gt;
This combination discipline only works if the character is on Path of Death and the Soul.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: Enki&lt;br /&gt;
&lt;br /&gt;
===Path of Honorable Accord===&lt;br /&gt;
*Inspiration of the Blood (Presence 2, Dominate 2)&lt;br /&gt;
&lt;br /&gt;
The Knights of the Sabbat are some of the most inspirational warriors of the sect.  They hold to a dark code of honor and are the first to volunteer for battle.  Many legendary knights have rallied their fellow Sabbat to Crusade and watched as their will was near insurmountable.  This comes from this combination discipline developed by members of the path.  Their master over their own mind and emotions makes their will near unbeatable. &lt;br /&gt;
&lt;br /&gt;
System:  A character with this combination discipline may spend 1 willpower trait to automatically win any single willpower challenge they have to make.  This combination discipline may be used once per scene.&lt;br /&gt;
This combination discipline only works if the character is on Path of Honorable Accord.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher: Jonas Van Cortlandt&lt;br /&gt;
&lt;br /&gt;
*Resolve of Battle (Fortitude 2, Presence 2)&lt;br /&gt;
&lt;br /&gt;
A true Knight of the Sabbat most hone is body and skill for all forms of battle.  They must be prepared for anything and to always move forward.  Followers of the Path of Honorable Accord developed this combination discipline to shrug off wounds in battle that would give pause to any other vampire.&lt;br /&gt;
&lt;br /&gt;
System:  Activating this combination discipline costs 1 willpower trait and lasts for a scene or an hour.  During that time the character is completely immune to any form of Stun effects.&lt;br /&gt;
This combination discipline only works if the character is on Path of Honorable Accord.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher: Jonas Van Cortlandt&lt;br /&gt;
&lt;br /&gt;
*Fight as One (Auspex 4, Presence 3)&lt;br /&gt;
&lt;br /&gt;
A Knight of the Sabbat is only as good as the soldiers around him.  His strength comes from his pack and their code of milan.  It is this thought process that created this combination discipline.  By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.&lt;br /&gt;
&lt;br /&gt;
System:  When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour.  During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with.  This applies only to a mass combat against one target where the character is fighting with allies.  This bonus may not exceed 5 traits.&lt;br /&gt;
This combination discipline only works if the character is on Path of Honorable Accord.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 9&lt;br /&gt;
Teacher: Jonas Van Cortlandt&lt;br /&gt;
&lt;br /&gt;
===Path of Feral Heart===&lt;br /&gt;
*Survival of the Beast (Animalism 3, Fortitude 3)&lt;br /&gt;
&lt;br /&gt;
For the vampires of Feral Heart survival is their top priority.  As the apex predators they will encounter others who would challenge their unlife.  Thus this combination discipline was developed by vampires that follow the Path of Feral Heart to better increase their odds of survival.  The vampire hones his beast in sync with his supernatural toughness to better stave off any deadly blow.&lt;br /&gt;
&lt;br /&gt;
System:  The character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour.  During that time the character gains a number of retests equal to their morality level in Path of the Feral Heart which may be used only when defending against attacks that deal damage.&lt;br /&gt;
This combination discipline only works if the character is on Path of Feral Heart.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher: Father Bronch&lt;br /&gt;
&lt;br /&gt;
*Conviction of Flame (Animalism 5, Fortitude 5)&lt;br /&gt;
&lt;br /&gt;
The Ferals teach that to master the curse of fire and overcome it will grant one great strength.  It is from this practice this combination discipline was created.  With complete mastery of their body and beast the fear of flame and sunlight not only no longer causes them fear; it empowers them.&lt;br /&gt;
&lt;br /&gt;
System:  The character must perform a Fire Dance first before activating this combination discipline.  Once they do so they may spend 1 willpower to activate this combination discipline for the next scene or an hour.  During that time the character is completely immune to any Rotshreck challenges they may have to throw and gain the Social traits Intimidating x2.&lt;br /&gt;
This combination discipline only works if the character is on Path of Feral Heart.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 9&lt;br /&gt;
Teacher: Father Bronch&lt;br /&gt;
&lt;br /&gt;
*Bane of the Net (Animalism 4, Dominate 4)&lt;br /&gt;
&lt;br /&gt;
Vampires on the Path of Feral Heart despise technology.  They prefer to focus on the primal and primitive aspects of their nature and curse.  It is from a mastery of this mind set members of the path developed this combination discipline.  By extending their beast and mind they can create an aura around them shuts down all technology that may be near them.&lt;br /&gt;
&lt;br /&gt;
System: A character with this combination discipline may activate it by spending 1 willpower trait for the next scene or an hour.  If they do, all advanced electronics and technology fail to work automatically within a ten foot radius of a character.  Any piece of technology that has complex or multiple parts will fail.  Simple weapons like swords, knives, bows etc continue to function.&lt;br /&gt;
This combination discipline only works if the character is on Path of Feral Heart.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: Father Bronch&lt;br /&gt;
&lt;br /&gt;
===Path of Orion===&lt;br /&gt;
*Scent of the Hunter (Animalsim 3, Auspex 3)&lt;br /&gt;
&lt;br /&gt;
The great hunters of the Path of Orion are always seeking out new and greater prey.  A Hunter who cannot track is no hunter at all.  As a result vampires who follow the Path of Orion created this combination discipline to track their prey no matter where they may run off to.&lt;br /&gt;
&lt;br /&gt;
System:  A character with this combination discipline may spend 1 blood to activate it for the next scene or hour.  A character wishing to track another character must make a static Mental Challenge against a difficulty of the Character they are tracking’s permanent physical traits.  If the user succeed they know the location of the character they are tracking.&lt;br /&gt;
This combination discipline only works if the character is on Path of Orion.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6 Teacher: Ned Bronch&lt;br /&gt;
&lt;br /&gt;
*Heart of the Hunter (Animalism 3, Fortitude 2)&lt;br /&gt;
&lt;br /&gt;
Hunters on the Path of Orion who cannot control their beasts will always fail in a hunt.  They must master themselves and their beasts to gain full control and be calm and alert on a hunt.  As a result members of the Path of Orion developed this power to them an edge over their beasts when they might need it most.&lt;br /&gt;
&lt;br /&gt;
System:  A character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour.  During that time you gain a free retest in all virtue challenges to resist frenzy or rotshreck.  This retest is not consumed upon use and may be used in multiple challenges during a scene.&lt;br /&gt;
This combination discipline only works if the character is on Path of Orion.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
Teacher: Ned Bronch&lt;br /&gt;
&lt;br /&gt;
*Thrill of the Hunt (Animalism 3, Presence 3)&lt;br /&gt;
&lt;br /&gt;
The Thrill of the hunt itself gives vampires who follow the path of orion great strength and purpose.  Its followers of this path made sure to develop this combination discipline to reflect they are the supreme hunters of the vampire world.  The vampire channels their own emotions for the hunt and mastery of their beast to give them amazing skills during their hunts. &lt;br /&gt;
&lt;br /&gt;
System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all challenges related to a hunt equal to their morality level of Path of Orion halved (round down).  These bonus traits only apply when the character is making challenges related to a prey they are hunting.&lt;br /&gt;
This combination discipline only works if the character is on Path of Orion.	&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: Ned Bronch&lt;br /&gt;
&lt;br /&gt;
===Path of Power and the Inner Voice===&lt;br /&gt;
*Embolden the Legions (Presence 3, Celerity 3)&lt;br /&gt;
&lt;br /&gt;
The Unifiers present themselves as the primer leaders of the Sabbat.  While they may crave power they do so only through the skills of those beneath them.  If they are to succeed then their soldiers in Gehenna must succeed.  Building on the Combination Discipline Inspire Greatness; members of the Path of Power and the Inner Voice developed this combination discipline to lend their supernatural speed to those who serve them as well.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait per character they wish to use this combination discipline on.  For the next scene or an hour a character who receives the benefit of this discipline may use whatever levels of Celerity you possess as if they were their own for the next scene or an hour.&lt;br /&gt;
This combination discipline only works if the character is on Path of Power and the Inner Voice.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher: Ecaterina the Wise&lt;br /&gt;
&lt;br /&gt;
*Mastery of Obedience (Dominate 3, Potence 3)&lt;br /&gt;
&lt;br /&gt;
The Unifiers are well known for their skills and expectations of Obedience and loyalty from those beneath them.  This combination discipline was created by them to reflect this fact.  By combining their mastery of dominate with supernatural strength; few can resist their commands and power of words.&lt;br /&gt;
&lt;br /&gt;
System:  A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character gains a number of bonus traits on all dominate challenges equal to their morality rating in Power and the Inner Voice halved (round down).&lt;br /&gt;
This combination discipline only works if the character is on Path of Power and the Inner Voice.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: Ecaterina the Wise&lt;br /&gt;
&lt;br /&gt;
*Resolve of the Inner Voice (Dominate 3, Animalism 3)&lt;br /&gt;
&lt;br /&gt;
Vampires who follow the Path of Power and the Inner Voice can ill afford to allow others to see them as weak or frightened.  To protect against this ever happening vampires of the path developed this combination discipline using their mastery of dominate and their own beast.  A unifier with this power will never show signs of fear or flee in terror.&lt;br /&gt;
&lt;br /&gt;
System:  A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character is immune to all fear causing effects.&lt;br /&gt;
This combination discipline only works if the character is on Path of Power and the Inner Voice.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
Teacher: Ecaterina the Wise&lt;br /&gt;
&lt;br /&gt;
===Path of Caine===&lt;br /&gt;
*Knowledge of Nod (Auspex 2, Presence 2)&lt;br /&gt;
&lt;br /&gt;
The followers of Caine are known as Noddists for they are scholars as well as diablerists.  They seek the hidden knowledge and secrets of Caine in hopes of strengthen their own personal power.  This combination discipline was developed by the Noddists to help them in those efforts.  By tapping into their own memories, heightening them and focusing them, they gain an edge over others.&lt;br /&gt;
&lt;br /&gt;
System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character gains a number of bonus mental traits in all challenges related to Lore or the Occult equal to their level of Lore: Noddist ability.&lt;br /&gt;
This combination discipline only works if the character is on Path of Caine.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher: Simon Orozco&lt;br /&gt;
&lt;br /&gt;
*Embrace the Beast (Animalism 5, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Noddists often don’t view the beast as a burden or curse.  They view it as a gift from Caine.  A strength to be channeled and focused.  By mastering their own beast through the arts of Animalism and then focusing that power with mastery of their senses; the Noddist gains an inner strength for a time as they allow their beast to ride the edge of frenzy.&lt;br /&gt;
&lt;br /&gt;
System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  While under the influence of Embrace the Beast, the character is not affected by Dominate or Presence. Furthermore, for the duration of the power, the character gains the Physical Traits: Ferocious and Relentless. The Combination Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of the  Combination Discipline&#039;s use. The Combination Discipline also comes to an end of the character&#039;s first physical confrontation.&lt;br /&gt;
This combination discipline only works if the character is on Path of Caine.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 9&lt;br /&gt;
Teacher: Simon Orozco&lt;br /&gt;
&lt;br /&gt;
*Amaranth’s Kiss (Auspex 5, Animalism 5)&lt;br /&gt;
&lt;br /&gt;
A vampire who follows the path of Caine is a serial diablerist. Their hope is to strength their own blood to grow in equal power to Caine.  This combination discipline allows the noddist to draw on the strength of the souls they have consumed for their own benefit.  The noddist stores a shard of the soul consumed within themselves to be accessed later for power.&lt;br /&gt;
&lt;br /&gt;
System:  Whenever the character diabolrizes another vampire they spend 1 temporary willpower trait to activate this combination discipline.  If they do so, the character may store part of the soul they consumed to access later for power.  The character may store a number of souls in this way equal to their permanent willpower rating.  At any point the character may spend 1 willpower and access one of the souls they have consumed for power.  They must do this before throwing a challenge.  If they do, the user gains five bonus traits for that challenge.  Once used, the soul stored with this power is lost.  These bonus traits only apply to a single challenge.  A character with no souls stored from diablerie would be unable to use this combination discipline for bonus traits until they committed diablerie again.&lt;br /&gt;
&lt;br /&gt;
This combination discipline only works if the character is on Path of Caine.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
Teacher: Simon Orozco&lt;br /&gt;
&lt;br /&gt;
===Path of Cathari===&lt;br /&gt;
*Corrupt the Soul (Auspex 2, Presence 2)&lt;br /&gt;
&lt;br /&gt;
The vampires of the Path of Cathari seek to be the darkness to counter the light.  They are the test of virtue with sin.  Members of the path seek to corrupt others and bring them low.  However, some people are simply too stubborn to corrupt.  As a result vampires who follow this path created this combination discipline to influence the very nature of a person and force them to confront the darkness.&lt;br /&gt;
&lt;br /&gt;
System:  To use this combination discipline the character must engage their target in a contested Social Challenge retested with Empathy. If the user succeeds they may spend 1 permanent Social trait to permanently change the targets Nature to one of their choosing.&lt;br /&gt;
This combination discipline only works if the character is on Path of Cathari.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher: Mistress Callisto&lt;br /&gt;
&lt;br /&gt;
*Addiction of Vice (Auspex 4, Presence 4)&lt;br /&gt;
&lt;br /&gt;
Some member of the Path of Cathari say this combination discipline was developed by member who knew the Blood Magic Path of Corruption.  That they created it for those of the path who do not know the secrets of Blood Magic.  Regardless, this tool is incredibly useful to followers of the path to aid in their corruption of the vitreous.  With it they can addict others to vice and force their downfall.&lt;br /&gt;
&lt;br /&gt;
System:  The character using this power spends 1 blood trait and makes a contested social challenge against their target retested with Empathy.  To use this power the target character must currently be engaging in a vice of some sort.  If you succeed the target gains the flaw: Addiction for a number of months equal to your Path of Cathari Morality rating.&lt;br /&gt;
This combination discipline only works if the character is on Path of Cathari.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher: Mistress Callisto&lt;br /&gt;
&lt;br /&gt;
*Wickedness of Sin (Presence 4, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Those who follow the Path of Cathari are master manipulators. Vampires of the Path developed this combination discipline to empower their skill in corruption, seduction, and manipulation to get others to engage in Vice.  As agents of Sin they use this power to test those who would follow the light.&lt;br /&gt;
&lt;br /&gt;
System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all Social challenges related to a corrupting an individual equal to their morality level of Path of Cathari halved (round down).  These bonus traits only apply when the character is making challenges related to corrupting a target into vice.&lt;br /&gt;
This combination discipline only works if the character is on Path of Cathari.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher: Mistress Callisto&lt;br /&gt;
&lt;br /&gt;
===Path of Redemption===&lt;br /&gt;
*Embrace of the Divine Tide (Animalsim 3, Presence 3)&lt;br /&gt;
&lt;br /&gt;
The Divine Tide is a holy time for the followers of the Path of Redemption.  They let their beast run wild and become monsters for a time.  In doing so they hope to gain control and mastery of their beast by allowing it to explore for a time.  Vampires who follow this path developed this combination discipline to find and inner strength from their Divine Tide experience.  With it is bolsters their own views and will itself.&lt;br /&gt;
&lt;br /&gt;
System:  To activate this combination discipline the character must have experienced their divine tide.  Once they have done so and for the next month gain Divine Tide Trait that may be spent as follows:&lt;br /&gt;
•	As A Willpower Trait&lt;br /&gt;
•	A Retest in any Virtue Challenge&lt;br /&gt;
•	A Retest in any challenge to defend against True Faith&lt;br /&gt;
&lt;br /&gt;
Once this Divine Tide trait is called it used up until the character experiences another Divine Tide.&lt;br /&gt;
This combination discipline only works if the character is on Path of Redemption.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 6&lt;br /&gt;
Teacher: Father Flynn&lt;br /&gt;
&lt;br /&gt;
*Blessed Guard (Auspex 4, Fortitude 4)&lt;br /&gt;
&lt;br /&gt;
Those vampires who follow the path of redemption often find themselves as adversaries to the forces of hell.  In this work they have developed this combination discipline to grant them a powerful weapon against the armies of hell.  By focusing on their own devotion to the Path and supernatural resilience the vampires gains an edge over their demonic foes.&lt;br /&gt;
&lt;br /&gt;
System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all challenges related to fighting Demons or the Infernal equal to their morality level of Path of Redemption halved (round down).  These bonus traits only apply when the character is making challenges related to combating Demons or the Infernal.&lt;br /&gt;
This combination discipline only works if the character is on Path of Redemption.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher: Father Flynn&lt;br /&gt;
&lt;br /&gt;
*Dark Saint (Animalism 4, Presence 4)&lt;br /&gt;
&lt;br /&gt;
This combination discipline was crafted by the followers of the Path of Redemption to give them an aura and look of A Dark Angel.  By focusing their beast the vampire sprouts two large angelic wings from their back in a shower of blood and gore.  The resulting wings allow them to fly and even protect others with them should they need to.&lt;br /&gt;
&lt;br /&gt;
System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character grows two angelic wings from their back and gain a fly speed of 45 mph.  Additionally, they may use this wings to intercept an attack made on another character.  If the character with this combination discipline wishes to do so they must expend 1 Survival ability and take the hit that was going to effect the other character.  Instead of the original character suffering the repercussions of the attack you do instead.&lt;br /&gt;
This combination discipline only works if the character is on Path of Redemption.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
Teacher: Father Flynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antitribu Combination Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Assamite Antitribu===&lt;br /&gt;
NPC Teacher: Jaali Bakir&lt;br /&gt;
&lt;br /&gt;
*Hand of the Assassin (Obfuscate 2, Celerity 2)&lt;br /&gt;
&lt;br /&gt;
Members of Clan Assamite are known as skilled assassins the world over.  Their ability to vanish without a tracer is near legendary in the Kindred world.  Some of those of the clan have developed this combination discipline which helps reinforce this belief.  By combing the speed of celerity and the vanishing of Obfuscate; the Assamite finds it much easier allude those who might pursue them.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  The assamite character with this power may spend 1 temporary mental trait to retest any use of Obfuscate they are using.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
&lt;br /&gt;
*Fountain of Blood (Celerity 5, Quietus 5)&lt;br /&gt;
&lt;br /&gt;
The Assamite power of Taste of Death can be a potent assassins tool of surprise.  However, it can often be the last blow used or one that takes some time.  By combining the arts of Celerity with Quietus; the Assamites Taste of Death becomes more potent and deadly when used.  As the Assamite literally spews much of their blood in a shower over their victims in a rain of acidy death.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  When an Assamite uses Taste of Death; this power now inflicts two aggravated damage per blood trait instead of one.  Additionally, the character may now spend up to their generational maximum of blood when using a Taste of Death in an attack.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*Ripples of the Blood (Quietus 5, Obfuscate 5)&lt;br /&gt;
&lt;br /&gt;
Assamites are notorious for their love of Diablerie.  Some members of the clan have developed this combination discipline so when the devour another vampires soul they may steal their identity for a time.  This allows the Assamite to access the victims contacts and resources they may have had for their own use.  That is, until the illusion fades. &lt;br /&gt;
&lt;br /&gt;
System:  When an assamite with this combination discipline diablerizes another vampire they may use the diablerized vampires Background for the next month as if they were his own.  They may also assume their identity, personality, and voice during this time using Mask of a Thousand Faces as well.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 10&lt;br /&gt;
&lt;br /&gt;
===Brujah Antitribu===&lt;br /&gt;
NPC Teacher: Ecaterina the Wise&lt;br /&gt;
&lt;br /&gt;
*Renegade Shot (Auspex 1, Celerity 2)&lt;br /&gt;
Aiming a gun on the move is hard. Aiming a gun on motorcycle is impossible. But for one gun-happy Brute thought the two great tastes of bikes and guns coming together was a personal challenge. After years of development he came up with the cowboy shot. By harnessing the speed of Celerity and the quick eye of Auspex, he learned how to steady his shooting hand by anticipating the bumps in the road before they happened.&lt;br /&gt;
&lt;br /&gt;
System:  This power costs 1 Blood Trait to activate and lasts a scene.  For the remainder of the scene the Brujah gains a free retest on all Firearms challenges when firing a gun. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Velocity (Celerity 3, Potence 3)&lt;br /&gt;
&lt;br /&gt;
The Brujah clan are known for their violence and love of fighting.  Members of the clan have learned to harness their supernatural speed and strength into a refined weapon.  Those of the clan who learn this combination discipline make it extremely difficult for their opponents to evade their attacks.  The raw strength and speed of their blows almost always land, but at a great cost of vitae and the very will of the Brujah to use.&lt;br /&gt;
&lt;br /&gt;
System:  The Brujah with this combination discipline may activate it by spending 1 Blood trait and 1 willpower trait for their next attack.  If they do, those the Brujah attack with a Brawl or Melee attack may not Dodge the incoming attack.  They may only attempt to soak the attack itself.  Character with Elder levels and higher of celerity are immune to attacks made with this combination discipline. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Scorching Fury (Potence 3, Celerity 3)&lt;br /&gt;
&lt;br /&gt;
The Brujah were once known and feared for their power of burning wrath, but in the Final Nights something occurred that weakened the power.  Much like the Celerity refinement of old that the brujah did (See the Celerity Dark Ages power the Brujah developed to make it so Celerity costs 1 blood instead of 1 blood per level) this discipline technique is a refinement of the Brujah&#039;s Burning Wrath to make it once was.  The Brujah channels his fury into his blows and digs deeper than before.  His Burning Wrath becomes far more intense and powerful.  Not to mention lasting far longer.  Thus the fear of this legendary technique of the Brujah returns once again.&lt;br /&gt;
&lt;br /&gt;
System: Each Turn she spends a Blood Point to maintain this power, all her brawling attacks cause aggravated wounds.  Those struck by the Refined Burning Wrath feel steam sear their flesh, and must make a Willpower check (difficulty 8) to act next turn.  Those who fail the Willpower check writhe in agony as the liquid flame seems to blaze through their bodies.  These mechanics are taken from the first edition Brujah Clanbook.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
===Serpents of the Light===&lt;br /&gt;
NPC Teacher: Papa Kalfu&lt;br /&gt;
&lt;br /&gt;
*Cobra Strike (Serpentis 3, Obfuscate 3)&lt;br /&gt;
By combining the arts of Serpentis and Obfuscate the Serpent of the Light can generate a hidden and lithe counter attack against any who would strike them.  When using this combination discipline the Serpents arms quickly shift into the skin and form of snakes as they rapidly strike back at their attacker before shifting back.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait when they are attacked and make an immediate reflective counter attack against their attacker.  This attack happens as a separate action that does not use up one of the character’s actions.  The counter attack allowed by this power is a normal brawl attack against the person who attacked them as long as they are within range. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Snake Tongue (Serpentis 2, Auspex 2)&lt;br /&gt;
While the abilities of both Tongue of the Serpent and Auspex allow most serpents to see perfectly fine in the dark; supernatural darkness presents its own problems.  As such members of the Serpent of the Light bloodline developed this combination discipline to use their snake tongue to see near perfectly in all forms of darkness.&lt;br /&gt;
&lt;br /&gt;
System:  Spend 1 blood trait to activate this power for the next scene or an hour.  During that time you no longer require line of sight for any power or ability use as long as the target is within 10 feet of you.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Visage of the Orisha (Obfuscate 3, Presence 3)&lt;br /&gt;
Many Serpents of the Light serve as priests to their mortal community and herd in a religious sense.  They are ridden by the various Loa and Orisha to grant insight and answers to a variety of powers.  As priests to their gods, the Serpents often find the need to present themselves as such to others.  This combination discipline was created by members of the bloodline by combining the arts of Obfuscate and Presence to present a more divine image to others.&lt;br /&gt;
&lt;br /&gt;
System:  When using the power Mask of a Thousand Face the characters gains the Social Traits Divine x3.  These traits may not be used against any character who sees through your mask of a thousand faces.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
===Gangrel Antitribu===&lt;br /&gt;
NPC Teacher: Eddy the Cheater&lt;br /&gt;
&lt;br /&gt;
*Scent of the City (Animalim 2, Obfuscate 2)&lt;br /&gt;
Most City Gangrel are urban predators and view the cityscape as their hunting grounds.  As a result members of the Gangrel Antitribu bloodline developed this combination discipline to mask their own scent when hunting or hiding in a city.  When activated the Gangrel Antitribu’s scent becomes that of the city itself; thus none are able to track them via their own scent for a time.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  If they do, their scent becomes untraceable during that time.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 3&lt;br /&gt;
&lt;br /&gt;
*Humans are Animals (Animialsm 4, Fortitude 4)&lt;br /&gt;
Members of the Sabbat view humans as little better then food, however, some Gangrel Antitribu take this even further.  Members of the bloodline developed this combination discipline in a belief that humans are nothing more then animals.  As such, this power always a Gangrel Antitribu to have their gifts of Animalism work on humans as well as animals.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  All levels of the character’s discipline of Animalism now work on mortals as well as animals.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*The Beast Within (Animalism 5, Fortitude 4)&lt;br /&gt;
While normal gangrel view their clan curse as a weakness; Gangrel Antitribu see it as a blessing.  This combination discipline allows the Gangrel Antitribu to delve into their own clan curse and summon forth all manner of beast traits.  Members of the clan gangrel call these traits mixed blessings that can happen to them on occasion.   To the Gangrel Antitribu they are a source of power in the blood to be used against their enemies.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood and 1 willpower trait to activate this power for the next scene or an hour.  Once activated the character may select one mixed blessing and have it during that time.  At the end of the scene or an hour the mixed blessing ends.  A character may only ever have 1 Mixed Blessing from this power at a time.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
===Malkavian Antitribu===&lt;br /&gt;
NPC Teacher: William Poole&lt;br /&gt;
&lt;br /&gt;
*Dementia Pracox (Dementation 5, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Malkavians are notorious for messing with the minds of their victims.  This combination discipline was developed by members of the clan to reach into the mind of their victims and flood it with self-doubt and despair.  The end result of which makes it nearly impossible for the victim to concentrate or focus.&lt;br /&gt;
&lt;br /&gt;
System: The Malkvian character spends 1 willpower trait to activate this combination discipline.  Engage your target in a contested Mental Challenge retested with Empathy.  If you succeed the target may only defend in Mental Challenges they engage in (This has no effect on any other type of challenges).  If the target wishes to take an aggressive mental action they may spend 1 willpower per action to negate the effect of this combination discipline to do so.  This power lasts one scene or an hour.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
&lt;br /&gt;
*Fractured Mind (Dementation 4, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Members of clan Malkavian developed this unique combination discipline to attack their victims and drive them even further into madness.  Those unlucky enough to be assaulted by a Malkavian with this power find their very will to live to driven away. Worse off, those who suffer from active insanity find its effects even more potent..&lt;br /&gt;
&lt;br /&gt;
System: The Malkavian character spends 1 blood trait and engages the target in a contested mental challenge retested with Empathy.  If you succeed the target loses 3 temporary willpower traits and an additional willpower per trait per active derangement they have at the time this power is used.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*The Great Prank (Demenation 5, Auspex 5)&lt;br /&gt;
&lt;br /&gt;
At the Convention of Thorns the Malkavian clan performed the Great Prank; a power used to strip all Camarilla Malkavians of their power of Dementation.  Since that time the Prank has ended and Dementation returned once more to the clan.  Some Malkavians, however, developed this combination discipline in an attempt to recreate what was done during the convention of thorns.  This power allows a Malkavian to reach into the mind of their victim and strip the powers of Dementation from them should they possess them; for a time.&lt;br /&gt;
&lt;br /&gt;
System:  The Malkvian character spends 1 willpower trait and engages the target in a contested Mental Challenge retested with Empathy.  If the character with this combination discipline succeeds; the target may not use any levels of the Dementation Discipline and Dementation combination disciplines they possess for the next scene or an hour.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
&lt;br /&gt;
===Nosferatu Antitribu===&lt;br /&gt;
NPC Teacher: Lorenzo Salazar&lt;br /&gt;
&lt;br /&gt;
*Urban Legend (Obfuscate 3, Presence 2)&lt;br /&gt;
&lt;br /&gt;
The Creeps of the Nosferatu Antitribu revel in the horror their appearance instills in others.  Members of the Sabbat Nosferatu often use their skills in Obfuscate and their appearance to create legends among the mortals of mythical monsters that hunt and kill humans in the modern nights.  As a result, some Creeps developed this combination discipline that allows them to mystically create an appearance of their choosing, that of a monster, and attach an aura of pure dread and nightmare to it.  As a result all who see this monster tend to run in terror or have a hard time acting.  Some will even trip and fall as they run in panic.  The downside of this combination discipline, there is in no way that it can ever be used in a manner that isn’t a breech of the masquerade.&lt;br /&gt;
&lt;br /&gt;
System:  The character must spend 1 blood trait when activating Mask of a Thousand Faces to activate this combination disciplines.  Once activated, for the next scene or an hour any character who sees the Nosferatu with this combination discipline must make a Courage Challenge difficulty 5 (they may not spend a willpower to automatically negate this challenge) or a willpower challenge at difficulty 10.  Those that fail must flee immediately from the Nosferatu with this power active.  Even those who succeed, are two traits down in all challenges made against the character.  The only means to prevent this effect is if the person viewing them can pierce their mask of a thousand faces.  Those that do so, are then immune to this effect for the next scene or an hour.  This combination discipline may only be learned by Nosferatu Antitribu characters. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
&lt;br /&gt;
*The Shape (Potence 3, Animalism 3)&lt;br /&gt;
&lt;br /&gt;
A creep who masters this combination discipline learns to tap into their own clan curse for strength and power.  The Nosferatu Antitirbu calls upon his beast to enhance his own monstrous appearance and form.  The Creep grows in strength, size, and deformity.  Each Creeps form is different from one another, as the creep can select new Nosferatu deformities when this form is taken. This combination discipline is often used by the Nosferatu Antitribu to help build their own urban legend among mortals, to hunt and kill.&lt;br /&gt;
&lt;br /&gt;
System: The character spends 2 blood traits to activate this power for the next scene or an hour.  During that time the character gains the Physical Traits Deadly, Vicious, and Brutal.  Additionally the character gains one of the following Nosferatu merits for the next scene or an hour:&lt;br /&gt;
&lt;br /&gt;
Lizard Limbs, Long Fingers, Oversized Fangs, Piscine, Slimy, Gaping Maw, Projectile Vomiting, Tough Hide, Foul Blood, Patagia, Monstrous Maw&lt;br /&gt;
&lt;br /&gt;
If the character already has the selected merit when using this power, double the mechanical effects it grants if any.  I.e. If a Nosferatu Antitribu already has the Tough Hide merit, and selects Tough Hide again, They would gain an additional bruised health level on top of the normal one the merit grants.  This power is a shape changing power.&lt;br /&gt;
&lt;br /&gt;
This combination discipline may only be learned by Nosferatu Antitribu characters.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Phantom Menace (Animalism 3, Obfuscate 3)&lt;br /&gt;
&lt;br /&gt;
Since time immemorial, the Nosferatu have remained hidden from the world.  Malformed and hideous, they have sought refuge both underground and under the shadows of their blood power.  This has given them utter mastery of the ability to remain hidden, surpassing that of other clans who use it as a tool rather than a survival tactic.&lt;br /&gt;
&lt;br /&gt;
System: Once learned this power is always active.  Those attempting to break your Obfuscate no longer add in their levels of Auspex or bonuses from other supernatural sensory powers.  This has no effect on abilities, Merits, or bonus traits derived from sources other than supernatural powers.  Additionally, the Nosferatu may spend a Mental Trait to retest any Obfuscate-related challenge.  This combination discipline does not negate the ability of Auspex (or Similar Powers) to “See the Unseen” they will simply no longer gain bonus traits etc from them.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
===Ravnos Antitribu===&lt;br /&gt;
NPC Teacher: Eddie the Cheater&lt;br /&gt;
&lt;br /&gt;
*Mirror Image (Obfuscate 3, Chimerstry 2)&lt;br /&gt;
Master of Illusion and confusion, some Rogues have developed this discipline technique to confuse and confound their enemies.  By creating illusionary copies of himself, the Ravnos Antitribu can appear to have an army of himself at his beck and call.  Though these illusions can not actually harm or truly interact they make for a great distraction and frightening ones enemy. &lt;br /&gt;
&lt;br /&gt;
System: For 1 Willpower, the wielder of this power can create up to his Subterfuge ability rating in intangible copies of herself. These copies of herself can cause no actual physical harm or damage, but can cause a great amount of confusion against attackers.  For the remainder of the scene or an hour the Rogue gains 1 free retest to use in combat challenges equal to the number of illusionary copies of himself.  Once a retest is used, it is expended and this power may only be activated once per scene.  With Obfuscate 4, this power allows the character to disappear, leaving between 1 or more of the intangible images in her place.  This effect grants the Rogue a free retest on all Obfuscate challenges to vanish only.&lt;br /&gt;
&lt;br /&gt;
XP: 8&lt;br /&gt;
&lt;br /&gt;
*Dance of Gehenna (Animalsim 5, Auspex 4)&lt;br /&gt;
Members of the Ravnos Antitribu bloodline created this power based off their experiences during the Week of Nightmares.  As Ravnos attacked Ravnos in a blood frenzy; those who survived decided to use that knowledge to create this ability.  By combining their skills with Animalism and subtly effecting the targets mind in a frenzy; they can direct their victims to unleash their frenzy on whomever they desire.&lt;br /&gt;
System:  Once the character has successfully used Drawing Out the Beast on a target they may then spend 1 willpower and engage the same target in a contested Social Challenge.  If they succeed they may tell the target who their frenzy is targeted against.  The target will then direct all their frenzy actions on the target designated by this power until the frenzy ends.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*The Beast Within (Animalism 2, Fortitude 2)&lt;br /&gt;
Your affinity with the animalistic side of the Kindred gives you some power over it in others. In particular, you can draw upon a victim&#039;s bestial nature and force him to give in to this darker side. Members of the Ravnos Antitribu developed this combination discipline to draw out their enemies greatest fears and force them to the surface.  &lt;br /&gt;
System: This Discipline allows you to activate one of an opponent&#039;s Derangements (the victim chooses which one) if you can defeat him in a Social Challenge. You need not know any of your target&#039;s Derangements, but if you do, you need not risk one of your Social Traits when trying to activate that particular Derangement (knowing his Derangement takes the place of your Social Trait during your initial bid). If you should fail in the attempt to use Beast Within against a target, you may not try to use it again on her that evening.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
&lt;br /&gt;
===Salubri Antitribu===&lt;br /&gt;
NPC Teacher: Silas&lt;br /&gt;
&lt;br /&gt;
*Fury of the Forgotten (Potence 5, Valeren 5)&lt;br /&gt;
One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles.  Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs.  The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack.  Meaning Carrier attack powers may now work with Vengeance of Samiel.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 10&lt;br /&gt;
&lt;br /&gt;
*Deny the Usurper (Auspex 3, Valeren 3)&lt;br /&gt;
The Furies are the notorious enemies of Clan Tremere.  They view them as the great enemy to exterminate at all costs.  By exploring their gifts of Valeren the Salubri Antitribu have learned this technique to aid in their protection against the Blood Magics of the Tremere.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  During that time the character gains a free retest in all challenges to defends against Blood Magic used against them. This retest is not used up upon use, and repeats for the scene or an hour.  Though they may not use it more than once in a challenge.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
&lt;br /&gt;
*Legacy of Blood (Auspex 4, Valeren 4)&lt;br /&gt;
The Salubri Antitribu carry a legacy of death on their shoulders.  This rage drives the very fury of the bloodline.  This combination discipline developed by them allows them to strike vengeance and pain into all those who sought to destroy their clan.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  During that time the character gains 3 bonus traits on all Melee attacks and all attacks made with a Melee weapon do aggravated damage.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
===Toreador Antitribu===&lt;br /&gt;
NPC Teacher: Mistress Callisto&lt;br /&gt;
&lt;br /&gt;
*Exquisite Torture (Presence 3, Vicissitude 3)&lt;br /&gt;
As master of the art of inflicting pain the thorns of the sabbat have developed a unique ability to extend their suffering on others nearly indefinitely. By combining the arts to mold flesh and make it permanent the throne learns how to permanently alter the pain receptors of an individual.  Even the undead are not immune to their painful touch.&lt;br /&gt;
&lt;br /&gt;
System: You must have your target subdued and restrained to use this combination discipline.  Once you do you may engage in a contested Physical Challenge retested with Torture against the target.  If you succeed you may spend 1 permanent willpower trait.  If you do the target suffers the wound penalties they are suffering permanently and may not be negated in any way.  This effect lasts until you choose to end it and gain back your point of willpower spent.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
&lt;br /&gt;
*Feel No Pain (Presence 3, Fortitude 3)&lt;br /&gt;
&lt;br /&gt;
As the true masters of the art of pain, members of the Toreador Antitribu have taught themselves how to deaden their nerves and feelings to such things when inflicted on them.  They quite literally feel no pain no matter what causes it.  To them, they consider such efforts pathetic as only a Toreador Antitreibu can truly inflict or understand it.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline always considered active.  You never suffer the effects of wound penalties regardless of their source or supernatural power that inflicts even the mechanical effects of wound penalties. &lt;br /&gt;
&lt;br /&gt;
Xp Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Decadence in Grotesquette (Presence 5, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
This art developed by the Toreador Antitribu empowers their displays of monstrous to such a degree they become social paragons for a time and all are forced to recognize them.  By making a shocking display or form of custming the Thorn extends his emotions and grandeur over a crown and make themselves appear more shocking and horrifying beautiful.  &lt;br /&gt;
&lt;br /&gt;
System:  The character must make some sort of Grotesque and Monstrous physical display on their person to use this power.  Once they do they may spend 1 willpower trait to activate this power the next scene or an hour.  During that time the character may add their permanent Torture ability rating in Bonus traits to all Social challenges.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Telyavelic Tremere===&lt;br /&gt;
NPC Teacher: Janina Lanka&lt;br /&gt;
&lt;br /&gt;
*Call the Ancestors (Auspex 4, Sielanic Thaumaturgy 4)&lt;br /&gt;
&lt;br /&gt;
The Telyavelic Tremere carry with them a legacy of their faith from Lithuania.  They care deeply about both their mortal and vampiric ancestors.  As such, members of the bloodline developed this combination discipline to call up the souls of their deceased ancestors gain knowledge and insight they themselves may lack.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power the next scene or an hour.  Once activated the character selects 3 abilities he would like access to.  These abilities may distributed in any manner and may increase their own abilities beyond their generational maximum as well.  Storytellers are the final authority if an ability is allowed to be gained from this power.  Additionally, this power does not stack.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Might of Telyavel (Auspex 3, Sielanic Thaumaturgy 3)&lt;br /&gt;
&lt;br /&gt;
The Blood of the Telyavelic Tremere is tied forever to the god Telyavel.  It gives them strength and purpose.  Members of the bloodline developed this combination discipline to draw on that connection and gain strength from their god for a small amount of time.  Once used, the Telyavelic Tremere takes on aspects of the God and their form will even shift and change to reflect it.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 3 blood traits to activate this power which lasts a scene or an hour.  During that time the character gains 3 bonus traits to distribute among their attributes as they see fit.  Once selected these bonus traits may not change categories and this power may not stack.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Blood of Telyvael (Presence 4, Sielanic Thaumaturgy 4)&lt;br /&gt;
&lt;br /&gt;
The Telyavelic Tremere developed this unique combination discipline to draw power from their god to increase the potency of their blood for a longer time then even normal.  By channeling their blood magics and calling to Telyvael they may defeat some of the limitations of the Path of Blood, but only at great cost and sacrifice. &lt;br /&gt;
&lt;br /&gt;
System:  The character may spend 1 permanent willpower trait to activate this power.  If they do, they are allowed to use the power Potency of Blood for a second time in a night.  They may not use this power more than once a night in of itself.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 9&lt;br /&gt;
&lt;br /&gt;
===Ventrue Antitribu===&lt;br /&gt;
NPC Teacher: Meyer Lansky&lt;br /&gt;
&lt;br /&gt;
*Blood Regalia (Fortitude 5, Potence 5)&lt;br /&gt;
&lt;br /&gt;
In nights past, the Knights of the Blood of the Ventrue developed this combination discipline.  With some of the Knights of the Blood defecting to the Sabbat they keep the secret of this combination discipline alive among them.  They learned to channel the strength of their blood within their bodies to great them a tremendous advantage in fighting for a brief time.  Giving the Order of the Blood an advantage over lesser foes.  The blood of the Ventrue Antitribu rises to the surface to form blood colored layers of mail armor over the ventrue.  In addition their muscle mass increases and their speed heightens to new levels during this time as well..  Indeed seeing a Ventrue Antitribu in the Blood Regalia is a sight to behold.  &lt;br /&gt;
&lt;br /&gt;
System:  This power is considered a form changing power.  The character may spend 1 blood trait for a single armor health level or a single Brutal Physical Trait for the next scene or an hour.  A character with this power may spend a maximum of 5 blood for armor and 5 blood for Brutal Physical Traits. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
&lt;br /&gt;
*Calming Mind (Auspex 3, Dominate 3)&lt;br /&gt;
&lt;br /&gt;
Developed by the Ventrue Antitribu of the Order of the Trinity, these vampires have mastered away to combine the insight of Auspex and commanding power of Dominate to force a vampire to end a fear frenzy.  Most vampires who practice this art use it to prove their divinity to members of the church by performing miracles.  &lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 Willpower trait and makes a static Mental Challenge difficulty 8 rested with Intimidation.  The character using this power need only see his target to use it.  If they succeed the victim suffering a fear frenzy immediately ends that frenzy.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*True Flame (Auspex 4, Presence 5)&lt;br /&gt;
&lt;br /&gt;
Developed during the Anarch Revolt; this combination discipline continues to be taught and used by the Ventrue Antitribu in the modern nights.  Long ago; these anarch venture learned to channel the power of the beast and the fire of passion within their blood.  Once focused and turned inwards this combination discipline allows the Ventrue Antitribu to gain strength from the fire of their convictions and seem more intimidating and feral in their stature. &lt;br /&gt;
&lt;br /&gt;
System:  To activate this combination discipline the character must spend 1 blood trait and make a Self-Control/Instinct challenge at difficulty 4.  If the character fails this challenge they enter frenzy; if they succeed they gain the following benefits for the next scene or an hour.  The bonus social traits Intimidating x2 and the bonus Physical Traits Brutal x2&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
==Black Hand Combination Disciplines==&lt;br /&gt;
These combination disciplines are only available to members of the Black Hand. Additionally, to qualify for them, the Black Hand Member must be of the correct role allowed for each.&lt;br /&gt;
&lt;br /&gt;
===Shakari Combi===&lt;br /&gt;
*No Trace (Obfuscate 4, Auspex 3)&lt;br /&gt;
The true skill of an Assassin is the art of the stealth kill.  However, one other key aspect is the ability to get away with the assassination when completed.  As a result the Shakar of the Black Hand developed this skills as a means to cover up their own tracks after performing a hit.  By blending the arts of Obfuscate to conceal and the skills of Auspex to absorb and sense emotions the Shakar can leave an area they have recently blank void of any actual evidence of their presence having ever actually been there.  Instead those searching will only find evidence to suggest a non-descript culprit did the deed instead of the Shakar.&lt;br /&gt;
&lt;br /&gt;
System: The user spends 1 permanent willpower trait and removes all sources and means by which for anyone to gain factual information about the user from a location.  This power is used after a scene. no powers such as, but not limited to, eyes of the past, spirits touch, spirits in another realm etc will reveal in any investigations who the user of this power was or even that this power was used.  Images and information appear vague and nondescript for those investigating a scene the character was in. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: Rashid Stockton&lt;br /&gt;
&lt;br /&gt;
===Magi Combi===&lt;br /&gt;
*Imbue the Mark of Vengeance (Vicissitude 3, Blood Magic 5)&lt;br /&gt;
The mystical crescent moon mark of the Black Hand has many legends and myths associated to it.  Some claim the Seraphim can use the mark to affect it agents; speaking to them or even casting their powers upon them.  Some rumors even claim that through the mystical crescent moon tattoo the Seraphim can call to them any who bear it or slay any they desired.  While these are many of the legends among the Black Hand; this Combination discipline does call upon the mystical nature of the Black Hand tattoo.&lt;br /&gt;
&lt;br /&gt;
System: Those who know of this combination discipline can bestow upon those who undergo it with some of their mystical might.  The recipient of the Combination Discipline must possess no Blood Magic themselves in order to benefit from it, and obviously most also be members of the Black Hand (as one of the key components of the ritual requires the crescent moon tattoo).  Once a member of the chosen is selected to undergo this power the magi performs the Japanese art of Irezumi (the tattooing art of placing ink underneath the skin).  This painful form of tattooing requires an hour to perform and the recipient must perform a Self-Control/Instinct challenge at difficulty of 4 to endure the pain (failure means the power fails).  The Magi mixes his own blood with the ink he inserts into the crescent moon tattoo.  Once finished the magi may then cast one of his blood magic powers (not path, just one level of it, and only one at a time) upon the recipient.  This spell remains dormant in the recipients tattoo until he decides to activate it.  Once used, the recipient would need to undergo the process again to have another use of the spell or an entirely new one.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 8&lt;br /&gt;
Teacher: Dr. Morrow&lt;br /&gt;
&lt;br /&gt;
===Watch Commander Combi===&lt;br /&gt;
*Guidance of the Eagle (Presence 3, Auspex 4)&lt;br /&gt;
A Watch Commander is expected to motivate and lead those agents under their watch.  As a result this combination discipline was created by the chosen as means to mystical aid those agents under a Watch Commander. Using the ability to manipulating emotions and force of Auspex a Watch Commander’s words can inspire agents beneath them to accomplish nearly impossible deeds they may have otherwise failed.&lt;br /&gt;
&lt;br /&gt;
System:  The user of this power may spend 1 willpower to grant an ally a retest on the next immediate challenge they throw.  This retest must be used on the characters next challenge or it is lost.  Each time the user of this combination discipline wishes to grant an ally a retest they must spend a willpower trait for each.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: The Colonel&lt;br /&gt;
&lt;br /&gt;
===Emissary Combi===&lt;br /&gt;
*Zillah&#039;s Grace (Presence 3, Obfuscate 3)&lt;br /&gt;
The Emissaries of the Black Hand are expected and trained to social and political masters of the Sabbat.  Their jobs require them to negotiate all black hand deals and any other matters related to the rest of the Sabbat and the chosen.  As a result Emissaries of the Black Hand developed this combination discipline to accent their own training and skills making them potent and forceful to others.  By calling upon the grace of presence masked with the slyness of Obfuscate the Emissary appears far more charming, clever and charismatic; while at the same time protecting themselves from the manipulations of others.&lt;br /&gt;
&lt;br /&gt;
System:  The user spends 1 willpower to activate this combination discipline for the next scene or an hour.  During that time the user gains a number of bonus traits to all social challenges equal to their permanent Leadership Ability rating.  Additionally they win all ties defending in social challenges to manipulate their emotions.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
Teacher: Hagar Stone&lt;br /&gt;
&lt;br /&gt;
===Remover Combi===&lt;br /&gt;
*Obsidian Juggernaut (Potence 5, Fortitude 5)&lt;br /&gt;
Remover Combi&lt;br /&gt;
&lt;br /&gt;
The Removers of the Chosen are expected to deal with any threat and clear any path needed for the rest of the Black Hand.  As a rather dangerous job, Removers are expected to come under a lot of fire and attack.  To survive such punishments, the Removers developed this combination Discipline.  Calling upon their inner strength and combining it with their supernatural resilience a Remover may shrug off most blows that would bring down a lesser Cainite.&lt;br /&gt;
&lt;br /&gt;
System:  This power costs 3 blood and 1 willpower to activate.  For the next scene or an hour the user may reduce all incoming damage they receive by one level.  Additionally the character is considered to automatically win all tests for the Fortitude powers Resilience and Resistance while this power is in effect.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
Teacher: Gabriel de Cambrai&lt;br /&gt;
&lt;br /&gt;
===Census Taker Combi===&lt;br /&gt;
*Spy Master (Obfuscate 3, Auspex 4)&lt;br /&gt;
While the job of a census taker is to gather information; in reality their job is much more of that of a spy.  They gather any and all intelligence for the needs of the chosen.  Certain Census Takers have crafted this combination discipline as means to subtly gather the intelligence information required of them.  &lt;br /&gt;
&lt;br /&gt;
System:  This power costs 3 blood and 1 Willpower to activate.  For the next scene or an hour the user may extend their senses up to 1,000 feet.  While extended the user of this combination discipline acts if he was in the area himself, though they may not use any other powers through this combination discipline. The vampire sees, hears and senses everything in the area as if he was there himself. &lt;br /&gt;
&lt;br /&gt;
Xp Cost: 6&lt;br /&gt;
Teacher: Lubomira Hradok&lt;br /&gt;
&lt;br /&gt;
===Chaplin Combi===&lt;br /&gt;
*Faith of the Dark Father (Animalism 3, Dominate 2)&lt;br /&gt;
In charge of the spiritual well being of their fellow chosen; the priests of the black hand created this combination discipline to help members of the faction to steel their beasts in the fires of battle.  By reading from the book of nod and conversing with each agent with words of wisdom from caine they wish to aid; the chaplin can quell a vampires beast as they prepare to enter battle.  There after the chosen who have spoken with the chaplin need not fear their beasts taking over them at crucial moments.  Indeed even supernatural means to provoke a vampires beast fail against those inspired by the Chaplin. &lt;br /&gt;
&lt;br /&gt;
System:  The user may spend 1 willpower trait per person they wish to benefit from this combination discipline.  For the next scene or an hour those under the effects of this combination discipline cannot frenzy nor be made to do so even by supernatural means.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher: Kestrelle Hayes&lt;br /&gt;
&lt;br /&gt;
===Artificer Combi===&lt;br /&gt;
*Dark Father&#039;s Forge (Potence 4, Auspex 4)&lt;br /&gt;
The master forgers of the Artificers of the Black Hand are expected to create and provide the best equipment possible to other members of the Chosen.  As a result the Artificers of the Chosen created this combination discipline to craft items of a limited mystical property.  Using their forges and tools an Artificer can use their supernatural strength during the forging process and imbue some their spiritual strength and heighted abilities from Auspex minor mystical items for tools for members of the Black Hand to use in their mission.&lt;br /&gt;
&lt;br /&gt;
System: a user with this combination discipline may create items of some mystical power.  Each item the user wishes to create requires a crafts challenge at a difficulty assigned by the storyteller.  Additionally each item created costs 1 permanent willpower to create. Items created by this combination discipline gain a mystical effect no greater than a basic level power.  For someone to access the mystical ability of the item they must spend willpower to activate it for a scene.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 10&lt;br /&gt;
Teacher: Gatjil Munyarryun&lt;br /&gt;
&lt;br /&gt;
==Invocations of Caine==&lt;br /&gt;
In the Dark Ages of the Vampire world many creatures practiced the Incantations of old. Through the insights and skills of Sabbat Rights they were able to adapt the old practices of Incantations to the faith of the Sabbat. As a result, this merit functions exactly like the Incantations merit but only the following may be purchased from it. New Invocations may be made in time, but take great skill to create and master (these require Storyteller approval). To maintain this merit the vampire must be a sabbat priest with a morality rating of 7 or higher. The Invocations of Caine Merit is just another name for the Incantation Merit (2pt Supernatural Merit). Your character learns a single Incantation. This Merit may be purchased during play several times, each for a new Incantation. This costs six experience points. Once the character learns an Incantation, he may use it by following this procedure:&lt;br /&gt;
&lt;br /&gt;
*Ritual Requirements: Each Incantation can only be cast in a particular time, place, or both, such as at under the full moon or at a murderer’s grave. The Incantation also requires specific materials: certain herbs, say, or worms&lt;br /&gt;
boiled in a cauldron. Only then can the witch perform ritual acts to rouse the Incantation’s magic.&lt;br /&gt;
&lt;br /&gt;
*Circle, Amulet, or Potion: The priest must decide whether the Invocation of Caine&#039;s power affects an area (circle), is bound to an object that can be moved (amulet), or is stored within an object that is later consumed (potion). Invocations of Caine possess one great limit compared to other forms of magic, in that they cannot truly affect distant targets unless an amulet or potion is brought to its location. Note that “circle,” “amulet,” and “potion” are examples and general names, and a length of red string that expends its magic when tied to someone might count as a “potion” for rules purposes. A circle need not be truly circular, but can define a space with no more than a 15 meter radius. An amulet is transferrable, and can be stolen from or secreted on a person.&lt;br /&gt;
&lt;br /&gt;
*Willpower Expenditure and Roll: At the ritual’s conclusion, spend one point of the Priests Willpower and Make a Static Willpower challenge at difficulty 8. Only one success is required to bring about the Invocations of Caine&#039;s full effect. If the challenge fails, nothing happens, but the materials are no longer fit for the Invocations of Caine, and must be replaced if the priest wants to make another attempt. &lt;br /&gt;
&lt;br /&gt;
*Invocations of Caine and Other Magic: Invocations of Caine cannot undo the effects of Path magic, Disciplines, and Awakened magic. They’re inferior to all of these, and these forms of magic can undo Incantations using their usual systems for countermagic, as if each Invocations of Caine were a one-dot power that scored one success.&lt;br /&gt;
&lt;br /&gt;
*Duration:  Unless stated otherwise any effects last a scene or an hour.  Once used up the Invocation of Caine would have to be cast again.&lt;br /&gt;
&lt;br /&gt;
*Approval:  This Merit requires Sabbat Coordinator Approval&lt;br /&gt;
&lt;br /&gt;
===Sample Invocations of Caine===&lt;br /&gt;
*Crucible of Blood&lt;br /&gt;
Ritual Requirements: Blood of a 7th Generation or Lower Vampire&lt;br /&gt;
&lt;br /&gt;
System: The elder Sabbat priest may anoint themselves or another member of the Sabbat with their blood, the blood of caine. In prayer to the Dark Father this blood leaves a mark on the flesh of the vampire in the form of an Enochian Symbol. The recipient gains 1 blood trait outside of their normal blood pool they may use at any time. Once used, this ritae would need to be cast again.&lt;br /&gt;
&lt;br /&gt;
*Blood Resistance&lt;br /&gt;
Ritual Requirements: Charred pieces of Gopher Wood&lt;br /&gt;
&lt;br /&gt;
System: To perform this ritae the Elder priest must recite their lineage back to Caine and any of those who partake must do so as well. Once complete, the priest performs a ritual ceremony to bolster their defenses to the Gifts of Caine based on the Dark Father’s Master. Those who undergo this ritae gain a free retest on all challenges to defend against Disciplines used against them. This effect lasts for one night.&lt;br /&gt;
&lt;br /&gt;
*Caine&#039;s Sanctity&lt;br /&gt;
Ritual Requirements: Blood of the Enemy of the Sabbat&lt;br /&gt;
&lt;br /&gt;
System: The performing elder priest of the sabbat consecrates a place or temple to the Dark Father. They must spill the blood of their enemies on the ground and invoke the might of the dark father. Once complete, those who are not Sabbat who wish to enter must first defeat the caster in a contested willpower challenge.&lt;br /&gt;
&lt;br /&gt;
*Sanguine Exaltation&lt;br /&gt;
Ritual Requirements: Lupine Blood&lt;br /&gt;
&lt;br /&gt;
System: This ancient blood rite is performed by an elder priest of the sect that allows them increase the potency of their and others blood for a time. The sabbat vampires engaging must indulge in a valuderie together and invoke the power of the Dark Father in ritual. Once complete, the vampires blood pools increase by 3 over their maximum.&lt;br /&gt;
&lt;br /&gt;
*The Seraph&#039;s Wings&lt;br /&gt;
Ritual Requirements: Wings Feathers of a Ghouled Hawk&lt;br /&gt;
&lt;br /&gt;
System: The Elder Sabbat Priest invoked the names of the Angels that cursed caine and tempts them to do the same to them or others who particpate in this ritae. Each must face a challenge over the various curses laid upon caine. If they succeed, the vampire gains 3 additional steps of movement in combat for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
*Anointing the Bone&lt;br /&gt;
Ritual Requirements: Bone of a Black Spiral Dancer&lt;br /&gt;
&lt;br /&gt;
System: The Sabbat Elder priest crafts a knife from an animal Jaw bone. They recount the tale of Caine killing able as they do so. There after this creates a weapon that has the normal statistics of a dagger. It however, inflicts aggravated damage and steals 1 blood trait from a target with every strike it lands.&lt;br /&gt;
&lt;br /&gt;
*Armor of Caine&lt;br /&gt;
Ritual Requirements: Stone from a Golem&lt;br /&gt;
&lt;br /&gt;
System: The Elder Sabbat priest invoked a blessing from Caine in their battles against their enemy. Every participant must suffer a blow from the priest and not frenzy. Those that succeed reduce all incoming damage they receive in combat by 1 level for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
*Beyond Death&#039;s Touch&lt;br /&gt;
Ritual Requirements: The Weapon of a Murderer&lt;br /&gt;
&lt;br /&gt;
System: This Ritae is performed by the Elder Priest challenging Death itself to claim themselves or those they anoint with this power. The participating vampires must defeat a courage test at difficulty 5 to succeed. If they do, should the character be reduced to Torpor or Final Death; they may take 1 action before they do so. This ritae lasts 1 night.&lt;br /&gt;
&lt;br /&gt;
*Saint of Caine&lt;br /&gt;
Ritual Requirements: Relic of a Fallen Sabbat member. Morality rating 10&lt;br /&gt;
&lt;br /&gt;
System: Only vampires who reached the maximum of their Morality may undergo this ritae. Those that do are tested on their faith and beliefs. If they succeed in these challenges, the vampire gains the benefit of any aggressive action taken against the recipient must first defeat them in a contested willpower challenge. This effects only other Sabbat and also breaks the second the vampire takes a violent action against another member of the Sabbat. This power lasts for a scene or an hour and then would need be cast again.&lt;br /&gt;
&lt;br /&gt;
*Rain of Blood&lt;br /&gt;
Ritual Requirements: Blood of an Innocent who has died.&lt;br /&gt;
&lt;br /&gt;
System: The Elder Sabbat Vampire must be outside under the night sky to perform this ritae. They must invoke the tales of Gehenna and the end times from the Book of Nod. Once they complete the sky will start to rain blood in their location. Any vampire may drink this blood as an action when in combat and gain one blood trait. They may gain up to 5 blood traits from tis rain before they can no longer gain sustenance from it.&lt;br /&gt;
&lt;br /&gt;
*Sins of the Ancestors&lt;br /&gt;
Ritual Requirements: Blood of the Target.  Blood Incense used from a Palla Grande&lt;br /&gt;
&lt;br /&gt;
System: The vampire must drink the blood of their target and perform a mental challenge difficulty of 10 retested with Investigation. If they succeed they may gain a memory from the blood they are seeking, even if the target is unaware of the memory.&lt;br /&gt;
&lt;br /&gt;
*Gehenna&#039;s Judgement&lt;br /&gt;
Ritual Requirements: Blood Traits from the Target&lt;br /&gt;
&lt;br /&gt;
System: The vampire locks eyes with their target and curses them with words spoken to Caine. They must make a contested mental challenge retested with occult. If they succeed they may spend 1 (or More) point of temporary willpower and inflict a corresponding number of aggravated damage against their target.&lt;br /&gt;
&lt;br /&gt;
*Voice of Caine&lt;br /&gt;
Ritual Requirements: The full lineage of the vampire they wish to use this on. Written in blood on 100 year old parchment &lt;br /&gt;
&lt;br /&gt;
System: The vampire priest closes their eyes in soft mediation dwelling on the line of caine for some time. Once they finish the vampire will know when their name is spoken and hear it called from the voice that speaks it. This effect lasts for one night.&lt;br /&gt;
&lt;br /&gt;
==Ritae==&lt;br /&gt;
===Gangs of New York===&lt;br /&gt;
New York was home to the third Sabbat Civil War and is infamously known for its covens fighting among each other for territory and resources in the city or political issues.  To avoid another all out war in the city; the clergy of New York developed this ritae.  Designed off the frame work of Monomacy; this ritae is performed under much the same rules and guidelines, but for entire packs rather than single Sabbat members.  A Priest of the Sabbat (A Pack priest, Bishop or Higher) who is not involved in the conflict must perform this ritae.  The start of which is brining all the packs involved in the conflict together for council to determine terms, weapons, place, and time.  Such uses of ritae often result in a large bloody conflicts in the hidden parts of New York, but when the battle is done; the issue is resolved without need for further bloodshed.&lt;br /&gt;
&lt;br /&gt;
System:  This Ignoblis ritae functions almost identically to the Monomacy Ritae.  However, rather than a one on one fight, this ritae allows for a Pack on Pack conflict.  Indeed, even several packs may face off against other groups of packs under this ritae (as long the number of packs on both sides are the same.).  Those who participate under this ritae can suffer Final Death legally in the Sabbat as the same a Monomacy. The victorious pack (or packs) gain the territory and possessions of the defeated packs (or packs).  A member of the clergy uninvolved in the conflict must perform this ritae. &lt;br /&gt;
&lt;br /&gt;
===Cry of the Damned===&lt;br /&gt;
Due to the dangers of the massive mortal population of New York; members of the cities clergy developed this ritae off the effects of the Palla Grande Ritae.  The Sabbat priest burns brazers similar to those during the High Holiday to spread a fine pink reddish mist throughout and area.  Mortals in that area will find their minds effected when vampires reveal themselves.  The vast majority of which will react in fear or panic when the Masquerade is broken in front of them but will forget the event later.  Only the strongest willed of mortals can act normally and fully remember the events of the Masquerade breech.&lt;br /&gt;
&lt;br /&gt;
System:  To perform this ritae the priest must burn the bones of a fallen sabbat member with the blood of a vampire in a brazer.  As the reddish pink mist leaves the brazers it will fill an area.  Any mortal in the area will react to any breaches of the Masquerade for the next scene or hour in the following ways depending on their willpower scores:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption&lt;br /&gt;
|-&lt;br /&gt;
! Willpower Score !! Forget? !! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1      || Yes     || The human faints, or collapses in fear unable to recall anything of the events.&lt;br /&gt;
|-&lt;br /&gt;
| 2     || Yes      || The human bolts, trying to put as much distance between himself and the vampires as possible. unable to recall anything of the events.&lt;br /&gt;
|-&lt;br /&gt;
| 3     || Yes      || The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear&lt;br /&gt;
|-&lt;br /&gt;
| 4     || Yes      || The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery, or even leaping at the “monster&lt;br /&gt;
|-&lt;br /&gt;
| 5     || Yes      ||  Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee&lt;br /&gt;
|-&lt;br /&gt;
| 6     || Yes      ||  The human will try to plead and bargain with the Vampire, doing anything possible so as not to get hurt&lt;br /&gt;
|-&lt;br /&gt;
| 7     || No, but will rationalize      || Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions&lt;br /&gt;
|-&lt;br /&gt;
| 8     || No, but will rationalize      || These people are dangerous, because they remember what they saw (more or less), and they might well investigate the matter further&lt;br /&gt;
|-&lt;br /&gt;
| 9     || No      || This human refuses to take anymore. She is afraid but angry, and she will remember the Vampire and probably even try to hunt it down;&lt;br /&gt;
|-&lt;br /&gt;
| 10     || No      || The human is not the slightest bit afraid or bothered by the Vampire. Even Ghouls aren’t this stoic, so Vampires tend to be very suspicious of such folks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===New York Fu*King City===&lt;br /&gt;
The Sabbat of New York, in particular the covens, are fanatical about their love for their city.  Priests of New York have developed this ritae to bolster the convictions of the sect within New York in times of need or celebration.  The priest gives a speech about both the Sabbat and New York city with fiery conviction.  Additionally the priest hands out a special concoction of blood that is flammable.  They ignite the blood and consume it as the end of the speech as it is in flames.&lt;br /&gt;
&lt;br /&gt;
System:  This ritae may only be performed for members of the Sabbat who call New York their home.  Once performed, for the next scene or an hour, the vampire gains 2 attribute traits of their choice which must be chosen at the time of performing this ritae and may not be changed.  These traits may go over generational maximums, but not passed max trait bid rules.  Additionally this ritae may not be stacked.  The priest performing this ritae must drink flaming blood.  To do so the priest must either pass a Courage 5 challenge or spend 1 level of the fire eating ability to automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Grand Synod Ritae==&lt;br /&gt;
The following Ritae were introduced at the Kings of New York Grand Synod event.  Characters were allowed to learn these Ritae from the event itself, and are free to teach them to others.  For a character who does not possess these Ritae, they must locate a character who does and is willing to teach them.  Please keep this in mind, as a character may not simply have any of the below Ritae without a proper chain of instruction.&lt;br /&gt;
&lt;br /&gt;
===Burial Rites===&lt;br /&gt;
Camarilla Propaganda supports that Sabbat is a mindless horde of vampire monsters who will take large groups of people, embrace them, and bury them alive.  This is largely incorrect to how the Sabbat actually makes new members of the sect.  However, in times of war the Sabbat will in fact mass embrace humans as a tactic.  This ritual was created to support that practice.  By burying the newly embraced mortal “alive” and forcing them to dig themselves up it strips away their humanity and makes them more likely to kill when needed.  These new vampires are known as False Sabbat and still must earn their creation rites.  Though those that do often have an easier time transitioning to the Sabbat’s paths of enlightenment. &lt;br /&gt;
&lt;br /&gt;
System:  Characters who embraced using the burial rites must through a Simple Challenge for each level of Humanity they have (this may reduce them to a minimum of 1 Humanity but not lower).  On a loss, they permanently lose a level of Humanity.  However, when and if the characters attempts to go onto a Path of Enlightenment; the character gains a free retest on challenged to transition to their new Morality.  This retest only applies to a transition from Humanity onto a Path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
===Red Wedding===&lt;br /&gt;
A hold over from an ancient Tzimisce tradition of vampiric political weddings, the Red wedding ritae is still practiced by some of the Sabbat who wish to either form a stronger bond among sect mates or even still for political reasons.  The Ritae itself requires a mortal wedding.  One of which the Sabbat invade.  The gathered Cainites proceed to brutally murder and terrorize the mortal wedding and turning it into a blood affair.  After which, the two cainites that wish to announce their bond to one another bath in the blood of the victims on the altar and solidify their “marriage”.  This is by no means a actual marriage between vampires, it is a mockery of the mortal tradition perverted by the Sabbat to make a statement over mortal traditions and the Cainite blood is stronger then words.&lt;br /&gt;
&lt;br /&gt;
System:  Characters that have undergone a Red Wedding develop a special bond that lasts until the vampire reaches final death.  When in the presence of the other character they have performed the Red Wedding with; the character is considered to have 1 additional temporary willpower trait that may go over generational maximums.  If this trait is spent, is does not return for one month.  This ritae does not stack with the Merits True Love or Loyalty. &lt;br /&gt;
&lt;br /&gt;
===Black Cathedral===&lt;br /&gt;
The Sabbat makes great use of religious fervor, and such, has a need for sacred places of worship. Small or nomadic groups create personal locations for pack Ignoblis, and the various dioceses may dedicate specific sites for larger Ritae. A Black Cathedral focuses magic like a prism, allowing priests to perform larger and more powerful Ritae. Black Cathedrals are permanent monuments to the strength and faith of the Sect. The Blood Bath to invest a Regent is a massive and unique rite, and can only be performed in a Black Cathedral. The raising of such a Cathedral is a rare and much-celebrated event. Three currently exist: one in Mexico City, one in Montreal, and one in Bucharest.&lt;br /&gt;
&lt;br /&gt;
System:  The actual effort to construct a Black Temple should require time and the effort of several characters to accomplish.  It is a major event for the Sabbat when a Black Temple is raised.  When completed and properly consecrated the priest performing this ritae spends 1 Permanent Willpower Trait to finish the ritae.  For gameplay purposes, regain a point of temporary Willpower for every hour spent in this location, up to your permanent rating. Also, the Black Temple serves as a protection against enemies that may be threatening the character. No supernatural enemy of the Sabbat may set foot inside this sanctuary, though this does not mean mortal agents of the enemy in question could not be directed to do so.&lt;br /&gt;
&lt;br /&gt;
===Embracing the Monster Within===&lt;br /&gt;
The Sabbat revels in the Beast and the power it holds.  This ritae is used to unlock that very potential.  The Sabbat priest must goad the Cainite before them to the razor edge of frenzy.  They must push the Sabbat seeking the power if this ritae to rile up their beasts and yet control them.  If the Sabbat member can control the coming frenzy and not fall to it; they grow in strength and power for a time. &lt;br /&gt;
&lt;br /&gt;
System:  This ritae lasts a scene or an hour.  During that time the recipients of the Ritae gain the Physical Traits Brutal, Ferocious, and Vicious.  However, you maintain this benefit the character must win a Self-Control/Instinct challenge at difficulty 4 each round of combat before the start of normal.  If they fail, the effects of the ritae end.&lt;br /&gt;
&lt;br /&gt;
===Faith in the Sword===&lt;br /&gt;
The Sword of Caine is fanatic cult dedicated to Gehenna.  The priest performing this ritae for a member of the Sabbat must invoke the prophecies of the end time.  They must express the purpose of the Sabbat itself and its coming victory in the Sabbat against the antediluvians.  Those who listen to the priests words find themselves emboldened for a time and defy almost any odds against them.&lt;br /&gt;
&lt;br /&gt;
System:  This ritae lasts for one night.  During that time, the character benefiting from this ritae may call upon it once a night to fully refresh their Mental or Social Traits they may have lost during the night.  They may only call upon this attribute refresh once per night and may not have this ritae cast on them more than once per night.&lt;br /&gt;
&lt;br /&gt;
===Dark Reliquiae===&lt;br /&gt;
This ritae was developed by members of the sabbat clergy on crafting and forging relics &amp;quot;holy&amp;quot; to the sabbat.  For the priest to create such a Dark Relic they first need an object of renown and importance to the sword of Caine as a whole.  Items once possessed by legendary members of the sabbat are often favored. some priests favor skulls and bones of fallen sabbat heroes whose names are written into the Litany of Blood.  Regardless, only true Relics of the Sabbat will ever work for this ritae, anything short a d the ritae itself utterly fails. Once a proper item for the relic is found by the priest they must spend several nights in offerings of blood over the item as they recite the deeds of the Cainites in question.  The priest also perform other ritae around the item and get other members of the sect to acknowledge the sects importance.  once complete, however, The Dark Relic is finally forged for use by the sect as a whole or can even be used by the Sabbat Inquisition in the crafting of their Iron Reliquaries.&lt;br /&gt;
&lt;br /&gt;
System:  Each Dark reliquiae is a unique and &amp;quot;holy&amp;quot; item to the sabbat. They are not created often or are common things. the player must truly find an item appropriate to the ritae, just any normal item will not suffice and the ritae will fail.  Regardless, the priest performing this ritae must spend 1 to 5 permanent willpower in the crafting of this Dark reliquiae. The traits spent then give the relic a rating equal to the permanent willpower traits spent.  this Rating adds additional levels of &amp;quot;True Faith&amp;quot; to anyone with the merit Mark of Caine (Rites of the Blood page 41), to a Maximum of 5.  Some examples of Relics and their ratings are below:&lt;br /&gt;
&lt;br /&gt;
*Ring of Melinda Galbraith (Rating 4)&lt;br /&gt;
*Thurible of Venere Carboni (Rating 3)&lt;br /&gt;
*Cross of Moncada (Rating 3)&lt;br /&gt;
*Tome of Goratrix (Rating 4)&lt;br /&gt;
*Fangs of Gorchist (Rating 5&lt;br /&gt;
*Dagger of Marozia d’Oscura (Rating 5)&lt;br /&gt;
*Skull of a Crusader (Rating 2)&lt;br /&gt;
*Fingerbone of a Fallen Packmate (1)&lt;br /&gt;
&lt;br /&gt;
The Creation of a Dark Reliquiae item must be approved by the Sabbat Coordinator&lt;br /&gt;
&lt;br /&gt;
===Altar of Caine===&lt;br /&gt;
The ritea of the Sabbat was designed and crafted by particularly cruel members of Clan Tzimisce and the Toreador Antitribu. The Sabbat priest will capture several mortals and painfully crafts and alters them with the abilities of Vicissitude into an Altar of sorts.  The priest will recite quotes from the book of nod as if they were holy prayers will crafting and creating this blasphemous altar.  When completed the priest will dedicate their blood and some of their very being to the Altar.  After which the Altar remains a terrifying if not potent “holy” artifact for members of the sabbat to drawn forth both passion and blood.&lt;br /&gt;
&lt;br /&gt;
System:  Crafting an Altar to Caine and performing this ritae costs the sabbat priest 1 permanent willpower.  Once created, the Altar may store a number of willpower points in it up to the priests Rituals Background or Ability (not both).  As long as any Sabbat member is within 10 feet of the Altar they may withdraw any number of blood traits or willpower traits that are stored in it up to the amount currently in the altar. Only those characters that are true Sabbat (i.e. Have the status Intiatied) may pray at the altar to draw out these temporary willpower traits.  Once withdrawn, the priest with the Altar of Caine Ritae may replenish the lost Willpower traits from the Altar in one of two ways: Priests who use the Altar in Ritae can expend any number of Temporary Willpower from themselves to fill the Altar while engaged in Ritae. Or, use the Torture ability on another to cause willpower loss that will drain directly into the Altar from a victim laid upon the Altar. &lt;br /&gt;
&lt;br /&gt;
===Rite of the Headhunter===&lt;br /&gt;
Collecting the skulls of their fallen vampire enemies is a tradition among the Sword of Caine.  It is a mark of pride in battle and killing the enemies of Caine.  These skulls are carefully taken care of, prepared and cared for by those who Headhunt.  Some members of the Sabbat clergy even developed this ritae to help with the practice.  A Skull from a fallen vampire enemy of the Sabbat is carefully prepared with this ritae and preserved.  Enochian carvings are made in the skull and blood soaked into the bone.  Any vampire who sees a member of the Sabbat who bears a Skull from this ritae adorned on them will instinctually feel terror and dread, that they might be next.&lt;br /&gt;
&lt;br /&gt;
System:  This ritae creates an item from the skull of a fallen enemy of the Sabbat vampire as a requirement.  When the skull is worn by a member of the Sabbat in some manner (either as decorative jewelry, or some craft it into a mask), those vampires who enemies of the Sabbat who can see the Skull made with this ritae, are two traits down in all brawl or melee combat with the member of the Sabbat who wears this item.  Those such affected by this, may spend 1 temporary willpower to be immune to this effect for one scene or an hour.&lt;br /&gt;
&lt;br /&gt;
===Vestments of Vileness===&lt;br /&gt;
This unholy article of clothing is a priestly vestment with a Sabbat blessing and curse upon it.  This ritae was crafted by the more necromantic members of the Sabbat that took the joy of rebellion against the Church one step further.  A Sabbat priest with this ritae must stalk, hunt, and kill a high ranking member of the mortal clergy.  After soaking the Priest’s garment in the blood of its victim, the Sabbat priest performs dark prayers to caine and removes the mortal clergy’s symbols form the robe and replaces them with symbols of the sabbat and books nod.  There after the Vestment allows any who wear it some limited interaction with the dead, but comes with a terrible curse for any Sabbat member who might still have mortal feelings.&lt;br /&gt;
&lt;br /&gt;
System:  The performance of this ritae creates the Vestment of Vileness magic item from The white wolf Sabbat books.  To create a Vestment of Vileness requires the priest to spend 1 permanent willpower to create one.  Additionally, the suggested updated mechanics for the Vestment of Vileness are below (as the original is based on Second Edition Vampire, where Necromancy was not a blood Magic).To activate the powers of the Vestment of Vileness costs 1 willpower for the next scene or an hour.  During that time the Sabbat priest can see into the shadowlands.  They are able to see, hear, and speak to any wraiths during this time.  Additionally, the Priest can spend 1 willpower point to give a command to a wraith he can see while this item is active.  The mechanics for this command are the same as the dominate level Mesmerism but only works on wraiths.  There is a curse on this robe, the curse dooms the owner to lose any loved one who touches the robe.  Any character who wears a Vestment of Vileness permanently loses the Merit True love if they possess it, and if they do not, may never purchase it.&lt;br /&gt;
&lt;br /&gt;
===Mark of Devotion===&lt;br /&gt;
Only the truly devout members of the Sabbat are recipients of this Ritae.  When a Sabbat priest finds a member of the sword of caine whose faith to the Sabbat is unquestionable and their actions drive the Sabbat forward will they reward them with this ritae, creating a mark for all others to succeed.  The Mark of Devotion itself is created from a mixture of blood and wax, stamped with the Ankh of the Sabbat.  From it will hang on dried flesh of a mortal particular quotes from the book of nod that have great meaning to the recipient.  Once the ritae is complete the weapons and armor worn by the warrior of the sabbat will share in some of the strength of the devotion from the one who bears such a mark.&lt;br /&gt;
&lt;br /&gt;
System:  The item crafted with this ritae must have its own item card.  This item may be applied to any weapon or armor.  If its applied to a weapon you may increase the damage or bonus traits (not both, you must choose) by 1.  If it is applied to armor, the health levels of the armor are increased by 1.  Weapons and armor may only benefit from one Mark of Devotion at a time.  A sabbat priest may only have a number of Mark of Devotions created equal to their permanent willpower rating.&lt;br /&gt;
&lt;br /&gt;
===Codex of The Dark Father===&lt;br /&gt;
Many Sabbat priests create their own tomes and books with passages from the book of nod, writings on the Ritae of the Sabbat, notes on the various Sabbat Path’s of enlightenment, and cataloging the history of the sect.  As a result, some Sabbat priests developed this ritae as a means to pour their faith and devotion to the sabbat into their writings.  The Codex of the Dark Father must be hand crafted by a Sabbat priest and written in blood.  Those who hold such a faithful tome experience some of the faith and art that went into it’s crafting, thus empowering their own morale resolve in the Sword of Caine.&lt;br /&gt;
&lt;br /&gt;
System:  This ritae creates an item that a sabbat priest can then carry with them.  When in possession of the Codex of the Dark Father the Sabbat priest can spend 1 temporary willpower to give himself or anyone within their line of sight a single retest on a Conscience/Conviction challenge they must make due to violating their morality or changing paths of enlightenment.  This must be activated before the challenge is thrown.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
&#039;&#039;&#039;Pinnacle (7pt. merit)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trappings of the Occult come especially easy to you. Select one Background from the following group: Allies, Arcane, Cult, Familiar (Lesser), Membership, Network, Occult Library, Retainers, Rituals, or Occult Status. You received one free dot in that Background, and your maximum Trait score in that Background may exceed normal Generational limits by one. Pinnacle may not be purchased multiple times for additional Backgrounds, nor may it be purchased alongside the Paragon merit.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
	</entry>
	<entry>
		<id>http://kony.ne-gamer.com/wiki/index.php?title=KoNY_Custom_Content&amp;diff=1713</id>
		<title>KoNY Custom Content</title>
		<link rel="alternate" type="text/html" href="http://kony.ne-gamer.com/wiki/index.php?title=KoNY_Custom_Content&amp;diff=1713"/>
		<updated>2025-12-09T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;Supersabbatst: /* Clan Ritae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kings of New York Custom Content==&lt;br /&gt;
Below you will find some unique Custom Combination Disciplines for Kings of New York.  Each one of these combination disciplines is possessed by a Kings of New York NPC.  Player Characters may learn these custom combination disciplines from these NPCs.  Only Player characters of the appropriate Paths of Enlightenment and/or Clans/Bloodlines may learn these combination disciplines and they may never be learned by those outside of those requirements.  Play Characters who wish to learn these combination disciplines but are not Kings of New York players may do so with their Staffs permission and agree to follow their requirements they may not be learned by those who do not possess the correct Paths of Enlightenment and or Clans/Bloodlines.&lt;br /&gt;
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==General Combination Disciplines==&lt;br /&gt;
*Smell of the Grave (Auspex 1, Animalism 1)&lt;br /&gt;
As vampires age their blood and beasts become more potent.  A trained vampire with this combination discipline can smell the very growing rot and decay of their vital organs and learn the true age of a vampire.  They need not even see the vampire, only be able to smell their presence to learn how old a vampire truly is.&lt;br /&gt;
&lt;br /&gt;
System:  Whenever you are in proximity of another vampire you may make a static Mental Challenge retested with Investigation against a difficulty of your targets permanent Mental Traits.  If you succeed, you may ask the target how old they are as a vampire and get a truthful answer even if they themselves do not know the answer in character. This power grants you the knowledge of how old a vampire is.&lt;br /&gt;
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XP Cost: 3&lt;br /&gt;
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Teacher Sabbat: Lorenzo Salazar&lt;br /&gt;
Teacher: Camarilla: Gerard Raffin&lt;br /&gt;
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*Call of Wormwood (Auspex 3, Animalism 3)&lt;br /&gt;
The final nights have arrived, bizarre and normally impossible supernatural powers have been appearing far more than they normally would. As a balance to this, some vampires have developed this combination discipline in contrast. The vampire calls upon the lingering energies of the red star and the end times. I&#039;m doing so they may deny and end these new bizarre supernatural abilities that have appeared in the final nights. &lt;br /&gt;
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System: you may spend 1 willpower trait to negate any owbn custom content that directly affects you. This is spent on a one for one basis. This combination discipline does not negate itself when used.&lt;br /&gt;
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xp cost: 6&lt;br /&gt;
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Teacher Sabbat: Eddie the Cheater&lt;br /&gt;
Teacher Camarilla: Adelaide Davis&lt;br /&gt;
Teacher Anarch: Boss Calihan&lt;br /&gt;
Teacher Independent: Bez Densirn&lt;br /&gt;
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==Paths of Enlightenment Combination Disciplines==&lt;br /&gt;
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===Path of Death and the Soul===&lt;br /&gt;
*Analyze the Cainite Soul (Auspex 2, Animalism 2)&lt;br /&gt;
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The very nature of the Path of Death and Soul is an obsession with Death and the true power it has over every soul.  In their research vampires of this path developed this combination discipline to better understand the soul of another.  By combing the arts of auspex and the understanding of the beast brought on by animalism the Cainite with this combination discipline can know what morality their target follows for their own studies.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  When you use the power Aura Perception you may now ask the following questions and get an honest answer:&lt;br /&gt;
•	What Morality do you follow and what level is it?&lt;br /&gt;
•	What are your Virtue Traits and their level.&lt;br /&gt;
This combination discipline only works if the character is on Path of Death and the Soul.&lt;br /&gt;
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XP Cost: 4&lt;br /&gt;
Teacher:  Enki&lt;br /&gt;
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*Summon Cainite Soul (Auspex 4, Presence 4)&lt;br /&gt;
&lt;br /&gt;
While not all members of the Death and the Soul Path are Necromancers, many are.  For those who are unable to learn the Blood Magic this combination discipline was developed by the path followers.  By extending their senses into the ether of the underworld the vampire can then exert his dominion of presence to summon the souls of any who have died.&lt;br /&gt;
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System:  The character spends 1 blood and 1 willpower trait to use this combination discipline.  They is combination discipline only works on vampires who have meet the Final Death and not been Diablirized or meet Golconda.  Once activated the Soul of the dead vampire appears to the user for the next scene or an hour.  During that time the vampire user may ask the soul questions and it must answer truthfully.  The summoned soul will not know anything it didn’t know in life.  The user cannot command the soul in any other way and it disappears into the ether after the scene or an hour.  Further Necromancy powers may not be used on a soul summoned with this combination discipline.  To use this combination discipline you need a sympatric link to them from life.  If the vampire meet final death via the ritual Kiss of the Asp; it will also not work.&lt;br /&gt;
This combination discipline only works if the character is on Path of Death and the Soul.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher:  Enki&lt;br /&gt;
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*Wisdom of the Damned (Auspex 3, Dominate 3)&lt;br /&gt;
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Vampires who follow the Path of Death and the Soul seeks to gain power and knowledge from their studies of the dead.  They spend many of their waking hours in occult research and study of the soul itself.  Many of the path find the dead offer great knowledge and insight.  It is upon this concept this combination discipline was developed.  Members of the path channel their connection to the dead to steal their knowledge for a time to empower themselves.&lt;br /&gt;
System:  The character with combination discipline may activate it with the cost of 1 willpower trait for the next scene or an hour.  During that time they gain the Mental Traits Cunning, Clever, and Insidious. &lt;br /&gt;
This combination discipline only works if the character is on Path of Death and the Soul.&lt;br /&gt;
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XP Cost: 6&lt;br /&gt;
Teacher: Enki&lt;br /&gt;
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===Path of Honorable Accord===&lt;br /&gt;
*Inspiration of the Blood (Presence 2, Dominate 2)&lt;br /&gt;
&lt;br /&gt;
The Knights of the Sabbat are some of the most inspirational warriors of the sect.  They hold to a dark code of honor and are the first to volunteer for battle.  Many legendary knights have rallied their fellow Sabbat to Crusade and watched as their will was near insurmountable.  This comes from this combination discipline developed by members of the path.  Their master over their own mind and emotions makes their will near unbeatable. &lt;br /&gt;
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System:  A character with this combination discipline may spend 1 willpower trait to automatically win any single willpower challenge they have to make.  This combination discipline may be used once per scene.&lt;br /&gt;
This combination discipline only works if the character is on Path of Honorable Accord.&lt;br /&gt;
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XP Cost: 4&lt;br /&gt;
Teacher: Jonas Van Cortlandt&lt;br /&gt;
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*Resolve of Battle (Fortitude 2, Presence 2)&lt;br /&gt;
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A true Knight of the Sabbat most hone is body and skill for all forms of battle.  They must be prepared for anything and to always move forward.  Followers of the Path of Honorable Accord developed this combination discipline to shrug off wounds in battle that would give pause to any other vampire.&lt;br /&gt;
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System:  Activating this combination discipline costs 1 willpower trait and lasts for a scene or an hour.  During that time the character is completely immune to any form of Stun effects.&lt;br /&gt;
This combination discipline only works if the character is on Path of Honorable Accord.&lt;br /&gt;
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XP Cost: 4&lt;br /&gt;
Teacher: Jonas Van Cortlandt&lt;br /&gt;
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*Fight as One (Auspex 4, Presence 3)&lt;br /&gt;
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A Knight of the Sabbat is only as good as the soldiers around him.  His strength comes from his pack and their code of milan.  It is this thought process that created this combination discipline.  By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.&lt;br /&gt;
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System:  When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour.  During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with.  This applies only to a mass combat against one target where the character is fighting with allies.  This bonus may not exceed 5 traits.&lt;br /&gt;
This combination discipline only works if the character is on Path of Honorable Accord.&lt;br /&gt;
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XP Cost: 9&lt;br /&gt;
Teacher: Jonas Van Cortlandt&lt;br /&gt;
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===Path of Feral Heart===&lt;br /&gt;
*Survival of the Beast (Animalism 3, Fortitude 3)&lt;br /&gt;
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For the vampires of Feral Heart survival is their top priority.  As the apex predators they will encounter others who would challenge their unlife.  Thus this combination discipline was developed by vampires that follow the Path of Feral Heart to better increase their odds of survival.  The vampire hones his beast in sync with his supernatural toughness to better stave off any deadly blow.&lt;br /&gt;
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System:  The character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour.  During that time the character gains a number of retests equal to their morality level in Path of the Feral Heart which may be used only when defending against attacks that deal damage.&lt;br /&gt;
This combination discipline only works if the character is on Path of Feral Heart.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher: Father Bronch&lt;br /&gt;
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*Conviction of Flame (Animalism 5, Fortitude 5)&lt;br /&gt;
&lt;br /&gt;
The Ferals teach that to master the curse of fire and overcome it will grant one great strength.  It is from this practice this combination discipline was created.  With complete mastery of their body and beast the fear of flame and sunlight not only no longer causes them fear; it empowers them.&lt;br /&gt;
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System:  The character must perform a Fire Dance first before activating this combination discipline.  Once they do so they may spend 1 willpower to activate this combination discipline for the next scene or an hour.  During that time the character is completely immune to any Rotshreck challenges they may have to throw and gain the Social traits Intimidating x2.&lt;br /&gt;
This combination discipline only works if the character is on Path of Feral Heart.&lt;br /&gt;
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XP Cost: 9&lt;br /&gt;
Teacher: Father Bronch&lt;br /&gt;
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*Bane of the Net (Animalism 4, Dominate 4)&lt;br /&gt;
&lt;br /&gt;
Vampires on the Path of Feral Heart despise technology.  They prefer to focus on the primal and primitive aspects of their nature and curse.  It is from a mastery of this mind set members of the path developed this combination discipline.  By extending their beast and mind they can create an aura around them shuts down all technology that may be near them.&lt;br /&gt;
&lt;br /&gt;
System: A character with this combination discipline may activate it by spending 1 willpower trait for the next scene or an hour.  If they do, all advanced electronics and technology fail to work automatically within a ten foot radius of a character.  Any piece of technology that has complex or multiple parts will fail.  Simple weapons like swords, knives, bows etc continue to function.&lt;br /&gt;
This combination discipline only works if the character is on Path of Feral Heart.&lt;br /&gt;
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XP Cost: 6&lt;br /&gt;
Teacher: Father Bronch&lt;br /&gt;
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===Path of Orion===&lt;br /&gt;
*Scent of the Hunter (Animalsim 3, Auspex 3)&lt;br /&gt;
&lt;br /&gt;
The great hunters of the Path of Orion are always seeking out new and greater prey.  A Hunter who cannot track is no hunter at all.  As a result vampires who follow the Path of Orion created this combination discipline to track their prey no matter where they may run off to.&lt;br /&gt;
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System:  A character with this combination discipline may spend 1 blood to activate it for the next scene or hour.  A character wishing to track another character must make a static Mental Challenge against a difficulty of the Character they are tracking’s permanent physical traits.  If the user succeed they know the location of the character they are tracking.&lt;br /&gt;
This combination discipline only works if the character is on Path of Orion.&lt;br /&gt;
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XP Cost: 6 Teacher: Ned Bronch&lt;br /&gt;
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*Heart of the Hunter (Animalism 3, Fortitude 2)&lt;br /&gt;
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Hunters on the Path of Orion who cannot control their beasts will always fail in a hunt.  They must master themselves and their beasts to gain full control and be calm and alert on a hunt.  As a result members of the Path of Orion developed this power to them an edge over their beasts when they might need it most.&lt;br /&gt;
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System:  A character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour.  During that time you gain a free retest in all virtue challenges to resist frenzy or rotshreck.  This retest is not consumed upon use and may be used in multiple challenges during a scene.&lt;br /&gt;
This combination discipline only works if the character is on Path of Orion.&lt;br /&gt;
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XP Cost: 5&lt;br /&gt;
Teacher: Ned Bronch&lt;br /&gt;
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*Thrill of the Hunt (Animalism 3, Presence 3)&lt;br /&gt;
&lt;br /&gt;
The Thrill of the hunt itself gives vampires who follow the path of orion great strength and purpose.  Its followers of this path made sure to develop this combination discipline to reflect they are the supreme hunters of the vampire world.  The vampire channels their own emotions for the hunt and mastery of their beast to give them amazing skills during their hunts. &lt;br /&gt;
&lt;br /&gt;
System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all challenges related to a hunt equal to their morality level of Path of Orion halved (round down).  These bonus traits only apply when the character is making challenges related to a prey they are hunting.&lt;br /&gt;
This combination discipline only works if the character is on Path of Orion.	&lt;br /&gt;
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XP Cost: 6&lt;br /&gt;
Teacher: Ned Bronch&lt;br /&gt;
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===Path of Power and the Inner Voice===&lt;br /&gt;
*Embolden the Legions (Presence 3, Celerity 3)&lt;br /&gt;
&lt;br /&gt;
The Unifiers present themselves as the primer leaders of the Sabbat.  While they may crave power they do so only through the skills of those beneath them.  If they are to succeed then their soldiers in Gehenna must succeed.  Building on the Combination Discipline Inspire Greatness; members of the Path of Power and the Inner Voice developed this combination discipline to lend their supernatural speed to those who serve them as well.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait per character they wish to use this combination discipline on.  For the next scene or an hour a character who receives the benefit of this discipline may use whatever levels of Celerity you possess as if they were their own for the next scene or an hour.&lt;br /&gt;
This combination discipline only works if the character is on Path of Power and the Inner Voice.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher: Ecaterina the Wise&lt;br /&gt;
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*Mastery of Obedience (Dominate 3, Potence 3)&lt;br /&gt;
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The Unifiers are well known for their skills and expectations of Obedience and loyalty from those beneath them.  This combination discipline was created by them to reflect this fact.  By combining their mastery of dominate with supernatural strength; few can resist their commands and power of words.&lt;br /&gt;
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System:  A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character gains a number of bonus traits on all dominate challenges equal to their morality rating in Power and the Inner Voice halved (round down).&lt;br /&gt;
This combination discipline only works if the character is on Path of Power and the Inner Voice.&lt;br /&gt;
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XP Cost: 6&lt;br /&gt;
Teacher: Ecaterina the Wise&lt;br /&gt;
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*Resolve of the Inner Voice (Dominate 3, Animalism 3)&lt;br /&gt;
&lt;br /&gt;
Vampires who follow the Path of Power and the Inner Voice can ill afford to allow others to see them as weak or frightened.  To protect against this ever happening vampires of the path developed this combination discipline using their mastery of dominate and their own beast.  A unifier with this power will never show signs of fear or flee in terror.&lt;br /&gt;
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System:  A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character is immune to all fear causing effects.&lt;br /&gt;
This combination discipline only works if the character is on Path of Power and the Inner Voice.&lt;br /&gt;
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XP Cost: 5&lt;br /&gt;
Teacher: Ecaterina the Wise&lt;br /&gt;
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===Path of Caine===&lt;br /&gt;
*Knowledge of Nod (Auspex 2, Presence 2)&lt;br /&gt;
&lt;br /&gt;
The followers of Caine are known as Noddists for they are scholars as well as diablerists.  They seek the hidden knowledge and secrets of Caine in hopes of strengthen their own personal power.  This combination discipline was developed by the Noddists to help them in those efforts.  By tapping into their own memories, heightening them and focusing them, they gain an edge over others.&lt;br /&gt;
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System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character gains a number of bonus mental traits in all challenges related to Lore or the Occult equal to their level of Lore: Noddist ability.&lt;br /&gt;
This combination discipline only works if the character is on Path of Caine.&lt;br /&gt;
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XP Cost: 4&lt;br /&gt;
Teacher: Simon Orozco&lt;br /&gt;
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*Embrace the Beast (Animalism 5, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Noddists often don’t view the beast as a burden or curse.  They view it as a gift from Caine.  A strength to be channeled and focused.  By mastering their own beast through the arts of Animalism and then focusing that power with mastery of their senses; the Noddist gains an inner strength for a time as they allow their beast to ride the edge of frenzy.&lt;br /&gt;
&lt;br /&gt;
System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  While under the influence of Embrace the Beast, the character is not affected by Dominate or Presence. Furthermore, for the duration of the power, the character gains the Physical Traits: Ferocious and Relentless. The Combination Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of the  Combination Discipline&#039;s use. The Combination Discipline also comes to an end of the character&#039;s first physical confrontation.&lt;br /&gt;
This combination discipline only works if the character is on Path of Caine.&lt;br /&gt;
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XP Cost: 9&lt;br /&gt;
Teacher: Simon Orozco&lt;br /&gt;
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*Amaranth’s Kiss (Auspex 5, Animalism 5)&lt;br /&gt;
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A vampire who follows the path of Caine is a serial diablerist. Their hope is to strength their own blood to grow in equal power to Caine.  This combination discipline allows the noddist to draw on the strength of the souls they have consumed for their own benefit.  The noddist stores a shard of the soul consumed within themselves to be accessed later for power.&lt;br /&gt;
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System:  Whenever the character diabolrizes another vampire they spend 1 temporary willpower trait to activate this combination discipline.  If they do so, the character may store part of the soul they consumed to access later for power.  The character may store a number of souls in this way equal to their permanent willpower rating.  At any point the character may spend 1 willpower and access one of the souls they have consumed for power.  They must do this before throwing a challenge.  If they do, the user gains five bonus traits for that challenge.  Once used, the soul stored with this power is lost.  These bonus traits only apply to a single challenge.  A character with no souls stored from diablerie would be unable to use this combination discipline for bonus traits until they committed diablerie again.&lt;br /&gt;
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This combination discipline only works if the character is on Path of Caine.&lt;br /&gt;
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XP Cost: 12&lt;br /&gt;
Teacher: Simon Orozco&lt;br /&gt;
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===Path of Cathari===&lt;br /&gt;
*Corrupt the Soul (Auspex 2, Presence 2)&lt;br /&gt;
&lt;br /&gt;
The vampires of the Path of Cathari seek to be the darkness to counter the light.  They are the test of virtue with sin.  Members of the path seek to corrupt others and bring them low.  However, some people are simply too stubborn to corrupt.  As a result vampires who follow this path created this combination discipline to influence the very nature of a person and force them to confront the darkness.&lt;br /&gt;
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System:  To use this combination discipline the character must engage their target in a contested Social Challenge retested with Empathy. If the user succeeds they may spend 1 permanent Social trait to permanently change the targets Nature to one of their choosing.&lt;br /&gt;
This combination discipline only works if the character is on Path of Cathari.&lt;br /&gt;
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XP Cost: 4&lt;br /&gt;
Teacher: Mistress Callisto&lt;br /&gt;
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*Addiction of Vice (Auspex 4, Presence 4)&lt;br /&gt;
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Some member of the Path of Cathari say this combination discipline was developed by member who knew the Blood Magic Path of Corruption.  That they created it for those of the path who do not know the secrets of Blood Magic.  Regardless, this tool is incredibly useful to followers of the path to aid in their corruption of the vitreous.  With it they can addict others to vice and force their downfall.&lt;br /&gt;
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System:  The character using this power spends 1 blood trait and makes a contested social challenge against their target retested with Empathy.  To use this power the target character must currently be engaging in a vice of some sort.  If you succeed the target gains the flaw: Addiction for a number of months equal to your Path of Cathari Morality rating.&lt;br /&gt;
This combination discipline only works if the character is on Path of Cathari.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher: Mistress Callisto&lt;br /&gt;
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*Wickedness of Sin (Presence 4, Auspex 4)&lt;br /&gt;
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Those who follow the Path of Cathari are master manipulators. Vampires of the Path developed this combination discipline to empower their skill in corruption, seduction, and manipulation to get others to engage in Vice.  As agents of Sin they use this power to test those who would follow the light.&lt;br /&gt;
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System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all Social challenges related to a corrupting an individual equal to their morality level of Path of Cathari halved (round down).  These bonus traits only apply when the character is making challenges related to corrupting a target into vice.&lt;br /&gt;
This combination discipline only works if the character is on Path of Cathari.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher: Mistress Callisto&lt;br /&gt;
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===Path of Redemption===&lt;br /&gt;
*Embrace of the Divine Tide (Animalsim 3, Presence 3)&lt;br /&gt;
&lt;br /&gt;
The Divine Tide is a holy time for the followers of the Path of Redemption.  They let their beast run wild and become monsters for a time.  In doing so they hope to gain control and mastery of their beast by allowing it to explore for a time.  Vampires who follow this path developed this combination discipline to find and inner strength from their Divine Tide experience.  With it is bolsters their own views and will itself.&lt;br /&gt;
&lt;br /&gt;
System:  To activate this combination discipline the character must have experienced their divine tide.  Once they have done so and for the next month gain Divine Tide Trait that may be spent as follows:&lt;br /&gt;
•	As A Willpower Trait&lt;br /&gt;
•	A Retest in any Virtue Challenge&lt;br /&gt;
•	A Retest in any challenge to defend against True Faith&lt;br /&gt;
&lt;br /&gt;
Once this Divine Tide trait is called it used up until the character experiences another Divine Tide.&lt;br /&gt;
This combination discipline only works if the character is on Path of Redemption.&lt;br /&gt;
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Xp Cost: 6&lt;br /&gt;
Teacher: Father Flynn&lt;br /&gt;
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*Blessed Guard (Auspex 4, Fortitude 4)&lt;br /&gt;
&lt;br /&gt;
Those vampires who follow the path of redemption often find themselves as adversaries to the forces of hell.  In this work they have developed this combination discipline to grant them a powerful weapon against the armies of hell.  By focusing on their own devotion to the Path and supernatural resilience the vampires gains an edge over their demonic foes.&lt;br /&gt;
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System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all challenges related to fighting Demons or the Infernal equal to their morality level of Path of Redemption halved (round down).  These bonus traits only apply when the character is making challenges related to combating Demons or the Infernal.&lt;br /&gt;
This combination discipline only works if the character is on Path of Redemption.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher: Father Flynn&lt;br /&gt;
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*Dark Saint (Animalism 4, Presence 4)&lt;br /&gt;
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This combination discipline was crafted by the followers of the Path of Redemption to give them an aura and look of A Dark Angel.  By focusing their beast the vampire sprouts two large angelic wings from their back in a shower of blood and gore.  The resulting wings allow them to fly and even protect others with them should they need to.&lt;br /&gt;
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System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character grows two angelic wings from their back and gain a fly speed of 45 mph.  Additionally, they may use this wings to intercept an attack made on another character.  If the character with this combination discipline wishes to do so they must expend 1 Survival ability and take the hit that was going to effect the other character.  Instead of the original character suffering the repercussions of the attack you do instead.&lt;br /&gt;
This combination discipline only works if the character is on Path of Redemption.&lt;br /&gt;
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XP Cost: 8&lt;br /&gt;
Teacher: Father Flynn&lt;br /&gt;
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==Antitribu Combination Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Assamite Antitribu===&lt;br /&gt;
NPC Teacher: Jaali Bakir&lt;br /&gt;
&lt;br /&gt;
*Hand of the Assassin (Obfuscate 2, Celerity 2)&lt;br /&gt;
&lt;br /&gt;
Members of Clan Assamite are known as skilled assassins the world over.  Their ability to vanish without a tracer is near legendary in the Kindred world.  Some of those of the clan have developed this combination discipline which helps reinforce this belief.  By combing the speed of celerity and the vanishing of Obfuscate; the Assamite finds it much easier allude those who might pursue them.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  The assamite character with this power may spend 1 temporary mental trait to retest any use of Obfuscate they are using.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
&lt;br /&gt;
*Fountain of Blood (Celerity 5, Quietus 5)&lt;br /&gt;
&lt;br /&gt;
The Assamite power of Taste of Death can be a potent assassins tool of surprise.  However, it can often be the last blow used or one that takes some time.  By combining the arts of Celerity with Quietus; the Assamites Taste of Death becomes more potent and deadly when used.  As the Assamite literally spews much of their blood in a shower over their victims in a rain of acidy death.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  When an Assamite uses Taste of Death; this power now inflicts two aggravated damage per blood trait instead of one.  Additionally, the character may now spend up to their generational maximum of blood when using a Taste of Death in an attack.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*Ripples of the Blood (Quietus 5, Obfuscate 5)&lt;br /&gt;
&lt;br /&gt;
Assamites are notorious for their love of Diablerie.  Some members of the clan have developed this combination discipline so when the devour another vampires soul they may steal their identity for a time.  This allows the Assamite to access the victims contacts and resources they may have had for their own use.  That is, until the illusion fades. &lt;br /&gt;
&lt;br /&gt;
System:  When an assamite with this combination discipline diablerizes another vampire they may use the diablerized vampires Background for the next month as if they were his own.  They may also assume their identity, personality, and voice during this time using Mask of a Thousand Faces as well.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 10&lt;br /&gt;
&lt;br /&gt;
===Brujah Antitribu===&lt;br /&gt;
NPC Teacher: Ecaterina the Wise&lt;br /&gt;
&lt;br /&gt;
*Renegade Shot (Auspex 1, Celerity 2)&lt;br /&gt;
Aiming a gun on the move is hard. Aiming a gun on motorcycle is impossible. But for one gun-happy Brute thought the two great tastes of bikes and guns coming together was a personal challenge. After years of development he came up with the cowboy shot. By harnessing the speed of Celerity and the quick eye of Auspex, he learned how to steady his shooting hand by anticipating the bumps in the road before they happened.&lt;br /&gt;
&lt;br /&gt;
System:  This power costs 1 Blood Trait to activate and lasts a scene.  For the remainder of the scene the Brujah gains a free retest on all Firearms challenges when firing a gun. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Velocity (Celerity 3, Potence 3)&lt;br /&gt;
&lt;br /&gt;
The Brujah clan are known for their violence and love of fighting.  Members of the clan have learned to harness their supernatural speed and strength into a refined weapon.  Those of the clan who learn this combination discipline make it extremely difficult for their opponents to evade their attacks.  The raw strength and speed of their blows almost always land, but at a great cost of vitae and the very will of the Brujah to use.&lt;br /&gt;
&lt;br /&gt;
System:  The Brujah with this combination discipline may activate it by spending 1 Blood trait and 1 willpower trait for their next attack.  If they do, those the Brujah attack with a Brawl or Melee attack may not Dodge the incoming attack.  They may only attempt to soak the attack itself.  Character with Elder levels and higher of celerity are immune to attacks made with this combination discipline. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Scorching Fury (Potence 3, Celerity 3)&lt;br /&gt;
&lt;br /&gt;
The Brujah were once known and feared for their power of burning wrath, but in the Final Nights something occurred that weakened the power.  Much like the Celerity refinement of old that the brujah did (See the Celerity Dark Ages power the Brujah developed to make it so Celerity costs 1 blood instead of 1 blood per level) this discipline technique is a refinement of the Brujah&#039;s Burning Wrath to make it once was.  The Brujah channels his fury into his blows and digs deeper than before.  His Burning Wrath becomes far more intense and powerful.  Not to mention lasting far longer.  Thus the fear of this legendary technique of the Brujah returns once again.&lt;br /&gt;
&lt;br /&gt;
System: Each Turn she spends a Blood Point to maintain this power, all her brawling attacks cause aggravated wounds.  Those struck by the Refined Burning Wrath feel steam sear their flesh, and must make a Willpower check (difficulty 8) to act next turn.  Those who fail the Willpower check writhe in agony as the liquid flame seems to blaze through their bodies.  These mechanics are taken from the first edition Brujah Clanbook.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
===Serpents of the Light===&lt;br /&gt;
NPC Teacher: Papa Kalfu&lt;br /&gt;
&lt;br /&gt;
*Cobra Strike (Serpentis 3, Obfuscate 3)&lt;br /&gt;
By combining the arts of Serpentis and Obfuscate the Serpent of the Light can generate a hidden and lithe counter attack against any who would strike them.  When using this combination discipline the Serpents arms quickly shift into the skin and form of snakes as they rapidly strike back at their attacker before shifting back.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait when they are attacked and make an immediate reflective counter attack against their attacker.  This attack happens as a separate action that does not use up one of the character’s actions.  The counter attack allowed by this power is a normal brawl attack against the person who attacked them as long as they are within range. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Snake Tongue (Serpentis 2, Auspex 2)&lt;br /&gt;
While the abilities of both Tongue of the Serpent and Auspex allow most serpents to see perfectly fine in the dark; supernatural darkness presents its own problems.  As such members of the Serpent of the Light bloodline developed this combination discipline to use their snake tongue to see near perfectly in all forms of darkness.&lt;br /&gt;
&lt;br /&gt;
System:  Spend 1 blood trait to activate this power for the next scene or an hour.  During that time you no longer require line of sight for any power or ability use as long as the target is within 10 feet of you.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Visage of the Orisha (Obfuscate 3, Presence 3)&lt;br /&gt;
Many Serpents of the Light serve as priests to their mortal community and herd in a religious sense.  They are ridden by the various Loa and Orisha to grant insight and answers to a variety of powers.  As priests to their gods, the Serpents often find the need to present themselves as such to others.  This combination discipline was created by members of the bloodline by combining the arts of Obfuscate and Presence to present a more divine image to others.&lt;br /&gt;
&lt;br /&gt;
System:  When using the power Mask of a Thousand Face the characters gains the Social Traits Divine x3.  These traits may not be used against any character who sees through your mask of a thousand faces.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
===Gangrel Antitribu===&lt;br /&gt;
NPC Teacher: Eddy the Cheater&lt;br /&gt;
&lt;br /&gt;
*Scent of the City (Animalim 2, Obfuscate 2)&lt;br /&gt;
Most City Gangrel are urban predators and view the cityscape as their hunting grounds.  As a result members of the Gangrel Antitribu bloodline developed this combination discipline to mask their own scent when hunting or hiding in a city.  When activated the Gangrel Antitribu’s scent becomes that of the city itself; thus none are able to track them via their own scent for a time.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  If they do, their scent becomes untraceable during that time.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 3&lt;br /&gt;
&lt;br /&gt;
*Humans are Animals (Animialsm 4, Fortitude 4)&lt;br /&gt;
Members of the Sabbat view humans as little better then food, however, some Gangrel Antitribu take this even further.  Members of the bloodline developed this combination discipline in a belief that humans are nothing more then animals.  As such, this power always a Gangrel Antitribu to have their gifts of Animalism work on humans as well as animals.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline is always considered active.  All levels of the character’s discipline of Animalism now work on mortals as well as animals.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*The Beast Within (Animalism 5, Fortitude 4)&lt;br /&gt;
While normal gangrel view their clan curse as a weakness; Gangrel Antitribu see it as a blessing.  This combination discipline allows the Gangrel Antitribu to delve into their own clan curse and summon forth all manner of beast traits.  Members of the clan gangrel call these traits mixed blessings that can happen to them on occasion.   To the Gangrel Antitribu they are a source of power in the blood to be used against their enemies.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood and 1 willpower trait to activate this power for the next scene or an hour.  Once activated the character may select one mixed blessing and have it during that time.  At the end of the scene or an hour the mixed blessing ends.  A character may only ever have 1 Mixed Blessing from this power at a time.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
===Malkavian Antitribu===&lt;br /&gt;
NPC Teacher: William Poole&lt;br /&gt;
&lt;br /&gt;
*Dementia Pracox (Dementation 5, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Malkavians are notorious for messing with the minds of their victims.  This combination discipline was developed by members of the clan to reach into the mind of their victims and flood it with self-doubt and despair.  The end result of which makes it nearly impossible for the victim to concentrate or focus.&lt;br /&gt;
&lt;br /&gt;
System: The Malkvian character spends 1 willpower trait to activate this combination discipline.  Engage your target in a contested Mental Challenge retested with Empathy.  If you succeed the target may only defend in Mental Challenges they engage in (This has no effect on any other type of challenges).  If the target wishes to take an aggressive mental action they may spend 1 willpower per action to negate the effect of this combination discipline to do so.  This power lasts one scene or an hour.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
&lt;br /&gt;
*Fractured Mind (Dementation 4, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
Members of clan Malkavian developed this unique combination discipline to attack their victims and drive them even further into madness.  Those unlucky enough to be assaulted by a Malkavian with this power find their very will to live to driven away. Worse off, those who suffer from active insanity find its effects even more potent..&lt;br /&gt;
&lt;br /&gt;
System: The Malkavian character spends 1 blood trait and engages the target in a contested mental challenge retested with Empathy.  If you succeed the target loses 3 temporary willpower traits and an additional willpower per trait per active derangement they have at the time this power is used.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*The Great Prank (Demenation 5, Auspex 5)&lt;br /&gt;
&lt;br /&gt;
At the Convention of Thorns the Malkavian clan performed the Great Prank; a power used to strip all Camarilla Malkavians of their power of Dementation.  Since that time the Prank has ended and Dementation returned once more to the clan.  Some Malkavians, however, developed this combination discipline in an attempt to recreate what was done during the convention of thorns.  This power allows a Malkavian to reach into the mind of their victim and strip the powers of Dementation from them should they possess them; for a time.&lt;br /&gt;
&lt;br /&gt;
System:  The Malkvian character spends 1 willpower trait and engages the target in a contested Mental Challenge retested with Empathy.  If the character with this combination discipline succeeds; the target may not use any levels of the Dementation Discipline and Dementation combination disciplines they possess for the next scene or an hour.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
&lt;br /&gt;
===Nosferatu Antitribu===&lt;br /&gt;
NPC Teacher: Lorenzo Salazar&lt;br /&gt;
&lt;br /&gt;
*Urban Legend (Obfuscate 3, Presence 2)&lt;br /&gt;
&lt;br /&gt;
The Creeps of the Nosferatu Antitribu revel in the horror their appearance instills in others.  Members of the Sabbat Nosferatu often use their skills in Obfuscate and their appearance to create legends among the mortals of mythical monsters that hunt and kill humans in the modern nights.  As a result, some Creeps developed this combination discipline that allows them to mystically create an appearance of their choosing, that of a monster, and attach an aura of pure dread and nightmare to it.  As a result all who see this monster tend to run in terror or have a hard time acting.  Some will even trip and fall as they run in panic.  The downside of this combination discipline, there is in no way that it can ever be used in a manner that isn’t a breech of the masquerade.&lt;br /&gt;
&lt;br /&gt;
System:  The character must spend 1 blood trait when activating Mask of a Thousand Faces to activate this combination disciplines.  Once activated, for the next scene or an hour any character who sees the Nosferatu with this combination discipline must make a Courage Challenge difficulty 5 (they may not spend a willpower to automatically negate this challenge) or a willpower challenge at difficulty 10.  Those that fail must flee immediately from the Nosferatu with this power active.  Even those who succeed, are two traits down in all challenges made against the character.  The only means to prevent this effect is if the person viewing them can pierce their mask of a thousand faces.  Those that do so, are then immune to this effect for the next scene or an hour.  This combination discipline may only be learned by Nosferatu Antitribu characters. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
&lt;br /&gt;
*The Shape (Potence 3, Animalism 3)&lt;br /&gt;
&lt;br /&gt;
A creep who masters this combination discipline learns to tap into their own clan curse for strength and power.  The Nosferatu Antitirbu calls upon his beast to enhance his own monstrous appearance and form.  The Creep grows in strength, size, and deformity.  Each Creeps form is different from one another, as the creep can select new Nosferatu deformities when this form is taken. This combination discipline is often used by the Nosferatu Antitribu to help build their own urban legend among mortals, to hunt and kill.&lt;br /&gt;
&lt;br /&gt;
System: The character spends 2 blood traits to activate this power for the next scene or an hour.  During that time the character gains the Physical Traits Deadly, Vicious, and Brutal.  Additionally the character gains one of the following Nosferatu merits for the next scene or an hour:&lt;br /&gt;
&lt;br /&gt;
Lizard Limbs, Long Fingers, Oversized Fangs, Piscine, Slimy, Gaping Maw, Projectile Vomiting, Tough Hide, Foul Blood, Patagia, Monstrous Maw&lt;br /&gt;
&lt;br /&gt;
If the character already has the selected merit when using this power, double the mechanical effects it grants if any.  I.e. If a Nosferatu Antitribu already has the Tough Hide merit, and selects Tough Hide again, They would gain an additional bruised health level on top of the normal one the merit grants.  This power is a shape changing power.&lt;br /&gt;
&lt;br /&gt;
This combination discipline may only be learned by Nosferatu Antitribu characters.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Phantom Menace (Animalism 3, Obfuscate 3)&lt;br /&gt;
&lt;br /&gt;
Since time immemorial, the Nosferatu have remained hidden from the world.  Malformed and hideous, they have sought refuge both underground and under the shadows of their blood power.  This has given them utter mastery of the ability to remain hidden, surpassing that of other clans who use it as a tool rather than a survival tactic.&lt;br /&gt;
&lt;br /&gt;
System: Once learned this power is always active.  Those attempting to break your Obfuscate no longer add in their levels of Auspex or bonuses from other supernatural sensory powers.  This has no effect on abilities, Merits, or bonus traits derived from sources other than supernatural powers.  Additionally, the Nosferatu may spend a Mental Trait to retest any Obfuscate-related challenge.  This combination discipline does not negate the ability of Auspex (or Similar Powers) to “See the Unseen” they will simply no longer gain bonus traits etc from them.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
===Ravnos Antitribu===&lt;br /&gt;
NPC Teacher: Eddie the Cheater&lt;br /&gt;
&lt;br /&gt;
*Mirror Image (Obfuscate 3, Chimerstry 2)&lt;br /&gt;
Master of Illusion and confusion, some Rogues have developed this discipline technique to confuse and confound their enemies.  By creating illusionary copies of himself, the Ravnos Antitribu can appear to have an army of himself at his beck and call.  Though these illusions can not actually harm or truly interact they make for a great distraction and frightening ones enemy. &lt;br /&gt;
&lt;br /&gt;
System: For 1 Willpower, the wielder of this power can create up to his Subterfuge ability rating in intangible copies of herself. These copies of herself can cause no actual physical harm or damage, but can cause a great amount of confusion against attackers.  For the remainder of the scene or an hour the Rogue gains 1 free retest to use in combat challenges equal to the number of illusionary copies of himself.  Once a retest is used, it is expended and this power may only be activated once per scene.  With Obfuscate 4, this power allows the character to disappear, leaving between 1 or more of the intangible images in her place.  This effect grants the Rogue a free retest on all Obfuscate challenges to vanish only.&lt;br /&gt;
&lt;br /&gt;
XP: 8&lt;br /&gt;
&lt;br /&gt;
*Dance of Gehenna (Animalsim 5, Auspex 4)&lt;br /&gt;
Members of the Ravnos Antitribu bloodline created this power based off their experiences during the Week of Nightmares.  As Ravnos attacked Ravnos in a blood frenzy; those who survived decided to use that knowledge to create this ability.  By combining their skills with Animalism and subtly effecting the targets mind in a frenzy; they can direct their victims to unleash their frenzy on whomever they desire.&lt;br /&gt;
System:  Once the character has successfully used Drawing Out the Beast on a target they may then spend 1 willpower and engage the same target in a contested Social Challenge.  If they succeed they may tell the target who their frenzy is targeted against.  The target will then direct all their frenzy actions on the target designated by this power until the frenzy ends.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*The Beast Within (Animalism 2, Fortitude 2)&lt;br /&gt;
Your affinity with the animalistic side of the Kindred gives you some power over it in others. In particular, you can draw upon a victim&#039;s bestial nature and force him to give in to this darker side. Members of the Ravnos Antitribu developed this combination discipline to draw out their enemies greatest fears and force them to the surface.  &lt;br /&gt;
System: This Discipline allows you to activate one of an opponent&#039;s Derangements (the victim chooses which one) if you can defeat him in a Social Challenge. You need not know any of your target&#039;s Derangements, but if you do, you need not risk one of your Social Traits when trying to activate that particular Derangement (knowing his Derangement takes the place of your Social Trait during your initial bid). If you should fail in the attempt to use Beast Within against a target, you may not try to use it again on her that evening.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
&lt;br /&gt;
===Salubri Antitribu===&lt;br /&gt;
NPC Teacher: Silas&lt;br /&gt;
&lt;br /&gt;
*Fury of the Forgotten (Potence 5, Valeren 5)&lt;br /&gt;
One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles.  Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs.  The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack.  Meaning Carrier attack powers may now work with Vengeance of Samiel.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 10&lt;br /&gt;
&lt;br /&gt;
*Deny the Usurper (Auspex 3, Valeren 3)&lt;br /&gt;
The Furies are the notorious enemies of Clan Tremere.  They view them as the great enemy to exterminate at all costs.  By exploring their gifts of Valeren the Salubri Antitribu have learned this technique to aid in their protection against the Blood Magics of the Tremere.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  During that time the character gains a free retest in all challenges to defends against Blood Magic used against them. This retest is not used up upon use, and repeats for the scene or an hour.  Though they may not use it more than once in a challenge.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
&lt;br /&gt;
*Legacy of Blood (Auspex 4, Valeren 4)&lt;br /&gt;
The Salubri Antitribu carry a legacy of death on their shoulders.  This rage drives the very fury of the bloodline.  This combination discipline developed by them allows them to strike vengeance and pain into all those who sought to destroy their clan.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  During that time the character gains 3 bonus traits on all Melee attacks and all attacks made with a Melee weapon do aggravated damage.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
===Toreador Antitribu===&lt;br /&gt;
NPC Teacher: Mistress Callisto&lt;br /&gt;
&lt;br /&gt;
*Exquisite Torture (Presence 3, Vicissitude 3)&lt;br /&gt;
As master of the art of inflicting pain the thorns of the sabbat have developed a unique ability to extend their suffering on others nearly indefinitely. By combining the arts to mold flesh and make it permanent the throne learns how to permanently alter the pain receptors of an individual.  Even the undead are not immune to their painful touch.&lt;br /&gt;
&lt;br /&gt;
System: You must have your target subdued and restrained to use this combination discipline.  Once you do you may engage in a contested Physical Challenge retested with Torture against the target.  If you succeed you may spend 1 permanent willpower trait.  If you do the target suffers the wound penalties they are suffering permanently and may not be negated in any way.  This effect lasts until you choose to end it and gain back your point of willpower spent.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
&lt;br /&gt;
*Feel No Pain (Presence 3, Fortitude 3)&lt;br /&gt;
&lt;br /&gt;
As the true masters of the art of pain, members of the Toreador Antitribu have taught themselves how to deaden their nerves and feelings to such things when inflicted on them.  They quite literally feel no pain no matter what causes it.  To them, they consider such efforts pathetic as only a Toreador Antitreibu can truly inflict or understand it.&lt;br /&gt;
&lt;br /&gt;
System:  Once purchased this combination discipline always considered active.  You never suffer the effects of wound penalties regardless of their source or supernatural power that inflicts even the mechanical effects of wound penalties. &lt;br /&gt;
&lt;br /&gt;
Xp Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Decadence in Grotesquette (Presence 5, Auspex 4)&lt;br /&gt;
&lt;br /&gt;
This art developed by the Toreador Antitribu empowers their displays of monstrous to such a degree they become social paragons for a time and all are forced to recognize them.  By making a shocking display or form of custming the Thorn extends his emotions and grandeur over a crown and make themselves appear more shocking and horrifying beautiful.  &lt;br /&gt;
&lt;br /&gt;
System:  The character must make some sort of Grotesque and Monstrous physical display on their person to use this power.  Once they do they may spend 1 willpower trait to activate this power the next scene or an hour.  During that time the character may add their permanent Torture ability rating in Bonus traits to all Social challenges.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Telyavelic Tremere===&lt;br /&gt;
NPC Teacher: Janina Lanka&lt;br /&gt;
&lt;br /&gt;
*Call the Ancestors (Auspex 4, Sielanic Thaumaturgy 4)&lt;br /&gt;
&lt;br /&gt;
The Telyavelic Tremere carry with them a legacy of their faith from Lithuania.  They care deeply about both their mortal and vampiric ancestors.  As such, members of the bloodline developed this combination discipline to call up the souls of their deceased ancestors gain knowledge and insight they themselves may lack.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 blood trait to activate this power the next scene or an hour.  Once activated the character selects 3 abilities he would like access to.  These abilities may distributed in any manner and may increase their own abilities beyond their generational maximum as well.  Storytellers are the final authority if an ability is allowed to be gained from this power.  Additionally, this power does not stack.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Might of Telyavel (Auspex 3, Sielanic Thaumaturgy 3)&lt;br /&gt;
&lt;br /&gt;
The Blood of the Telyavelic Tremere is tied forever to the god Telyavel.  It gives them strength and purpose.  Members of the bloodline developed this combination discipline to draw on that connection and gain strength from their god for a small amount of time.  Once used, the Telyavelic Tremere takes on aspects of the God and their form will even shift and change to reflect it.&lt;br /&gt;
&lt;br /&gt;
System:  The character spends 3 blood traits to activate this power which lasts a scene or an hour.  During that time the character gains 3 bonus traits to distribute among their attributes as they see fit.  Once selected these bonus traits may not change categories and this power may not stack.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
&lt;br /&gt;
*Blood of Telyvael (Presence 4, Sielanic Thaumaturgy 4)&lt;br /&gt;
&lt;br /&gt;
The Telyavelic Tremere developed this unique combination discipline to draw power from their god to increase the potency of their blood for a longer time then even normal.  By channeling their blood magics and calling to Telyvael they may defeat some of the limitations of the Path of Blood, but only at great cost and sacrifice. &lt;br /&gt;
&lt;br /&gt;
System:  The character may spend 1 permanent willpower trait to activate this power.  If they do, they are allowed to use the power Potency of Blood for a second time in a night.  They may not use this power more than once a night in of itself.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 9&lt;br /&gt;
&lt;br /&gt;
===Ventrue Antitribu===&lt;br /&gt;
NPC Teacher: Meyer Lansky&lt;br /&gt;
&lt;br /&gt;
*Blood Regalia (Fortitude 5, Potence 5)&lt;br /&gt;
&lt;br /&gt;
In nights past, the Knights of the Blood of the Ventrue developed this combination discipline.  With some of the Knights of the Blood defecting to the Sabbat they keep the secret of this combination discipline alive among them.  They learned to channel the strength of their blood within their bodies to great them a tremendous advantage in fighting for a brief time.  Giving the Order of the Blood an advantage over lesser foes.  The blood of the Ventrue Antitribu rises to the surface to form blood colored layers of mail armor over the ventrue.  In addition their muscle mass increases and their speed heightens to new levels during this time as well..  Indeed seeing a Ventrue Antitribu in the Blood Regalia is a sight to behold.  &lt;br /&gt;
&lt;br /&gt;
System:  This power is considered a form changing power.  The character may spend 1 blood trait for a single armor health level or a single Brutal Physical Trait for the next scene or an hour.  A character with this power may spend a maximum of 5 blood for armor and 5 blood for Brutal Physical Traits. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
&lt;br /&gt;
*Calming Mind (Auspex 3, Dominate 3)&lt;br /&gt;
&lt;br /&gt;
Developed by the Ventrue Antitribu of the Order of the Trinity, these vampires have mastered away to combine the insight of Auspex and commanding power of Dominate to force a vampire to end a fear frenzy.  Most vampires who practice this art use it to prove their divinity to members of the church by performing miracles.  &lt;br /&gt;
&lt;br /&gt;
System:  The character spends 1 Willpower trait and makes a static Mental Challenge difficulty 8 rested with Intimidation.  The character using this power need only see his target to use it.  If they succeed the victim suffering a fear frenzy immediately ends that frenzy.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
*True Flame (Auspex 4, Presence 5)&lt;br /&gt;
&lt;br /&gt;
Developed during the Anarch Revolt; this combination discipline continues to be taught and used by the Ventrue Antitribu in the modern nights.  Long ago; these anarch venture learned to channel the power of the beast and the fire of passion within their blood.  Once focused and turned inwards this combination discipline allows the Ventrue Antitribu to gain strength from the fire of their convictions and seem more intimidating and feral in their stature. &lt;br /&gt;
&lt;br /&gt;
System:  To activate this combination discipline the character must spend 1 blood trait and make a Self-Control/Instinct challenge at difficulty 4.  If the character fails this challenge they enter frenzy; if they succeed they gain the following benefits for the next scene or an hour.  The bonus social traits Intimidating x2 and the bonus Physical Traits Brutal x2&lt;br /&gt;
&lt;br /&gt;
XP Cost: 8&lt;br /&gt;
&lt;br /&gt;
==Black Hand Combination Disciplines==&lt;br /&gt;
These combination disciplines are only available to members of the Black Hand. Additionally, to qualify for them, the Black Hand Member must be of the correct role allowed for each.&lt;br /&gt;
&lt;br /&gt;
===Shakari Combi===&lt;br /&gt;
*No Trace (Obfuscate 4, Auspex 3)&lt;br /&gt;
The true skill of an Assassin is the art of the stealth kill.  However, one other key aspect is the ability to get away with the assassination when completed.  As a result the Shakar of the Black Hand developed this skills as a means to cover up their own tracks after performing a hit.  By blending the arts of Obfuscate to conceal and the skills of Auspex to absorb and sense emotions the Shakar can leave an area they have recently blank void of any actual evidence of their presence having ever actually been there.  Instead those searching will only find evidence to suggest a non-descript culprit did the deed instead of the Shakar.&lt;br /&gt;
&lt;br /&gt;
System: The user spends 1 permanent willpower trait and removes all sources and means by which for anyone to gain factual information about the user from a location.  This power is used after a scene. no powers such as, but not limited to, eyes of the past, spirits touch, spirits in another realm etc will reveal in any investigations who the user of this power was or even that this power was used.  Images and information appear vague and nondescript for those investigating a scene the character was in. &lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: Rashid Stockton&lt;br /&gt;
&lt;br /&gt;
===Magi Combi===&lt;br /&gt;
*Imbue the Mark of Vengeance (Vicissitude 3, Blood Magic 5)&lt;br /&gt;
The mystical crescent moon mark of the Black Hand has many legends and myths associated to it.  Some claim the Seraphim can use the mark to affect it agents; speaking to them or even casting their powers upon them.  Some rumors even claim that through the mystical crescent moon tattoo the Seraphim can call to them any who bear it or slay any they desired.  While these are many of the legends among the Black Hand; this Combination discipline does call upon the mystical nature of the Black Hand tattoo.&lt;br /&gt;
&lt;br /&gt;
System: Those who know of this combination discipline can bestow upon those who undergo it with some of their mystical might.  The recipient of the Combination Discipline must possess no Blood Magic themselves in order to benefit from it, and obviously most also be members of the Black Hand (as one of the key components of the ritual requires the crescent moon tattoo).  Once a member of the chosen is selected to undergo this power the magi performs the Japanese art of Irezumi (the tattooing art of placing ink underneath the skin).  This painful form of tattooing requires an hour to perform and the recipient must perform a Self-Control/Instinct challenge at difficulty of 4 to endure the pain (failure means the power fails).  The Magi mixes his own blood with the ink he inserts into the crescent moon tattoo.  Once finished the magi may then cast one of his blood magic powers (not path, just one level of it, and only one at a time) upon the recipient.  This spell remains dormant in the recipients tattoo until he decides to activate it.  Once used, the recipient would need to undergo the process again to have another use of the spell or an entirely new one.&lt;br /&gt;
&lt;br /&gt;
Xp Cost: 8&lt;br /&gt;
Teacher: Dr. Morrow&lt;br /&gt;
&lt;br /&gt;
===Watch Commander Combi===&lt;br /&gt;
*Guidance of the Eagle (Presence 3, Auspex 4)&lt;br /&gt;
A Watch Commander is expected to motivate and lead those agents under their watch.  As a result this combination discipline was created by the chosen as means to mystical aid those agents under a Watch Commander. Using the ability to manipulating emotions and force of Auspex a Watch Commander’s words can inspire agents beneath them to accomplish nearly impossible deeds they may have otherwise failed.&lt;br /&gt;
&lt;br /&gt;
System:  The user of this power may spend 1 willpower to grant an ally a retest on the next immediate challenge they throw.  This retest must be used on the characters next challenge or it is lost.  Each time the user of this combination discipline wishes to grant an ally a retest they must spend a willpower trait for each.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 6&lt;br /&gt;
Teacher: The Colonel&lt;br /&gt;
&lt;br /&gt;
===Emissary Combi===&lt;br /&gt;
*Zillah&#039;s Grace (Presence 3, Obfuscate 3)&lt;br /&gt;
The Emissaries of the Black Hand are expected and trained to social and political masters of the Sabbat.  Their jobs require them to negotiate all black hand deals and any other matters related to the rest of the Sabbat and the chosen.  As a result Emissaries of the Black Hand developed this combination discipline to accent their own training and skills making them potent and forceful to others.  By calling upon the grace of presence masked with the slyness of Obfuscate the Emissary appears far more charming, clever and charismatic; while at the same time protecting themselves from the manipulations of others.&lt;br /&gt;
&lt;br /&gt;
System:  The user spends 1 willpower to activate this combination discipline for the next scene or an hour.  During that time the user gains a number of bonus traits to all social challenges equal to their permanent Leadership Ability rating.  Additionally they win all ties defending in social challenges to manipulate their emotions.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 5&lt;br /&gt;
Teacher: Hagar Stone&lt;br /&gt;
&lt;br /&gt;
===Remover Combi===&lt;br /&gt;
*Obsidian Juggernaut (Potence 5, Fortitude 5)&lt;br /&gt;
Remover Combi&lt;br /&gt;
&lt;br /&gt;
The Removers of the Chosen are expected to deal with any threat and clear any path needed for the rest of the Black Hand.  As a rather dangerous job, Removers are expected to come under a lot of fire and attack.  To survive such punishments, the Removers developed this combination Discipline.  Calling upon their inner strength and combining it with their supernatural resilience a Remover may shrug off most blows that would bring down a lesser Cainite.&lt;br /&gt;
&lt;br /&gt;
System:  This power costs 3 blood and 1 willpower to activate.  For the next scene or an hour the user may reduce all incoming damage they receive by one level.  Additionally the character is considered to automatically win all tests for the Fortitude powers Resilience and Resistance while this power is in effect.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 12&lt;br /&gt;
Teacher: Gabriel de Cambrai&lt;br /&gt;
&lt;br /&gt;
===Census Taker Combi===&lt;br /&gt;
*Spy Master (Obfuscate 3, Auspex 4)&lt;br /&gt;
While the job of a census taker is to gather information; in reality their job is much more of that of a spy.  They gather any and all intelligence for the needs of the chosen.  Certain Census Takers have crafted this combination discipline as means to subtly gather the intelligence information required of them.  &lt;br /&gt;
&lt;br /&gt;
System:  This power costs 3 blood and 1 Willpower to activate.  For the next scene or an hour the user may extend their senses up to 1,000 feet.  While extended the user of this combination discipline acts if he was in the area himself, though they may not use any other powers through this combination discipline. The vampire sees, hears and senses everything in the area as if he was there himself. &lt;br /&gt;
&lt;br /&gt;
Xp Cost: 6&lt;br /&gt;
Teacher: Lubomira Hradok&lt;br /&gt;
&lt;br /&gt;
===Chaplin Combi===&lt;br /&gt;
*Faith of the Dark Father (Animalism 3, Dominate 2)&lt;br /&gt;
In charge of the spiritual well being of their fellow chosen; the priests of the black hand created this combination discipline to help members of the faction to steel their beasts in the fires of battle.  By reading from the book of nod and conversing with each agent with words of wisdom from caine they wish to aid; the chaplin can quell a vampires beast as they prepare to enter battle.  There after the chosen who have spoken with the chaplin need not fear their beasts taking over them at crucial moments.  Indeed even supernatural means to provoke a vampires beast fail against those inspired by the Chaplin. &lt;br /&gt;
&lt;br /&gt;
System:  The user may spend 1 willpower trait per person they wish to benefit from this combination discipline.  For the next scene or an hour those under the effects of this combination discipline cannot frenzy nor be made to do so even by supernatural means.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 4&lt;br /&gt;
Teacher: Kestrelle Hayes&lt;br /&gt;
&lt;br /&gt;
===Artificer Combi===&lt;br /&gt;
*Dark Father&#039;s Forge (Potence 4, Auspex 4)&lt;br /&gt;
The master forgers of the Artificers of the Black Hand are expected to create and provide the best equipment possible to other members of the Chosen.  As a result the Artificers of the Chosen created this combination discipline to craft items of a limited mystical property.  Using their forges and tools an Artificer can use their supernatural strength during the forging process and imbue some their spiritual strength and heighted abilities from Auspex minor mystical items for tools for members of the Black Hand to use in their mission.&lt;br /&gt;
&lt;br /&gt;
System: a user with this combination discipline may create items of some mystical power.  Each item the user wishes to create requires a crafts challenge at a difficulty assigned by the storyteller.  Additionally each item created costs 1 permanent willpower to create. Items created by this combination discipline gain a mystical effect no greater than a basic level power.  For someone to access the mystical ability of the item they must spend willpower to activate it for a scene.&lt;br /&gt;
&lt;br /&gt;
XP Cost: 10&lt;br /&gt;
Teacher: Gatjil Munyarryun&lt;br /&gt;
&lt;br /&gt;
==Invocations of Caine==&lt;br /&gt;
In the Dark Ages of the Vampire world many creatures practiced the Incantations of old. Through the insights and skills of Sabbat Rights they were able to adapt the old practices of Incantations to the faith of the Sabbat. As a result, this merit functions exactly like the Incantations merit but only the following may be purchased from it. New Invocations may be made in time, but take great skill to create and master (these require Storyteller approval). To maintain this merit the vampire must be a sabbat priest with a morality rating of 7 or higher. The Invocations of Caine Merit is just another name for the Incantation Merit (2pt Supernatural Merit). Your character learns a single Incantation. This Merit may be purchased during play several times, each for a new Incantation. This costs six experience points. Once the character learns an Incantation, he may use it by following this procedure:&lt;br /&gt;
&lt;br /&gt;
*Ritual Requirements: Each Incantation can only be cast in a particular time, place, or both, such as at under the full moon or at a murderer’s grave. The Incantation also requires specific materials: certain herbs, say, or worms&lt;br /&gt;
boiled in a cauldron. Only then can the witch perform ritual acts to rouse the Incantation’s magic.&lt;br /&gt;
&lt;br /&gt;
*Circle, Amulet, or Potion: The priest must decide whether the Invocation of Caine&#039;s power affects an area (circle), is bound to an object that can be moved (amulet), or is stored within an object that is later consumed (potion). Invocations of Caine possess one great limit compared to other forms of magic, in that they cannot truly affect distant targets unless an amulet or potion is brought to its location. Note that “circle,” “amulet,” and “potion” are examples and general names, and a length of red string that expends its magic when tied to someone might count as a “potion” for rules purposes. A circle need not be truly circular, but can define a space with no more than a 15 meter radius. An amulet is transferrable, and can be stolen from or secreted on a person.&lt;br /&gt;
&lt;br /&gt;
*Willpower Expenditure and Roll: At the ritual’s conclusion, spend one point of the Priests Willpower and Make a Static Willpower challenge at difficulty 8. Only one success is required to bring about the Invocations of Caine&#039;s full effect. If the challenge fails, nothing happens, but the materials are no longer fit for the Invocations of Caine, and must be replaced if the priest wants to make another attempt. &lt;br /&gt;
&lt;br /&gt;
*Invocations of Caine and Other Magic: Invocations of Caine cannot undo the effects of Path magic, Disciplines, and Awakened magic. They’re inferior to all of these, and these forms of magic can undo Incantations using their usual systems for countermagic, as if each Invocations of Caine were a one-dot power that scored one success.&lt;br /&gt;
&lt;br /&gt;
*Duration:  Unless stated otherwise any effects last a scene or an hour.  Once used up the Invocation of Caine would have to be cast again.&lt;br /&gt;
&lt;br /&gt;
*Approval:  This Merit requires Sabbat Coordinator Approval&lt;br /&gt;
&lt;br /&gt;
===Sample Invocations of Caine===&lt;br /&gt;
*Crucible of Blood&lt;br /&gt;
Ritual Requirements: Blood of a 7th Generation or Lower Vampire&lt;br /&gt;
&lt;br /&gt;
System: The elder Sabbat priest may anoint themselves or another member of the Sabbat with their blood, the blood of caine. In prayer to the Dark Father this blood leaves a mark on the flesh of the vampire in the form of an Enochian Symbol. The recipient gains 1 blood trait outside of their normal blood pool they may use at any time. Once used, this ritae would need to be cast again.&lt;br /&gt;
&lt;br /&gt;
*Blood Resistance&lt;br /&gt;
Ritual Requirements: Charred pieces of Gopher Wood&lt;br /&gt;
&lt;br /&gt;
System: To perform this ritae the Elder priest must recite their lineage back to Caine and any of those who partake must do so as well. Once complete, the priest performs a ritual ceremony to bolster their defenses to the Gifts of Caine based on the Dark Father’s Master. Those who undergo this ritae gain a free retest on all challenges to defend against Disciplines used against them. This effect lasts for one night.&lt;br /&gt;
&lt;br /&gt;
*Caine&#039;s Sanctity&lt;br /&gt;
Ritual Requirements: Blood of the Enemy of the Sabbat&lt;br /&gt;
&lt;br /&gt;
System: The performing elder priest of the sabbat consecrates a place or temple to the Dark Father. They must spill the blood of their enemies on the ground and invoke the might of the dark father. Once complete, those who are not Sabbat who wish to enter must first defeat the caster in a contested willpower challenge.&lt;br /&gt;
&lt;br /&gt;
*Sanguine Exaltation&lt;br /&gt;
Ritual Requirements: Lupine Blood&lt;br /&gt;
&lt;br /&gt;
System: This ancient blood rite is performed by an elder priest of the sect that allows them increase the potency of their and others blood for a time. The sabbat vampires engaging must indulge in a valuderie together and invoke the power of the Dark Father in ritual. Once complete, the vampires blood pools increase by 3 over their maximum.&lt;br /&gt;
&lt;br /&gt;
*The Seraph&#039;s Wings&lt;br /&gt;
Ritual Requirements: Wings Feathers of a Ghouled Hawk&lt;br /&gt;
&lt;br /&gt;
System: The Elder Sabbat Priest invoked the names of the Angels that cursed caine and tempts them to do the same to them or others who particpate in this ritae. Each must face a challenge over the various curses laid upon caine. If they succeed, the vampire gains 3 additional steps of movement in combat for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
*Anointing the Bone&lt;br /&gt;
Ritual Requirements: Bone of a Black Spiral Dancer&lt;br /&gt;
&lt;br /&gt;
System: The Sabbat Elder priest crafts a knife from an animal Jaw bone. They recount the tale of Caine killing able as they do so. There after this creates a weapon that has the normal statistics of a dagger. It however, inflicts aggravated damage and steals 1 blood trait from a target with every strike it lands.&lt;br /&gt;
&lt;br /&gt;
*Armor of Caine&lt;br /&gt;
Ritual Requirements: Stone from a Golem&lt;br /&gt;
&lt;br /&gt;
System: The Elder Sabbat priest invoked a blessing from Caine in their battles against their enemy. Every participant must suffer a blow from the priest and not frenzy. Those that succeed reduce all incoming damage they receive in combat by 1 level for the remainder of the night.&lt;br /&gt;
&lt;br /&gt;
*Beyond Death&#039;s Touch&lt;br /&gt;
Ritual Requirements: The Weapon of a Murderer&lt;br /&gt;
&lt;br /&gt;
System: This Ritae is performed by the Elder Priest challenging Death itself to claim themselves or those they anoint with this power. The participating vampires must defeat a courage test at difficulty 5 to succeed. If they do, should the character be reduced to Torpor or Final Death; they may take 1 action before they do so. This ritae lasts 1 night.&lt;br /&gt;
&lt;br /&gt;
*Saint of Caine&lt;br /&gt;
Ritual Requirements: Relic of a Fallen Sabbat member. Morality rating 10&lt;br /&gt;
&lt;br /&gt;
System: Only vampires who reached the maximum of their Morality may undergo this ritae. Those that do are tested on their faith and beliefs. If they succeed in these challenges, the vampire gains the benefit of any aggressive action taken against the recipient must first defeat them in a contested willpower challenge. This effects only other Sabbat and also breaks the second the vampire takes a violent action against another member of the Sabbat. This power lasts for a scene or an hour and then would need be cast again.&lt;br /&gt;
&lt;br /&gt;
*Rain of Blood&lt;br /&gt;
Ritual Requirements: Blood of an Innocent who has died.&lt;br /&gt;
&lt;br /&gt;
System: The Elder Sabbat Vampire must be outside under the night sky to perform this ritae. They must invoke the tales of Gehenna and the end times from the Book of Nod. Once they complete the sky will start to rain blood in their location. Any vampire may drink this blood as an action when in combat and gain one blood trait. They may gain up to 5 blood traits from tis rain before they can no longer gain sustenance from it.&lt;br /&gt;
&lt;br /&gt;
*Sins of the Ancestors&lt;br /&gt;
Ritual Requirements: Blood of the Target.  Blood Incense used from a Palla Grande&lt;br /&gt;
&lt;br /&gt;
System: The vampire must drink the blood of their target and perform a mental challenge difficulty of 10 retested with Investigation. If they succeed they may gain a memory from the blood they are seeking, even if the target is unaware of the memory.&lt;br /&gt;
&lt;br /&gt;
*Gehenna&#039;s Judgement&lt;br /&gt;
Ritual Requirements: Blood Traits from the Target&lt;br /&gt;
&lt;br /&gt;
System: The vampire locks eyes with their target and curses them with words spoken to Caine. They must make a contested mental challenge retested with occult. If they succeed they may spend 1 (or More) point of temporary willpower and inflict a corresponding number of aggravated damage against their target.&lt;br /&gt;
&lt;br /&gt;
*Voice of Caine&lt;br /&gt;
Ritual Requirements: The full lineage of the vampire they wish to use this on. Written in blood on 100 year old parchment &lt;br /&gt;
&lt;br /&gt;
System: The vampire priest closes their eyes in soft mediation dwelling on the line of caine for some time. Once they finish the vampire will know when their name is spoken and hear it called from the voice that speaks it. This effect lasts for one night.&lt;br /&gt;
&lt;br /&gt;
==Ritae==&lt;br /&gt;
===Gangs of New York===&lt;br /&gt;
New York was home to the third Sabbat Civil War and is infamously known for its covens fighting among each other for territory and resources in the city or political issues.  To avoid another all out war in the city; the clergy of New York developed this ritae.  Designed off the frame work of Monomacy; this ritae is performed under much the same rules and guidelines, but for entire packs rather than single Sabbat members.  A Priest of the Sabbat (A Pack priest, Bishop or Higher) who is not involved in the conflict must perform this ritae.  The start of which is brining all the packs involved in the conflict together for council to determine terms, weapons, place, and time.  Such uses of ritae often result in a large bloody conflicts in the hidden parts of New York, but when the battle is done; the issue is resolved without need for further bloodshed.&lt;br /&gt;
&lt;br /&gt;
System:  This Ignoblis ritae functions almost identically to the Monomacy Ritae.  However, rather than a one on one fight, this ritae allows for a Pack on Pack conflict.  Indeed, even several packs may face off against other groups of packs under this ritae (as long the number of packs on both sides are the same.).  Those who participate under this ritae can suffer Final Death legally in the Sabbat as the same a Monomacy. The victorious pack (or packs) gain the territory and possessions of the defeated packs (or packs).  A member of the clergy uninvolved in the conflict must perform this ritae. &lt;br /&gt;
&lt;br /&gt;
===Cry of the Damned===&lt;br /&gt;
Due to the dangers of the massive mortal population of New York; members of the cities clergy developed this ritae off the effects of the Palla Grande Ritae.  The Sabbat priest burns brazers similar to those during the High Holiday to spread a fine pink reddish mist throughout and area.  Mortals in that area will find their minds effected when vampires reveal themselves.  The vast majority of which will react in fear or panic when the Masquerade is broken in front of them but will forget the event later.  Only the strongest willed of mortals can act normally and fully remember the events of the Masquerade breech.&lt;br /&gt;
&lt;br /&gt;
System:  To perform this ritae the priest must burn the bones of a fallen sabbat member with the blood of a vampire in a brazer.  As the reddish pink mist leaves the brazers it will fill an area.  Any mortal in the area will react to any breaches of the Masquerade for the next scene or hour in the following ways depending on their willpower scores:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption&lt;br /&gt;
|-&lt;br /&gt;
! Willpower Score !! Forget? !! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1      || Yes     || The human faints, or collapses in fear unable to recall anything of the events.&lt;br /&gt;
|-&lt;br /&gt;
| 2     || Yes      || The human bolts, trying to put as much distance between himself and the vampires as possible. unable to recall anything of the events.&lt;br /&gt;
|-&lt;br /&gt;
| 3     || Yes      || The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear&lt;br /&gt;
|-&lt;br /&gt;
| 4     || Yes      || The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery, or even leaping at the “monster&lt;br /&gt;
|-&lt;br /&gt;
| 5     || Yes      ||  Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee&lt;br /&gt;
|-&lt;br /&gt;
| 6     || Yes      ||  The human will try to plead and bargain with the Vampire, doing anything possible so as not to get hurt&lt;br /&gt;
|-&lt;br /&gt;
| 7     || No, but will rationalize      || Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions&lt;br /&gt;
|-&lt;br /&gt;
| 8     || No, but will rationalize      || These people are dangerous, because they remember what they saw (more or less), and they might well investigate the matter further&lt;br /&gt;
|-&lt;br /&gt;
| 9     || No      || This human refuses to take anymore. She is afraid but angry, and she will remember the Vampire and probably even try to hunt it down;&lt;br /&gt;
|-&lt;br /&gt;
| 10     || No      || The human is not the slightest bit afraid or bothered by the Vampire. Even Ghouls aren’t this stoic, so Vampires tend to be very suspicious of such folks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===New York Fu*King City===&lt;br /&gt;
The Sabbat of New York, in particular the covens, are fanatical about their love for their city.  Priests of New York have developed this ritae to bolster the convictions of the sect within New York in times of need or celebration.  The priest gives a speech about both the Sabbat and New York city with fiery conviction.  Additionally the priest hands out a special concoction of blood that is flammable.  They ignite the blood and consume it as the end of the speech as it is in flames.&lt;br /&gt;
&lt;br /&gt;
System:  This ritae may only be performed for members of the Sabbat who call New York their home.  Once performed, for the next scene or an hour, the vampire gains 2 attribute traits of their choice which must be chosen at the time of performing this ritae and may not be changed.  These traits may go over generational maximums, but not passed max trait bid rules.  Additionally this ritae may not be stacked.  The priest performing this ritae must drink flaming blood.  To do so the priest must either pass a Courage 5 challenge or spend 1 level of the fire eating ability to automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Grand Synod Ritae==&lt;br /&gt;
The following Ritae were introduced at the Kings of New York Grand Synod event.  Characters were allowed to learn these Ritae from the event itself, and are free to teach them to others.  For a character who does not possess these Ritae, they must locate a character who does and is willing to teach them.  Please keep this in mind, as a character may not simply have any of the below Ritae without a proper chain of instruction.&lt;br /&gt;
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===Burial Rites===&lt;br /&gt;
Camarilla Propaganda supports that Sabbat is a mindless horde of vampire monsters who will take large groups of people, embrace them, and bury them alive.  This is largely incorrect to how the Sabbat actually makes new members of the sect.  However, in times of war the Sabbat will in fact mass embrace humans as a tactic.  This ritual was created to support that practice.  By burying the newly embraced mortal “alive” and forcing them to dig themselves up it strips away their humanity and makes them more likely to kill when needed.  These new vampires are known as False Sabbat and still must earn their creation rites.  Though those that do often have an easier time transitioning to the Sabbat’s paths of enlightenment. &lt;br /&gt;
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System:  Characters who embraced using the burial rites must through a Simple Challenge for each level of Humanity they have (this may reduce them to a minimum of 1 Humanity but not lower).  On a loss, they permanently lose a level of Humanity.  However, when and if the characters attempts to go onto a Path of Enlightenment; the character gains a free retest on challenged to transition to their new Morality.  This retest only applies to a transition from Humanity onto a Path of Enlightenment.&lt;br /&gt;
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===Red Wedding===&lt;br /&gt;
A hold over from an ancient Tzimisce tradition of vampiric political weddings, the Red wedding ritae is still practiced by some of the Sabbat who wish to either form a stronger bond among sect mates or even still for political reasons.  The Ritae itself requires a mortal wedding.  One of which the Sabbat invade.  The gathered Cainites proceed to brutally murder and terrorize the mortal wedding and turning it into a blood affair.  After which, the two cainites that wish to announce their bond to one another bath in the blood of the victims on the altar and solidify their “marriage”.  This is by no means a actual marriage between vampires, it is a mockery of the mortal tradition perverted by the Sabbat to make a statement over mortal traditions and the Cainite blood is stronger then words.&lt;br /&gt;
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System:  Characters that have undergone a Red Wedding develop a special bond that lasts until the vampire reaches final death.  When in the presence of the other character they have performed the Red Wedding with; the character is considered to have 1 additional temporary willpower trait that may go over generational maximums.  If this trait is spent, is does not return for one month.  This ritae does not stack with the Merits True Love or Loyalty. &lt;br /&gt;
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===Black Cathedral===&lt;br /&gt;
The Sabbat makes great use of religious fervor, and such, has a need for sacred places of worship. Small or nomadic groups create personal locations for pack Ignoblis, and the various dioceses may dedicate specific sites for larger Ritae. A Black Cathedral focuses magic like a prism, allowing priests to perform larger and more powerful Ritae. Black Cathedrals are permanent monuments to the strength and faith of the Sect. The Blood Bath to invest a Regent is a massive and unique rite, and can only be performed in a Black Cathedral. The raising of such a Cathedral is a rare and much-celebrated event. Three currently exist: one in Mexico City, one in Montreal, and one in Bucharest.&lt;br /&gt;
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System:  The actual effort to construct a Black Temple should require time and the effort of several characters to accomplish.  It is a major event for the Sabbat when a Black Temple is raised.  When completed and properly consecrated the priest performing this ritae spends 1 Permanent Willpower Trait to finish the ritae.  For gameplay purposes, regain a point of temporary Willpower for every hour spent in this location, up to your permanent rating. Also, the Black Temple serves as a protection against enemies that may be threatening the character. No supernatural enemy of the Sabbat may set foot inside this sanctuary, though this does not mean mortal agents of the enemy in question could not be directed to do so.&lt;br /&gt;
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===Embracing the Monster Within===&lt;br /&gt;
The Sabbat revels in the Beast and the power it holds.  This ritae is used to unlock that very potential.  The Sabbat priest must goad the Cainite before them to the razor edge of frenzy.  They must push the Sabbat seeking the power if this ritae to rile up their beasts and yet control them.  If the Sabbat member can control the coming frenzy and not fall to it; they grow in strength and power for a time. &lt;br /&gt;
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System:  This ritae lasts a scene or an hour.  During that time the recipients of the Ritae gain the Physical Traits Brutal, Ferocious, and Vicious.  However, you maintain this benefit the character must win a Self-Control/Instinct challenge at difficulty 4 each round of combat before the start of normal.  If they fail, the effects of the ritae end.&lt;br /&gt;
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===Faith in the Sword===&lt;br /&gt;
The Sword of Caine is fanatic cult dedicated to Gehenna.  The priest performing this ritae for a member of the Sabbat must invoke the prophecies of the end time.  They must express the purpose of the Sabbat itself and its coming victory in the Sabbat against the antediluvians.  Those who listen to the priests words find themselves emboldened for a time and defy almost any odds against them.&lt;br /&gt;
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System:  This ritae lasts for one night.  During that time, the character benefiting from this ritae may call upon it once a night to fully refresh their Mental or Social Traits they may have lost during the night.  They may only call upon this attribute refresh once per night and may not have this ritae cast on them more than once per night.&lt;br /&gt;
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===Dark Reliquiae===&lt;br /&gt;
This ritae was developed by members of the sabbat clergy on crafting and forging relics &amp;quot;holy&amp;quot; to the sabbat.  For the priest to create such a Dark Relic they first need an object of renown and importance to the sword of Caine as a whole.  Items once possessed by legendary members of the sabbat are often favored. some priests favor skulls and bones of fallen sabbat heroes whose names are written into the Litany of Blood.  Regardless, only true Relics of the Sabbat will ever work for this ritae, anything short a d the ritae itself utterly fails. Once a proper item for the relic is found by the priest they must spend several nights in offerings of blood over the item as they recite the deeds of the Cainites in question.  The priest also perform other ritae around the item and get other members of the sect to acknowledge the sects importance.  once complete, however, The Dark Relic is finally forged for use by the sect as a whole or can even be used by the Sabbat Inquisition in the crafting of their Iron Reliquaries.&lt;br /&gt;
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System:  Each Dark reliquiae is a unique and &amp;quot;holy&amp;quot; item to the sabbat. They are not created often or are common things. the player must truly find an item appropriate to the ritae, just any normal item will not suffice and the ritae will fail.  Regardless, the priest performing this ritae must spend 1 to 5 permanent willpower in the crafting of this Dark reliquiae. The traits spent then give the relic a rating equal to the permanent willpower traits spent.  this Rating adds additional levels of &amp;quot;True Faith&amp;quot; to anyone with the merit Mark of Caine (Rites of the Blood page 41), to a Maximum of 5.  Some examples of Relics and their ratings are below:&lt;br /&gt;
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*Ring of Melinda Galbraith (Rating 4)&lt;br /&gt;
*Thurible of Venere Carboni (Rating 3)&lt;br /&gt;
*Cross of Moncada (Rating 3)&lt;br /&gt;
*Tome of Goratrix (Rating 4)&lt;br /&gt;
*Fangs of Gorchist (Rating 5&lt;br /&gt;
*Dagger of Marozia d’Oscura (Rating 5)&lt;br /&gt;
*Skull of a Crusader (Rating 2)&lt;br /&gt;
*Fingerbone of a Fallen Packmate (1)&lt;br /&gt;
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The Creation of a Dark Reliquiae item must be approved by the Sabbat Coordinator&lt;br /&gt;
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===Altar of Caine===&lt;br /&gt;
The ritea of the Sabbat was designed and crafted by particularly cruel members of Clan Tzimisce and the Toreador Antitribu. The Sabbat priest will capture several mortals and painfully crafts and alters them with the abilities of Vicissitude into an Altar of sorts.  The priest will recite quotes from the book of nod as if they were holy prayers will crafting and creating this blasphemous altar.  When completed the priest will dedicate their blood and some of their very being to the Altar.  After which the Altar remains a terrifying if not potent “holy” artifact for members of the sabbat to drawn forth both passion and blood.&lt;br /&gt;
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System:  Crafting an Altar to Caine and performing this ritae costs the sabbat priest 1 permanent willpower.  Once created, the Altar may store a number of willpower points in it up to the priests Rituals Background or Ability (not both).  As long as any Sabbat member is within 10 feet of the Altar they may withdraw any number of blood traits or willpower traits that are stored in it up to the amount currently in the altar. Only those characters that are true Sabbat (i.e. Have the status Intiatied) may pray at the altar to draw out these temporary willpower traits.  Once withdrawn, the priest with the Altar of Caine Ritae may replenish the lost Willpower traits from the Altar in one of two ways: Priests who use the Altar in Ritae can expend any number of Temporary Willpower from themselves to fill the Altar while engaged in Ritae. Or, use the Torture ability on another to cause willpower loss that will drain directly into the Altar from a victim laid upon the Altar. &lt;br /&gt;
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===Rite of the Headhunter===&lt;br /&gt;
Collecting the skulls of their fallen vampire enemies is a tradition among the Sword of Caine.  It is a mark of pride in battle and killing the enemies of Caine.  These skulls are carefully taken care of, prepared and cared for by those who Headhunt.  Some members of the Sabbat clergy even developed this ritae to help with the practice.  A Skull from a fallen vampire enemy of the Sabbat is carefully prepared with this ritae and preserved.  Enochian carvings are made in the skull and blood soaked into the bone.  Any vampire who sees a member of the Sabbat who bears a Skull from this ritae adorned on them will instinctually feel terror and dread, that they might be next.&lt;br /&gt;
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System:  This ritae creates an item from the skull of a fallen enemy of the Sabbat vampire as a requirement.  When the skull is worn by a member of the Sabbat in some manner (either as decorative jewelry, or some craft it into a mask), those vampires who enemies of the Sabbat who can see the Skull made with this ritae, are two traits down in all brawl or melee combat with the member of the Sabbat who wears this item.  Those such affected by this, may spend 1 temporary willpower to be immune to this effect for one scene or an hour.&lt;br /&gt;
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===Vestments of Vileness===&lt;br /&gt;
This unholy article of clothing is a priestly vestment with a Sabbat blessing and curse upon it.  This ritae was crafted by the more necromantic members of the Sabbat that took the joy of rebellion against the Church one step further.  A Sabbat priest with this ritae must stalk, hunt, and kill a high ranking member of the mortal clergy.  After soaking the Priest’s garment in the blood of its victim, the Sabbat priest performs dark prayers to caine and removes the mortal clergy’s symbols form the robe and replaces them with symbols of the sabbat and books nod.  There after the Vestment allows any who wear it some limited interaction with the dead, but comes with a terrible curse for any Sabbat member who might still have mortal feelings.&lt;br /&gt;
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System:  The performance of this ritae creates the Vestment of Vileness magic item from The white wolf Sabbat books.  To create a Vestment of Vileness requires the priest to spend 1 permanent willpower to create one.  Additionally, the suggested updated mechanics for the Vestment of Vileness are below (as the original is based on Second Edition Vampire, where Necromancy was not a blood Magic).To activate the powers of the Vestment of Vileness costs 1 willpower for the next scene or an hour.  During that time the Sabbat priest can see into the shadowlands.  They are able to see, hear, and speak to any wraiths during this time.  Additionally, the Priest can spend 1 willpower point to give a command to a wraith he can see while this item is active.  The mechanics for this command are the same as the dominate level Mesmerism but only works on wraiths.  There is a curse on this robe, the curse dooms the owner to lose any loved one who touches the robe.  Any character who wears a Vestment of Vileness permanently loses the Merit True love if they possess it, and if they do not, may never purchase it.&lt;br /&gt;
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===Mark of Devotion===&lt;br /&gt;
Only the truly devout members of the Sabbat are recipients of this Ritae.  When a Sabbat priest finds a member of the sword of caine whose faith to the Sabbat is unquestionable and their actions drive the Sabbat forward will they reward them with this ritae, creating a mark for all others to succeed.  The Mark of Devotion itself is created from a mixture of blood and wax, stamped with the Ankh of the Sabbat.  From it will hang on dried flesh of a mortal particular quotes from the book of nod that have great meaning to the recipient.  Once the ritae is complete the weapons and armor worn by the warrior of the sabbat will share in some of the strength of the devotion from the one who bears such a mark.&lt;br /&gt;
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System:  The item crafted with this ritae must have its own item card.  This item may be applied to any weapon or armor.  If its applied to a weapon you may increase the damage or bonus traits (not both, you must choose) by 1.  If it is applied to armor, the health levels of the armor are increased by 1.  Weapons and armor may only benefit from one Mark of Devotion at a time.  A sabbat priest may only have a number of Mark of Devotions created equal to their permanent willpower rating.&lt;br /&gt;
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===Codex of The Dark Father===&lt;br /&gt;
Many Sabbat priests create their own tomes and books with passages from the book of nod, writings on the Ritae of the Sabbat, notes on the various Sabbat Path’s of enlightenment, and cataloging the history of the sect.  As a result, some Sabbat priests developed this ritae as a means to pour their faith and devotion to the sabbat into their writings.  The Codex of the Dark Father must be hand crafted by a Sabbat priest and written in blood.  Those who hold such a faithful tome experience some of the faith and art that went into it’s crafting, thus empowering their own morale resolve in the Sword of Caine.&lt;br /&gt;
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System:  This ritae creates an item that a sabbat priest can then carry with them.  When in possession of the Codex of the Dark Father the Sabbat priest can spend 1 temporary willpower to give himself or anyone within their line of sight a single retest on a Conscience/Conviction challenge they must make due to violating their morality or changing paths of enlightenment.  This must be activated before the challenge is thrown.&lt;br /&gt;
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==Path Ritae==&lt;br /&gt;
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==Merits==&lt;br /&gt;
&#039;&#039;&#039;Pinnacle (7pt. merit)&#039;&#039;&#039;&lt;br /&gt;
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The trappings of the Occult come especially easy to you. Select one Background from the following group: Allies, Arcane, Cult, Familiar (Lesser), Membership, Network, Occult Library, Retainers, Rituals, or Occult Status. You received one free dot in that Background, and your maximum Trait score in that Background may exceed normal Generational limits by one. Pinnacle may not be purchased multiple times for additional Backgrounds, nor may it be purchased alongside the Paragon merit.&lt;/div&gt;</summary>
		<author><name>Supersabbatst</name></author>
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