Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
When they were making the genome for the owl furries they copied in a bunch of files from the root directory of their computer at random, for some reason.

Those files were placed there by the evil blood space ghosts that turned earth into a blood crystal.

Adbot
ADBOT LOVES YOU

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Stop making this sound so much more fun to game than it would actually be.

Loomer
Dec 19, 2007

A Very Special Hell

Kurieg posted:

When they were making the genome for the owl furries they copied in a bunch of files from the root directory of their computer at random, for some reason.

Those files were placed there by the evil blood space ghosts that turned earth into a blood crystal.

I repeat myself: I'm sorry, what? (but good ways this time, maybe?)

Dawgstar
Jul 15, 2017

Kurieg posted:

When they were making the genome for the owl furries they copied in a bunch of files from the root directory of their computer at random, for some reason.

Those files were placed there by the evil blood space ghosts that turned earth into a blood crystal.

And didn't a single owl furry kill the entire human population of Earth?

Everyone
Sep 6, 2019

by sebmojo

Halloween Jack posted:

The obvious choice for an animal that is obviously pure evil and can't possibly be identified with is the raccoon.

Clearly someone has yet to see Guardians of the Galaxy 3.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
Rocket becomes enraged at the insinuation that he is a raccoon, and for good reason. Kill them on sight.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
IMO, the obvious candidate for an irredeemably evil animal is dolphins. Sex-crazed sadists that murder for fun and torture pufferfish to get high on the toxins they release into the water.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Loomer posted:

I repeat myself: I'm sorry, what? (but good ways this time, maybe?)

Sorry I misremembered things because like. 30 different incredibly dumb things happen to earth.
So in order

Corps colonize mars
Corps figure out that it's too hard to splice the "is a human" gene into animals and way easier to splice "is an animal" into human clones and start broadcasting furry porn back to earth in an effort to entice humans to join the corps.
Instead all the earth governments declare war against all the corps for this crime against nature.
At some point along the line someone unleashes a computer virus that is explicitly and textually magic that hacks reality and launches all the nukes at all the countries turning earth to glass, it also copies itself to the mars computers before it dies due to the whole "turning the entirety of the surface of the planet to glass" thing.
Mars declares that the small amount of humans that are extant on the planet aren't enough to perpetuate the species so rather than, you know, cloning humans, they instead start producing a generation of furries that are capable of having children and are also ridiculously fecund.
When they tried to make owl.horny the moron creating the genome copied in the evil magic computer virus and made this instead, it killed everyone in the building and they declared Owls off limits forever


After creating all the furries the remaining humans go to colonize the moon for some reason and get killed by Slenderman who turns earth and the moon into blood crystal.

Ominous Jazz
Jun 15, 2011

Big D is chillin' over here
Wasteland style
The most evil animal of all
Is MAN

Everyone
Sep 6, 2019

by sebmojo

Cythereal posted:

IMO, the obvious candidate for an irredeemably evil animal is dolphins. Sex-crazed sadists that murder for fun and torture pufferfish to get high on the toxins they release into the water.

Coming soon, from the people who brought your Cocaine Bear. Just when you thought it was safe to go back to Sea World... Viagra Dolphin.

Yes I stole that from Pitch Meeting.

Loomer
Dec 19, 2007

A Very Special Hell

Kurieg posted:

Sorry I misremembered things because like. 30 different incredibly dumb things happen to earth.
So in order

Corps colonize mars
Corps figure out that it's too hard to splice the "is a human" gene into animals and way easier to splice "is an animal" into human clones and start broadcasting furry porn back to earth in an effort to entice humans to join the corps.
Instead all the earth governments declare war against all the corps for this crime against nature.
At some point along the line someone unleashes a computer virus that is explicitly and textually magic that hacks reality and launches all the nukes at all the countries turning earth to glass, it also copies itself to the mars computers before it dies due to the whole "turning the entirety of the surface of the planet to glass" thing.
Mars declares that the small amount of humans that are extant on the planet aren't enough to perpetuate the species so rather than, you know, cloning humans, they instead start producing a generation of furries that are capable of having children and are also ridiculously fecund.
When they tried to make owl.horny the moron creating the genome copied in the evil magic computer virus and made this instead, it killed everyone in the building and they declared Owls off limits forever


After creating all the furries the remaining humans go to colonize the moon for some reason and get killed by Slenderman who turns earth and the moon into blood crystal.

Dawgstar
Jul 15, 2017

Kurieg posted:

After creating all the furries the remaining humans go to colonize the moon for some reason and get killed by Slenderman who turns earth and the moon into blood crystal.

I can feel my brain smoothing out.

disposablewords
Sep 12, 2021

Go read the full F&F and be surprised Purple's brain isn't a perfect sphere from going through that poo poo.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
and by ridiculously fecund I mean "went from a population of thousands to 3 million in 400 years." They're also very careful to point out that every female furry was pregnant at the time the humans went off to get slenderman'd.

Dawgstar
Jul 15, 2017

Kurieg posted:

and by ridiculously fecund I mean "went from a population of thousands to 3 million in 400 years." They're also very careful to point out that every female furry was pregnant at the time the humans went off to get slenderman'd.

I'm going to imagine that there was a lot of use of the word 'brood' or 'litter' or 'gravid' in there and just sort of sigh.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Ominous Jazz posted:

Are all planscape modules like those ones :(

Some of them are... less bad, but they're all pretty bad. Still, maybe Dead Gods will salvage it all!

Kurieg posted:

After creating all the furries the remaining humans go to colonize the moon for some reason and get killed by Slenderman who turns earth and the moon into blood crystal.

No it's even dumber. The humans don't get killed on the moon, they're living happily on the moon and then decide to go on a field trip to Earth where they get killed by the other Slendermen. You've got the Blood Crystal Slendermen and also the Weird Pale Blob Slendermen, and the Weird Pale Blob Slendermen killed the humans if I remember right.

disposablewords posted:

Go read the full F&F and be surprised Purple's brain isn't a perfect sphere from going through that poo poo.

I mostly remember being very angry while reading it, I think I used a lot of bad words.

Angrymog
Jan 30, 2012

Really Madcats

Wasn't t Great Modron March kind of okay?

Ominous Jazz
Jun 15, 2011

Big D is chillin' over here
Wasteland style

PurpleXVI posted:

Some of them are... less bad, but they're all pretty bad.

Oh so the setting is ENTIRELY carried by the cool video game

Asterite34
May 19, 2009



Ominous Jazz posted:

Oh so the setting is ENTIRELY carried by the cool video game

Now that's just not fair

The books also have really nice art in them

Whirling
Feb 23, 2023

Kurieg posted:

Like, look at this.

Look at it.


So is that thigh thing supposed to be sexy because to me its just insanely perplexing

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Whirling posted:

So is that thigh thing supposed to be sexy because to me its just insanely perplexing

It's so you can gently caress the mer-thing.

Asterite34
May 19, 2009



Even for extreme transhumanists and furries, that's atrocious anatomy

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
I feel like that was conceived by someone who wants to have sex with a shark woman but has never had sex with anyone. What, are you supposed to wear her thighs like an inner tube? Park a bean bag chair in front of her so she can sit on your face?

Whirling
Feb 23, 2023

Cythereal posted:

It's so you can gently caress the mer-thing.

This honestly seems like it would make sex with the shark-woman far more difficult

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
The text where the shark lady shows up specifically says that for some reason sharks and dolphins that are "tauric" still have a thigh gap despite the fact that naga do not. So this is almost assuredly the author's barely concealed fetish.


PurpleXVI posted:

No it's even dumber. The humans don't get killed on the moon, they're living happily on the moon and then decide to go on a field trip to Earth where they get killed by the other Slendermen. You've got the Blood Crystal Slendermen and also the Weird Pale Blob Slendermen, and the Weird Pale Blob Slendermen killed the humans if I remember right.

sorry, there are just *so many slendermen*

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
The extra funny thing is that as I recall it, a bit of casual number analysis proved that the ULTIMATE UNDEFEATABLE SLENDERMANS could literally be beaten up with a steel folding chair and sufficient investment in being a musclebrained moron straight from chargen.

Yet they somehow managed to clown on well-prepared and well-armed expeditions.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



PurpleXVI posted:

The extra funny thing is that as I recall it, a bit of casual number analysis proved that the ULTIMATE UNDEFEATABLE SLENDERMANS could literally be beaten up with a steel folding chair and sufficient investment in being a musclebrained moron straight from chargen.

Yet they somehow managed to clown on well-prepared and well-armed expeditions.
The Path of Aerith was lost in the yiffpocalypse.

Whirling
Feb 23, 2023

The owl slenderman looks too cute to be scary. He's so fluffy.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!






It’s been another long delay since my last Bloodshadows update. But really, everything after the Magic chapter is denouement. The setting and character creation chapters show the promise of Bloodshadows, and the magic chapter shows how all that potential fizzles thanks to the terrible, terrible rules. For easy reference, here's a link to the last Bloodshadows post, about magic.



Looks like somebody was careless with the Special Effects Worksheet when they designed their Burning Blade spell. Should’ve listened to Magister Mike.


The Equipment chapter doesn’t waste any time and gets right into the stuff PCs want to buy: armor and weapons.

Armor is kinda weird, because your options are kinda weird for a Pulp Era style game. The kinds most useful to PCs are bulletproof vests, padded jackets, or thick, stiff leather jackets that make everyone look like a Sin City character. These are standard gear for Sentinels, and can be layered with a bulletproof vest.

But there are more exotic types of armor. Hides and furs are self-explanatory and more common in cold northern climates. In some northern cities and small settlements, craftsmen make bone and hide armor, which has fussy rules for breaking and losing its effectiveness if it isn’t custom-tailored. It’s also popular with necromancers. Lastly, bronze armor is something of a tradition among alchemists. It’s heavy, cumbersome, and not much cheaper than a bulletproof vest. The only reason to wear any of the weird armors is if you want to be conspicuous.

Melee weapons are detailed in the Masterbook, but they devote some space to the ones that PCs are most likely to use on Marl: brass knuckles, clubs, knives, switchblades, and for the vampires, stakes. Common missile weapons include throwing daggers, which are a popular spell-delivery system. Arrows can be enchanted, too, but alchemists prefer the craftsmanship of a well-made crossbow loaded with well-made runebolts.





Firearms are more fun to talk about! Hey, it’s the mid-90s, indulge in some gunfuckery with me. The guns available in this game are basically WWI-era. There are no illustrations, but it’s not hard to imagine their real-world equivalent.

The .38 Gelvash revolver is the most common gun on the streets. It’s standard-issue for sentinels and private detectives in over their heads. If you want something concealable, the .22 Delken is the perfect revolver to hide in your garter belt. The only semi-automatic pistol is the .44 Karr Automatic, which I assume is something like a Colt M1911 even though it’s chambered in .44 with a six-round magazine. The Karr is powerful, but revolvers have an advantage over automatics: you can hand-load individual runeslugs.

There are only three long guns listed. The Degan Guardian is a rifle is used by hunters, caravan guards, and occasionally riot cops. It holds six rounds, but it doesn’t say if it’s lever-action, bolt-action, or what. The Gelvash Thunder is a double-barrelled shotgun, often sawed-down and preferably loaded with fireball runeslugs. (Runeshells?) Finally, the Skandra Annihilator is a clear analogue of the Thompson submachine gun. There are no rules for heavy weaponry like artillery or vehicle-mounted weapons.

Oh! Runeslugs! I’ve mentioned them so often that we should really late out the rules for runeslugs–and runebolts and runeknives and runehungamungas. The rules are…partially missing. In combat, runeslugs are quite simple: you get hit by the weapon and take damage from that, and the spell immediately triggers for additional damage and effects. Hitting someone with a fireball bullet is bad news for everyone around them. The most common spells charged into runeslugs are fireball, lightning bolt, mystic chains, and pain.

But runeslugs aren’t in the equipment tables and don’t have a cash value. Possessing runeslugs is an Equipment (Column II) Advantage, with no notes on how many you get or if you can get more. I also don’t remember what Effect Value to use for precharged spells. Maybe they don’t even tell you. The Masterbook system sucks and I don’t care.

Here’s another strange thing: magic weapons! While runeslugs aren’t on the equipment list, these items are, and you can just buy them with cash.

Burning Blades are throwing daggers charged with a fireball spell. A more hardcore version, called Ashes to Ashes, casts incinerate on a single target. A problem with these weapons is that you need to inflict at least 1 Wound for the spell to trigger. That can be a tall order with a throwing dagger, and there’s the possibility that your enemy will throw your own exploding dagger right back at you.

Chain Reaction is a belt of metal links. On command, a link flies off and hits a target, as per a bullet spell. A nastier version called Razor Wire flings a rain of razors at the target, pelting them with sharp metal bits.

Smoke Rings are jewelry that creates a cloud of smoke. They’re single-use, but less conspicuous than a smoke bomb potion, I guess. Pain Batons are standard issue for sentinels in Selastos. Presumably it only has a single charge, but getting walloped with two melee attacks for the price of one is pretty nasty.

Last are the weapons that are rather conventional. Lightning Canes are canes that cast lightning bolt. Winter’s Wands are wands that cast freeze.

Potions are also better defined than runeslugs, with listed prices for a list of standard potions. It's an odd list, though, because it doesn’t separate the potions you might want to drink from the potions you would only want to throw at people. Potions are kept in stoppered vials, and adventuring alchemists wear “potion belts,” so make sure not to mix them up.

Eagle Eyes, Potion of Power, and Toughen potions boost your Perception, Strength, or Toughness, respectively. It lasts for a day. Revitalize is the only healing potion, which instantly treats you as if you’d received first aid from someone with a first aid skill of 11. So it’s exactly as good as having an average schmuck bandage you up, but faster. That’s it for the buff potions.

Razor’s Edge is a poison applied to edged weapons for additional damage. The rest of the offensive potions are essentially grenades. Blind potions blind a single target, while Smokescreen creates just that. Stench creates a zone of stinkiness that hinders anyone in it like a Taunt/Trick attack. Tar Pit creates a sticky trap with a ten-meter radius, but at least you can’t drown in it. Finally, Thunder potions just explode when you throw’em.

I’m altogether disappointed in the potions. The buff potions are the most boring things you could imagine, while the weaponized potions are just grenades, and they’re the most boring magical grenades you could imagine. Smoke bomb, stink bomb, and bomb.

More interesting than the potions is a page devoted to alchemical ingredients, which makes it clear that alchemy on Marl is a mixture of real chemistry and superstition. Henbane, mandrake, bat claws, and ground unicorn horn are common ingredients. There are also entries for aqua regia and vitriol that tell you what acids they actually consists of. Some ingredients have archaic names, like calling petroleum “rock oil” and nickel “copper demon,” but magnesium, arsenic, cinnabar, and other minerals are just called by their proper names.





The page-or-so devoted to magical Adventuring Gear has some bits of info that flesh out the setting. Glowstones are simply crystals charged with light spells, which the people of Marl use instead of electric light. And really, they’re more convenient. A typical glowstone lasts six months before it needs to be recharged or replaced, and they can range in size from penlights to streetlamps. They can be enchanted to activate when you remove a cover, flick a switch, enter a room, whatever. Heatstones are charged with heat instead of light; small ones are used for cigarette lighters while larger ones act as cooking surfaces or space heaters. I’d like to have a portable, cordless campfire that turns on and off at command.

Crystal sets are simply magic radios. Most only receive radio stations, while others can both send and receive. You can’t really contact another city because of all the interference from other magic stuff over long distances, and it’s possible to intercept and listen in on someone’s messages. I’d say that crystal sets aren’t better than real radios, though, because the actual crystals in the sets are usually set to lose their charge in a month, so you have to buy access as a subscription service.

Conjurevids are magical movies–it says the illusions that create them have light and images, so I assume they’re silent movies but in colour. An “affordable” conjurevid tops out at 2 hours and costs 10 selasts, which is also the price of a .22 revolver or an ounce of magnesium. Besides entertainment, conjurevids can be used for things like preserving records of a crime scene.

Other magical equipment includes scribepads, notebooks which magically take dictation and I suppose put a lot of stenographers out of work, lockpicks charged with lockpicking spells, rope that ties and unties itself on command, and sleeping bags with built in danger alarms, a handy thing to have in the Wilderness.

Last comes rules for vehicles. There are no extensive rules for car chases or anything, just notes for speeds, maneuver penalties, armor, and number of passengers.

The Tesham Cart is an open-top, beast-drawn wagon used to carry cargo around cities if you can’t afford a car. Tesham also makes Armored Wagons that are not only covered but enchanted to propel themselves and repel bullets and weak spells.

Nicer cars include the Endel Roadster, a sporty convertible, the sensible Signer Sedan, and Endel trucks that are suitable for hauling cargo through cities or the Wilderness. The Conor Steam Cart is a mystery: it says it’s a light, narrow, open-topped, steam-powered cart that can go where cars can’t, but it also says it holds 13 people.

Oh, and there are boats. You’ll probably never get on a boat in a Bloodshadows game, or at least never have to steer one. But there’s the Takar Rowboat, which is a rowboat. The Elandro Schooner is a fast, maneuverable ship popular with merchants and smugglers. The Draman Barque is a big cargo boat meant for river travel. The Caru Merchantman is a big oceangoing ship armed with enchanted cannons, and the Tarik Frigate is a military vessel bristling with guns.


So the equipment chapter is…fine. It’s just okay. It doesn’t fall prey to the vice of using the Masterbook system to implement a bunch of fussy little rules for different kinds of weapons, or anything like that. But my disappointment with the potions section extends to the whole chapter: there’s not a lot here to reinforce the Magic Pulp setting or spice it up. Give me a fedora that makes me better at holding my liquor, or a trenchcoat that lures leggy blondes to my dingy office! Give me mad science stuff and goofy weapons and gadgets for fighting undead monsters! Sure, you can design new potions and magic items yourself, one at a time, using Masterbook's laborious SFX system. Pass.


In the last update, I’ll cover the GM advice and sample adventure.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Angrymog posted:

Wasn't t Great Modron March kind of okay?

Modron march seems to be remembered pretty well.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

MonsterEnvy posted:

Modron march seems to be remembered pretty well.

And it's the only adventure I'm skipping since someone else already reviewed it and thank God for that because it's also loving huge.

Drakyn
Dec 26, 2012

Halloween Jack posted:

Rocket becomes enraged at the insinuation that he is a raccoon, and for good reason. Kill them on sight.

Loomer
Dec 19, 2007

A Very Special Hell
The Masquerade of the Red Death - Book 1: Blood War - Part 5, Chapters 18 to 22
Part One
Part Two
Part Three
Part Four
Part Five

Chapter Eighteen
We’re back to New York with Varney, in the immediate aftermath of the attack on The Devil’s Playground. Jackson is waiting for her a block away in the car, which seems a little slack. There’s police and fire sirens going off, clubgoers running through the streets, and the only backup Varney’s got doesn’t have a plan B beyond ‘wait for rendezvous’?

Well, I guess it can be excused because apparently she had the place packed with spies, microphones, secret communications networks and hidden cameras because of course she does, she’s the secret owner of the club and through ‘subtle but intense mental manipulation’ made Bern set up ‘Sabbat headquarters’ (there’s a concept for you) in it. The entire place is surrounded by Varney’s agents who’re capable of tracking the three spooked and very senior Sabbat vampires to their havens safely, and she was never in any real danger, except for the part where, you know. She was absolutely about to be murdered and not one of the spies, operatives, or bodyguards showed themselves.

That aside, this is a fairly standard intelligence-gathering chapter. Varney sets Jackson a new task – find out everything they can about the Red Death and the mystery twins. We also get to glimpse the source of Varney’s power:

Now, the books go back and forth on the concept of Masqueraders. Here’s my best understanding of the reality: Masqueraders are actually real (if not really in anything else – a hint of them in Chicago by Night is about the extent of it), and Flavia’s description is basically accurate, but each one is sui generis. Varney is easy: she’s a ghoul, straight up and down, and Anis is in torpor in the crypt under the Varney building. She probably has some other stuff going on from a few centuries experience – a couple of Paths, say – but at the core, she’s just a potent Methuselah’s ghoul with a telepathic link that lets her draw power and use some more advanced disciplines.

McCann’s exact deal is never really clarified. He may, or may not, be a mage – and he may, or may not, be many thousands of years old in his own body. He may, or may not, be Lameth in an alchemical body, or just a human he timeshares mental real estate with. He may, or may not, be a vampire, or just human but immortal. My money is that McCann doesn’t really exist – he’s an alchemical shell. We never get an actual answer to this question, which would be fine if it weren’t hyped up as a grand unknowable mystery. As it is, it just lends more of an air of Special to already overwrought characters.

There’s a little more wank over Reuben and Rachel. No one else at the bar saw them! The cameras missed them completely! Alicia comes to the not-unreasonable conclusion Reuben must be a mage, and we get a brief description of them and a piece of characterization I don’t love:

The man literally knows vampires exist, including literal vampire wizards. He’s aware his employer is, at the very least, strongly telepathic and capable of impossible feats. He’s an ex-Green Beret (and CIA Guy, though honestly: that does make him being a complete moron who can’t exhibit an iota of flexibility in thought more plausible), and all the Rambo stereotypes aside, one of the crucial skills of 1970s-era special forces was flexibility in thinking. For Jackson to automatically disbelieve magic is possible when, again, he is literally involved in secretly manipulating the impossibly powerful elders of a sect and has literal video footage of their literally magical powers, all on behalf of a woman who he knows is a telepath who can shut down people’s brains at a distance is nonsensical. I could go on a big rant about materialism and magic, but I’ll save it unless people want to hear it. Suffice to say: This is slack and lazy on Weinberg’s part, and undercuts both the bit where Jackson is written to be both a plain-viewed soldier and a badass.

Back to the story at hand. Having fed and changed (black jumpsuit, hoody, and gloves), Varney wants to go to the Bowery. Jackson is getting very tired of his employer wanting to go to the most dangerous areas in New York (the Bowery differs from Prospect Park only because it doesn’t have a wall, per the text – in our world it was mid-gentrification in the 90s but its safe to say the Sabbat aren’t really big on urban redevelopment and probably ate the first yuppies who moved in. Unexpected allies of the working poor, etc, etc.) Varney reassures him by giving him orders to shoot to kill and to shoot first, ask questions later, which is probably a nice fuzzy return to his CIA days in Vietnam.

It takes exactly one paragraph for Weinberg to feed us another action sequence. Five punks try and intimidate them, and Jackson gets to do his Dirty Harry impression. To his credit, he doesn’t kill anyone, and for a change there are no fatalities from Varney either. They just ask for directions, while holding these teenage kids at gunpoint (one of them with his mouth around the gun, no less – Jackson’s preferred response to their attempts at intimidation being to ram the barrel of a ‘.357 Magnum Police Special’ – which I assume is a S&W Model 13 – through a man’s teeth). They want to see ‘Madame Zorza’, a weird old witch on the third floor, and on receiving directions let the kids go. Jackson warns they’ll be back and packing serious firepower and the overall tone definitely suggests Jackson did some war crimes in Vietnam. Naturally, he’s proven right, and off-camera will massacre them and their friends while Varney meets with Zorza.

Finally, we meet Madame Zorza, a stereotypical ‘gypsy’ fortune teller. Yes, if you thought we were getting away from unfortunate language at this point, have no fear: its back. For that matter, while Jackson is never explicitly described as Black the name choice he gets in Book 1 – ‘Sanford Jackson’ – feels like a Black man’s name to me, and is shared with a former Negro league player. There’s something uncomfortably fetishistic about him in that light, particularly the bit where Varney calls him to her bed whenever she can’t find a man on the prowl. This would actually provide a potentially interesting point of comparison and bonding with Flavia, in better hands – we have two people who’re viewed as objects, to be exploited both practically and sexually, who belong to specific categories of sexualized others and who are both owned by far more powerful people who view them principally as trophies rather than actually needing their services. Again, this is a big part of my frustration with Weinberg: some of these ideas could actually be very potent moments with more considered and careful use!

Zorza is a vampire, of course – Gangrel, which is not such a surprise given that the early VtM material made a big thing of a connection between the Gangrel and the Rroma and Sinti communities. She’s lived in New York for two centuries and was active in Europe from no later than the Plague years, and makes everyone who visits her hide their face – and the years have twisted her own to resemble that of the Sphinx. So, is she a neat character? Well, she could be – but her dialogue is, well, bad. Very stereotypical fortune teller. Here’s the only thing of substance she says (free of charge, naturally, because the fates demand it):

Gosh, what could that be referring to? She also calls Varney ‘Anis’, but as she’s been calling her the ‘Queen of the Night’, Anis’s title, since she walked in – its not such a shock. Varney’s reply might be Bob being a hack, or being aware how goofy this all is, or both. I like it, though, in that dumb poo poo way:

If anyone’s seen Lodge 49, in this moment I picture the deadpan delivery of Sonya Cassidy as Liz Dudley. As dialogue goes though? Its bad – its choppy, and it feels like Weinberg never learned how to deploy punctuation in dialogue properly and instead uses full stops to indicate a brief pause where he really should use commas, emdashes, or even the dreaded ellipsis. The last two, for instance, should really just be ‘Soon I’ll be getting letters addressed to Anis – maybe even junk mail.’

Chapter 19
We’re still in new York, but now with yet another POV. Weinberg’s kitchen sink approach is in full swing at this stage. The new guy is Walter Holmes – ‘an astonishingly ordinary’ man of 180 pound at a hair under 6 foot, with utterly unremarkable features and unnaturally pale skin because he’s, of course, a vampire. Specifically, ‘a late-generation vampire of no particular note’ who hangs at the ‘Perdition Club, a hideaway frequented by anarchs’. Again, Weinberg is never terribly clear on the distinctions between Caitiff, Anarch, and Sabbat, as we’ll see soon.

Is Walter really so unremarkable? Of course not. He’s a two thousand year old former Roman centurion and the Inconnu Monitor of New York, a fact we learn on page two of his introduction – shortly after we learn he’s really, really into card games and gambling. He’d probably be a big Magic guy these days. We’re given a pocket history of the Inconnu next, and its mostly fine – mysterious, old, shadowy. Again, this is in part a product of the early VtM approach, where the Inconnu was far more front and center than in Revised, with multiple Inconnu characters roaming around. Walter, like the others, is a spy and mook, a mysterious hint of a mysterious truth.

He also knows Molly Wade rather well, because she’s come to join him for a game of seven card stud. Molly throws out a blunt reference to Francis Marion Crawford, though without the first name – and states she met him in Italy about 80 years – so, 1914. As she’s a Malkavian known to exaggerate her madness, we can probably excuse her being confused about dates, as Crawford died in 1909. But cards aren’t just cards, of course: they’re a secret code and the two use it to discuss the Red Death’s attack. He’s unknown to the Inconnu, and Molly can’t work out his bloodline. Holmes warns her that Varney is more powerful than she seems, which…

Okay. This whole scene is establishing Molly as Walter’s spy. She’s been roaming around beside a powerful telepath for months. He’s only now warning her that Varney isn’t actually Bern’s ghoul. We could say, ‘oh, he’s worried if she knows the truth Varney will read it’… But then immediately after, he responds to the idea she might secretly be Anis, the Queen of the Night, by fearfully stating he thinks she is. So if that’s a worry, Molly is deader than ever now. Its also where we end the chapter.

Does adding the Inconnu really achieve anything here? Not especially – they aren’t a major force in the rest of the trilogy. But Weinberg likes to throw a lot of things from the setting books in to the blender, especially anything that strikes him as cool, and Walter is part of that. And, in fairness, the ‘spy uses poker as a secret code’ approach is a nice touch, if not actually that original.

Chapter 20
We resume with Varney, on the afternoon of the 15th. She’s sulking in her penthouse to Wagner as the rain pours down. Very moody. Immediately, the action is back to a vampire focus because Bern wants to meet her at midnight in… Perdition! The club we just heard about last chapter. Weinberg doesn’t like to leave anything to cool too long in case we forget it. Jackson arrives with the mail but its all dead ends – no replies to the important queries yet, which is a nice delay for once.

Then… Well, as memory serves this is in the ST Handbook to the Sabbat somewhere, so it isn’t entirely Weinberg. But we get a little dialogue on how the Sabbat consider humans, with an unfortunate focus:

This unfortunate focus continues as Varney gets notices from her clipping service about in Australia. It’s… Well. A continuation of the clippings McCann got, involving a riot by hundreds of Blackfellas (presumably Warlpiri – Weinberg doesn’t specify), who refuse to go back to the Tanami under any circumstances. To Weinberg’s credit, while the language is dated (and paints Australia as basically still a 19th-century colonial entity, which… is not entirely incorrect, unfortunately), he has no hesitation having Varney outright call our history genocidal and to treat the violent response to the riot as part of the same. Credit where it’s due. The second clipping cattle ranchers slaughtered 30 miles outside of Darwin. The language is off – we use station, not ranch, for one thing – and they’re mostly further out than an hour’s drive, but you can pretty well see the point of the Blackfellas who don’t want to go back (nevermind that that’s nowhere near the Tanami) because the victims:

I wouldn’t be rushing to go back either if some giant skinless horror is out there literally collecting skulls.

All this bad news prompts Varney to think of Lameth, who has a solution to every mystery. How much of this is Varney’s experiences, limited as they are, and how much is her tapping Anis is unclear.

Next, we get more Australian stuff. Go us! Only, it’s also bad:

Literally none of this is correct. To the extent the Triads (which I’m going to be generous to Weinberg here and assume he’s using to mean more generally Chinese-origin organized crime) are and were active in Australia, its primarily in Sydney, not the Northern Territory, and they absolutely do not control our criminal underworld. Somewhat ironically, if we had to name a single group that has enough sway to count as a controlling interest, outside of specific areas of drug importation and human trafficking, it would be…

The Italian ‘ndrangheta! Pretty well all our major organized crime families that aren’t just bikies are either Serbians or ‘ndrangheta cosche. So, yes, I suppose the Mafia does stay out of it because they don’t wanna get mirked by the ‘Ndrangheta, but since Weinberg doesn’t distinguish between the Cosa Nostra, the Mafia, the ‘Ndrangheta and the Camorra, I don’t quite think that’s the angle he’s taking here. I guess people were really hyped up about the Triads in the 80s and 90s?

Still, lets move on to… Oh, and there’s another completely wrong thing already!

Almost every single word of this is wrong. For a start: we’ve already been over the bit where Nuckalavee is a Scottish word. It is not, and has never been, a word in any Indigenous Australian language, at least not to my knowledge. But, beyond that. Weinberg is right that there are hundreds of ‘dialects’, only they’re not dialects, they are completely distinct languages. In fact, they’re so different that Australia has thirteen distinct language families – more than Europe! And the idea of a single shared mythology is insultingly wrong beyond a handful of common archetypes and epistemic frames. Even the idea of the end of the world is, shall we say, contested in a lot of these same epistemologies.

Fair due, though. That’s the last line of the chapter, and it kind of rocks. Pulpy, but it has the right air of ‘we’re hosed’. Its also, despite some really unfortunate language and the issues in the para above, got a bonus point for correctly identifying our history as one long and continuing genocide and not shying away from saying it.

Chapter Twenty-One
Time to jump again. Now, we’re in Vienna during the day of the 16th of March, 1994. Our new POV? Why, none other than loving Etrius. He’s dreaming of the ancient past, when Goratrix has, with Tremere’s approval, summoned the elders of the then-mortal House Tremere to his fortress, Malagris. I don’t recall Malagris ever appearing anywhere else and Goratrix was the master of Ceoris at the time.

Goratrix has discovered the secret to mortal life, and he and Tremere have called the rest of the Seven to undergo the ritual transformation. In attendance as Tremere’s advisor is none-other-than the Count St. Germain. St. Germain is a big deal in occult history, but he doesn’t appear on the scene until the 16/1700s, so he’s about eight centuries early here. We’re given a mostly accurate – to the degree accuracy is at all possible here – account of the Tremere apprentices being embraced and the subsequent distillation.

Etrius does not want to be a vampire, and there’s some back and forth. Tremere orders it done, though, and that’s all there is to it. In theory, Tremere has been advised, they will not become vampires – there’s no embrace, ergo, no vampirism. He’s been told this by the Count St. Germain.

We’re given the preparation of the potion and the ritual, condensed in a dream to a matter of moments. It involves the living sacrifice of the two apprentices, in a nicely grisly touch. The Count St. Germain is in charge of filling and handing out the cups, though no one recalls asking him to do it. You can see where its going, I’m sure. They drink and are embraced with extreme agony while St. Germain smiles – presumably, the pain is the moment their avatars are shredded from them.

Then, up Etrius wakes and he ponders the dream. There are holes in his memory that shouldn’t be there, like who the hell the Count’s sire was. For centuries, they all assumed he was Tremere and embraced after the ritual, but what if he wasn’t? Who the hell is that guy? Weinberg isn’t one to let anything sit without really hammering on it to make it clear, so he goes further:

This entire paragraph is unnecessary. We can infer from the dream that’s what happened – it’s pretty blatant. We don’t need the protracted ‘but how, and who?’ to then be followed by ‘oh my god what if he’s the secret master’.

We end the chapter with another revelation – the one actually worth wondering. Why can Etrius suddenly remember this? Why are his concerns no longer being suppressed? Who’s sending him this warning?

Its not a subtle chapter. The essential narrative we’re being handed is now very clear: methuselahs operate via pawns to diablerize their own sires and free themselves of blood bondage, cue all sorts of nonsense. And in turn it should now be pretty obvious that the Count, who is also the Red Death, is a childe of Saulot. Yes, it all comes back to that slick bastard, as always. This book is part of a really funny trend to me though. Etrius is a character who shows up plenty in the novels, and he’s almost always this kind of confused fuckwit who needs basic things slowly and carefully explained to him even while he thinks he’s a master plotter. Makes you wonder if the Count selected the Tremere for his purposes not because they’re good pawns but because half of their leaders are actually thick as two bricks.

Chapter Twenty-Two
We return now to St. Louis and Club Diabolique – but not McCann. Who’s our POV now?

Mysterious! But not. She immediately identifies herself and names her clan in case it wasn’t clear, and speaking in the open to Brutus the door man, invokes the Traditions to announce herself to Vargoss. In front of the line to get in. On the literal street. In front of explicitly several dozen mortal humans. Very subtle stuff. She’s allowed in, runs into Darrow who lets her into the inner sanctum, and meets Vargoss.

In a nice little touch, Vargoss, as an ancient Ventrue, puts a lot of stock in formal introductions and offers the appropriate replies to Madeleine’s formal introduction, mentioning he knew her sire back in Europe and offering hospitality. The language is lacking, but this cuts to something that a lot of VtM stuff misses – a ruler needs to be seen to rule, and the formalities of court protocol emerge to produce that conspicuous framework. The Traditions are a big deal, and while the weighting of one to another will vary from city to city, Princes discard them and their attached protocols wholly at their peril. It can be overwrought – What We Do in the Shadows makes great hay out of that – but these things exist and shouldn’t be shrugged off.

We then move to the cover story. Madeleine is there, she says, to check up on Giovanni investments in the coal industry of southern Illinois – which is indeed a real thing. Everyone involved is aware it’s a polite lie, but a suitable one that appeases Vargoss she won’t be staying long. They drink a toast (drawn from the dead workmen who were killed after repairing the club) to Undeath, to Eternal Night, and the Destruction of the Red Death. This is where Madeleine learns of the Red Death, and mercifully, we’re not required to read a summary of what’s gone before this time. The focus instead is on McCann, who Vargoss has sent to investigate.

This is where we get another ‘oh, it has to happen’ moment. Vargoss freely discloses where McCann has been sent to investigate in response to Madeleine’s prompting. He’s a two thousand year old methuselah who’s risen to praxis – but he doesn’t recognize a spot where he should dissemble?

It’s a good thing we know that Madeleine’s goal isn’t to kill McCann. How do we know this? Because we end the chapter thus:


Next time: The end of Part 2; Vampire Punk-Rock Bands; and Blood War.

Dawgstar
Jul 15, 2017

Is St. Germain mentioned anywhere else in WoD stuff? I honestly can't recall it. Maybe being all over Unknown Armies meant WW thought he was taken care enough in the TTRPG sphere.

Loomer
Dec 19, 2007

A Very Special Hell
Yeah, he turns up as a different Comte St. Germaine in Clanbook Tremere (1E) and House of Secrets, and is attested to as a Hedge Mage in the revised Order of Hermes book.

Pakxos
Mar 21, 2020

Loomer posted:

The Masquerade of the Red Death - Book 1: Blood War - Part 5, Chapters 18 to 22
-vampire pulp-

My fascinated horror with this series grows.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Loomer posted:

Yeah, he turns up as a different Comte St. Germaine in Clanbook Tremere (1E) and House of Secrets, and is attested to as a Hedge Mage in the revised Order of Hermes book.

So that’s where my ST found him.

joylessdivision
Jun 15, 2013



:spooky: Joylessdivisions World of Dorkness Presents: :spooky:

:drac:The Storytellers Handbook to the Sabbat:drac:

Welcome back to another journey into the World of Dorkness, this time we’re remaining in 1993 and on the path of Samuel Haight, the Ultimate Badass of the World of Darkness. When last we left Mr. Haight, it was his introduction in the story Skins, part of the Valkenburg Foundation chronicle for Werewolf. Now, we pick up Haight’s trail once more in the Storytellers Handbook to the Sabbat from Vampire second edition.

Yes, I know I haven’t covered the Second edition corebook for Vampire yet, nor have I reviewed the Players Guide to the Sabbat, which as it turns out, handles some explanations of ideas that are discussed in this book in passing.

Because I’d like to get Haighters Gonna Hate done sometime in this lifetime, the second edition core and Players Guide will simply have to wait until I finish off the rest of the first edition Vampire books I have on the list to review first, and as such I’ll be avoiding making a big deal about mechanical bits and pieces that don’t make total sense to me at this point.

But enough yapping, let’s take a look at the cover of this book.



I really like this cover, the borders around the main image are a nice way to draw the reader's eye while differentiating the image from the background. I also love the purple font used. Admittedly, it’s my favorite color so you slap it on the cover and you’re going to at least get a few points from me.

The painting itself is interesting, and definitely has a vibe that previous Vampire supplements I’ve reviewed haven’t quite captured. This cover feels like it’s something different, and gives me, someone who is only familiar with the Sabbat as “Those evil fuckers over there who we kill on sight” a bit more context and idea of what to expect.

Now let's flip this over and look at the back.

Storytellers Handbook to the Sabbat

Are You Afraid?

One cannot know the vampires of the Sabbat. They are the darkest of the dark, the vampires other vampires fear. Whether they are rabid packs or silent assassins, all undead quake at the thought of their dark ways.

Good.

But there is more to this deadly sect than its followers’ atrocities. Its secrets go deep, deep into the night. Its intrigues and feuds are as real tonight as they were centuries ago. Surviving against the Sabbat vampires is almost impossible. Surviving as one of them is even harder.

The Sabbat Storytellers Handbook Includes:

Complete details on running chronicles and stories involving the sect as well as five stories involving Sabbat characters.

Two new bloodlines and the truth about the vile ghoul families who “serve” the Sabbat; and

An in-depth look at the Infernal powers corrupting the sect, including a detailed description of the dreaded Path of Evil Revelations.

Also featuring the return of Samuel Haight from Werewolf: The Apocalypse’s Valkenburg Foundation!

Cover price is $15.00 or $31.57 adjusted for inflation



The Horror Builds
By Steven C. Brown



We begin with an image and brief quote

quote:

“In the fifteenth century Sabbat Assemblies reached their height on the European continent: with additional wide-spread belief in acts of cannibalism at these conventions” H.C. Lea, Materials Towards a History of Witchcraft.

The following page simply reads:

quote:

“The very earliest of stories, told as the night fell upon frightened hunters, told of evil hidden by the darkness. Unseen horrors sat in the shadows, and the storytellers turned their fears into tales of the utmost terror. Those nights are long gone, and for good reason - the horror is real. The monsters are there, squatting in the shadows, and death is their only quest. Prepare, for no one knows who their next victim may be.”


Credits

Written by: Steven C. Brown
Developed by: Andrew Greenberg
Editing: Ed McKeogh, Alara Rogers
Art Direction: Richard Thomas
Layout and Typesetting: Sam Chupp
Art: Larry McDougal, Larry Snelly, E. Allen Smith, Joshua Gabriel Timbrook
Front Cover: Ken Meyer, Jr
Back Cover: Michelle Prahler

Special Thanks

Mark “Ants in the Pants” Rein●Hagen; for missing this year’s excursion, he gets last year’s special thanks.
Stewart “Banana Man” Wieck; for making sure he’ll never die
Andrew “Bowed but Unblistered” Greenberg; for surviving this years excursion
Ken “Oh, Canada” Cliffe; for finding any reason for a party
Josh “Too Tight” Timbrook; for pitching a pup tent at White Water
Wes “Schoolyard” Harris; for enjoying the heck of the pool
Rob “MIA” Hatch; for avoiding a gross burn by not going
René “Turncoat” Harris; for sitting with the enemy at the awards banquet
Travis “Tanline” Williams; for whining about getting darker
Richard “Responsibilities” Thomas; for not getting to play in the deep end
Sam “Nodding” Chupp; for getting to write THE BOOK
Chris “Warty” McDonough; for touching his toads
William “Peal” Hale; for his fine white and red body contrast
Bill “Do Me Too” Bridges; for enjoying the arm touch of the lotion lady
Benjamin “Big Smooch” Monk, Jr; for doing the world’s greatest (worst?) body puppetry
Lyndi “Red, Red Whine” Hathaway-McKeeman; for not enjoying her lobster coloring
Michelle “Hunchback” Prahler; for no reason that I can see
Stephen “Rocket” Wieck; for barreling through the Banana Man/Too Tight flume ambush
Keith “Homeboy” Winkler; for making sure we know his weekend plans
Kathleen “Chocolate Cake” Ryan; for keeping Rob fat and happy on his birthday
Brian “Flubber” Campbell; for keeping Rob oozing and happy on his birthday.

Word from the White Wolf Game Studio

quote:

“GURP! Excuse me – too much soda. But seriously folks, in case you haven’t heard, White Wolf has licensed the Storyteller System to the folks at Steve Jackson Games, allowing them to publish GURPS versions of each of the Storyteller games (Vampire, Werewolf, Mage, Faerie and Ghost) and one supplement for each. This will allow even more gamers to be corrupted enjoy the World of Darkness. Of course, White Wolf will continue to publish games and supplements at our already feverish pace.”

I know that I’ve read at least one previous Special Thanks section that mentioned the crew going on an excursion, but off the top of my head I can’t for the life of me remember which book it was, and I’m too lazy to look through the previous 13 reviews to confirm this.

Table of Contents

Chapter One: Introduction
Chapter Two: Sabbat Chronicles
Chapter Three: Politics of the Sabbat
Chapter Four: The Forces of Darkness
Chapter Five: Storytellers Aids
Chapter Six: Quick Start Materials
Chapter Seven: The Stories




Chapter One: Introduction

We kick things off as we usually do, with our Introduction chapter. To my surprise, we’re informed this is only the second sourcebook released to this point dedicated to the Sabbat. I went and double checked my spreadsheet of books (in order of release and edition) and sure enough, Players Guide to the Sabbat did come out before this. For some reason I thought Dirty Secrets of the Black Hand was a first edition book that had come out prior to the players and ST guides, but I was wrong.

Honestly, I’m a little surprised that the Sabbat didn’t get a book in the first edition, but considering how quickly the turn around between the release of first and second edition was, I suppose it makes sense.

Fun fact: There were fourteen books released for first edition of Masquerade, including the corebook across 1991 and into 1992. Werewolf by contrast also had fourteen books released during its first edition, though these were spread across about a year and a half from late 1992 (August if the ad in Promised Land is correct) before the second edition was released in 1994. What I am saying is that it is insane how quickly they were pumping out Vampire supplements, and then spinning up a second edition in the same period.

The Sabbat:

Characteristics of the Sabbat

Provided are different elements that make the Sabbat who they are, and we are informed that ST’s can stress any of these aspects in their chronicles, and that the aspects that are preferred by the ST and players should be given the focus at individual tables, but taken as a whole, they give a fuller picture of the sect.

Total Chaos

Within the Sabbat, nothing is fully organized or planned. There’s always something the leaders are unaware of, and members may be sent on missions to other cities controlled by the Sabbat, only to find themselves under heavy scrutiny because the leaders of that city have not been informed. And because members are never ordered to do anything, many within the sect instead either ignore “orders” or interpret them in such a way that it benefits their own goals.

Rebel, Rebel

From the Sabbat perspective, the Camarilla is the evil establishment (not wholly incorrect in that assessment), and while they have their own hierarchy, leaders, titles and rules, most of the sect sees themselves as rebels. Frequently engaging in acts most Camarilla kindred would consider flagrant violations of the Masquerade, the Sabbat does uphold its own form of the Masquerade, though they maintain it through violence and intimidation.

Hunters and Killers

The Sabbat are hunters, seeking and destroying any who pose a threat to their security, including the Inconnu, Lupines, Anarchs and basically any Kindred of the Camarilla. One of the sect's reasons for existing is standing in opposition to the Antediluvians. While they may seem paranoid, they see themselves as simply taking precautions against a wide variety of enemies.

The Hunters Hunted

Of course, because of their reputation, the Sabbat are frequently hunted down by the Camarilla, mortals, lupines, Anarchs and basically anyone else they might happen to piss off. While attempts have been made to try and convert Anarchs to the cause, Anarchs generally take offense at the idea of being recruited by the Sabbat and most non-Sabbat Kindred have simply given up on attempting to recruit Sabbat members away from the sect.

Heroic

The Sabbat see themselves as heroes, as they are the only ones who stand in direct opposition to the Antediluvians and their Gehenna plans. This of course casts everyone else who opposes the Sabbat as villains, no matter how human-like they may seem.

Monsters

The Sabbat are monsters, abandoning human values for a new kind of morality, one more befitting of a “Superior being”. As such, human life has little value to the Sect, and this is affirmed in nearly every action taken by them. As the battle to avert Gehenna rages, the human body count will stack up, either as food sources or as shock troops.

Paranoia

The Sabbat are extremely paranoid. Most don’t know the strength of their comrades' Vinculum (blood bond) for them, so they constantly fear betrayal. They monitor each other for any hint of traitorous action, even more than the Camarilla. Considering the threat of Infernal Diablerie, clan conspiracies and Tremere infiltration, the sect is deeply suspicious of both leaders and followers.

Mafia

The Sabbat is like the Mob, possessing its own sort of honor. They also conduct illegal business such as drug trafficking, slave trade, gun running and more. The sect has connections within a number of criminal organizations. Most of the sect find themselves involved in illegal activities as their sources of personal income.

Eschatological Fear

The sect awaits Gehenna with weapons in hand. It is an event that they cannot forget or take lying down, and as the only sect of Kindred who take the threat of the Antediluvians seriously, this great threat looms over everything the sect does.



The Source of Conflict

Provided are suggested sources of conflict that ST’s can draw from for Sabbat Chronicles. This of course is not a comprehensive list, simply suggestions.

Sabbat vs Anarchs: The Sabbat have long sought to gain the support of the Anarchs, but have had little luck, mostly due to the rumors spread by Camarilla higher ups. The Anachs are the most common foes of the Sabbat compared to any other groups, despite the Anarchs proving themselves to be foes of the Camarilla.

Sabbat vs Camarilla: The archenemy of the Sabbat, the destruction of the Camarilla and their Antediluvian puppet masters is the Sabbat's one true goal. With the Sabbat taking numerous US cities from the Camarilla, they have their hands full dealing with these monsters.

Sabbat vs Inconnu: Often the targets of War Parties, the sect sees the Inconnu as a threat because they may support the Antediluvians. The sect typically attacks these powerful Kindred when they are alone due to their extreme powers. Some poor Sabbat have found themselves facing off against a dozen Inconnu and their ghouls and lupine allies, whether it was their intention or not. These confrontations tend to be the final, some would say brave, acts of these sect members.

Sabbat vs Setites: Haiti is a land of dark magical properties that the Sabbat wish to control. Of course, Haiti is controlled by the Setites, and the warring between the two groups, whether in Haiti or elsewhere, has proven to be the most bloody and cunning of Kindred combat. Both sects have no fear of breaking the Masquerade and both are led by self-serving leaders. Even the Serpents of the Light (Setite Antitribu) are not wholly trustworthy.

Sabbat vs Giovanni: The Giovanni’s conflicts with the sect are mostly focused on the Nosferatu, though the Sabbat and Giovanni occasionally go to war. Recently these conflicts have been over drugs, and while the Giovanni are not foolish enough to engage in open warfare, they do have plenty of mortals under their sway to make the Sabbat’s unlife more difficult.

Sabbat vs Children of Osiris: The sect has warred with the Children on a few occasions, though they did not realize it, and few of the sect have survived these encounters. The few who do generally see these Kindred as especially odd Camarilla. While the Children rarely hunt the Sabbat, if the two groups cross paths, conflict is inevitable.

Sabbat vs the Orient: The Sabbat, much like their hated enemies, have had little success in taking power in Asia. They have battled the Gaki and other, stranger enemies. The Gaki, for their part have begun bringing the fight to the Sabbat in the US, and the sect now worries about “The Asian’s plans for the west”

God, I cannot say it often enough, I loving hate the “Mysterious East” poo poo in these books.

Clan vs Clan: Like the Camarilla, the Sabbat are not free of inter-clan conflicts. The Panders (Sabbat Caitiff) are typically at the center of these disputes, though they are not the only ones. The Ventrue and Lasombra are constantly at each other's throats, while the other clans clash over politics or honor. These disputes also occur between the Antitribu and their original clans, and unsurprisingly, the Antitribu of the Nosferatu seemingly get along just fine with their Camarilla counterparts.

Sabbat vs Clan: There are times when the entire sect acts against a clan, whether within the sect or outside of it. The Panders are the most frequent target of this, while some suggest the Lasombra would be good targets. Currently, the Serpents of the Light are in the crosshairs.

Political Faction vs Political Faction: Potentially the greatest number of conflicts within the sect are between the various political factions. While they’ve not gone to war, duels, assassinations and intrigue frequently arise from these differences.

Leader vs Leader: The last Sabbat civil war kicked off because the sect split in support of various leaders. While this still happens, it's generally on a much smaller scale, and even disputes within a pack would fall into this category. Of course, there are disputes all the way up to the Priscus over who the rightful leader or holder of a title is. Monomacy (a formal duel to the death) is frequently used to resolve these disputes, though these disputes are known to continue even after the original parties no longer exist.

Some real Hatfield and McCoy's poo poo there.

Sabbat vs the Black Hand: While the Black Hand is and has always been the most highly trusted leaders of the sect, there is an unspoken rule to never allow the Hand to accomplish something the Sabbat can do on their own. This has kept the Hand’s influence from growing, though with the recent appointment of new Seraphim (Leaders of the Black Hand), suspicions are rising again. If this leads to an actual conflict, it will almost certainly be a bloody and destructive war that will bring the entire sect down.

Young vs Old: Young Sabbat see the Elders as violators of the basic principle of the sect, and that they are simply serving their personal interests rather than those of the Sect. Many young Sabbat outright refuse to serve the elders of the sect.

Nomadic vs Founded: During the last civil war, Nomadic packs came into conflict with every founded pack they encountered, and nomads were rarely allowed to remain in cities for extended periods. The resentment this has bred has not been forgotten or forgiven.

Path of Enlightenment vs Path: While there’s generally not much conflict between Paths, when there is, it’s usually the Path of Power and the Inner Voice. Many who follow this Path try to justify their desires through spirituality. While these conflicts rarely end in violence, the intrigues can be just as deadly.

Law vs Chaos: Loyalty versus Freedom is a question at the heart of every member of the Sect, and the answer is often a complicated blending of the two. These two aspects are very volatile when combined and many in the sect seek total freedom as the only path to true loyalty to the Sect, while others argue that loyalty to the sect before personal freedom is the key to their survival.

Sabbat vs Disease: Because of the Vaulderie (Blood bonding ritual amongst the Sabbat), the Sabbat have regularly had problems with blood borne diseases, and with the rise of HIV in recent years, the Sect have become even more careful, as none are sure how deeply the disease affects the Kindred, and none are eager to find out.

Inquisition vs Infernal Diablerie: Who could have guessed the villains of the setting are literally in league with demons? Many of the sect's leaders secretly follow the Path of Evil Revelations, and while the Sabbat have their own Inquisition to deal with this, they are closely monitored. This demonic infestation could lead to the eventual collapse of the sect.

Sabbat vs Demons: If nothing is done about the Infernal Diabolists, then the Sabbat may find themselves at war with actual demons. The sect simply does not have the power to defend against this threat and hope to survive Gehenna.

Sabbat vs Lupines: The Sabbat only targets Lupines when they pose a direct threat. Of course, that threat has been growing recently. While those working with Pentex will regularly come into conflict with Werewolves, the average Sabbat doesn’t. Of course, that’s not to say that Lupine packs haven’t attacked nomadic Sabbat packs, ranting about something called “The Wyrm”.

Sabbat vs Mages: Wizards are powerful and occasionally their interests interfere with those of the Sabbat. The sect for its part has already dealt with considerable resistance in New York and other cities where they have attempted to tighten their own grip on power. While Mage’s are essentially just juice boxes, they are extremely powerful and direct confrontation with them is often an insane waste of power and resources.

Sabbat vs Witch-hunters: The Society of Leopold and the Sabbat clash regularly, though few who target the Sabbat ever live to tell the tale. This doesn’t mean they aren’t still incredibly dangerous.

Sabbat vs Spirits: The sect frequently has to deal with attacks and harassment from the spirit realm, generally because of failed experiments conducted by those following the Path of Death and the Soul. Also, it’s really difficult to punch something non-corporeal, so Thaumaturgy is generally the only solution to combating a ghost.

Sabbat vs Mortals: The Sabbat is and always has been, completely unafraid of mortals. That doesn’t change that mortals can be a real pain in the rear end when they want to be, and the Sect’s origins are linked with the mortal Inquisition of the past. Now, most conflicts with mortals are on the local level, though mortals vastly outnumber the Sabbat and if pushed, they will unite against the threats in the darkness.



The Use of Intrigue

While it may seem like there is little room for intrigue when everyone is blood bound to each other, the bonds shared by the Sabbat are powerful, but not as tightly controlled as a traditional Blood Bond. A Sabbat member could drink only once from an acquaintance and share a stronger bond with them than they do a close friend. As no single Sabbat has a Vinculum with every member of the sect, it’s common to meet another sect member to whom a Kindred does not feel any loyalty.

Another aspect to keep in mind is that no one in the sect knows the power of another's Vinculum to them, or if the loyalty shown is real or not until, potentially, it is too late. Faking a stronger Vinculum is common, as it can protect from suspicion and allows for a Kindred to pursue personal plans without fear of being labeled disloyal. ST’s should use this sense of doubt to crank up the intrigue in their Chronicles, so that players never know who to trust. Of course, players are encouraged to use these same methods of deceit.

The Use of Ritualism

Sabbat players will have plenty of time to indulge in Auctoritas Ritae (the 13 rituals performed by all Sabbat) and Ignobilis Ritae (Rituals of lesser importance than the Auctoritas), it falls to the ST to decide how best to incorporate them. Ritualism was brought into the Sect partially to increase their secrecy, but also to provide a common bond by which the entire sect is connected, while also promoting pack pride, and offering a method of security against traitors, spies, defectors and the weak.

When handling Sabbat packs at the table, ST’s and players should decide which rituals the pack follows. Because all packs are different, the use of rituals can help distinguish the differences between two packs. The sect considers its rituals to be sacred and are always performed with a sense of reverence, and working rituals into your stories will provide the players with unique roleplaying opportunities.

Of course, sometimes roleplaying a ritual isn’t going to be the best option, and if the ST or players feel uncomfortable with a specific ritual, simply ignore it. If there’s not enough time to roleplay a ritual, simply describing it narratively will suffice.



Sabbat Preludes

The following explains how best to approach running a Sabbat Prelude. All player characters should be recruited at the same time and by the same pack, giving all the players an even playing field to start from. If the players already have Sabbat characters, these characters can be the ones who recruit the new characters. For characters who are defecting from the Camarilla or Anarchs, the standard Vampire prelude should be run for them.

If the players already have a Sabbat character, they should be involved in the prelude, explaining how the new characters were chosen, how their recruitment occurs, including the trip to the cemetery where the Rite of Creation is performed.

ST’s should act as a guide, allowing the players to control the narrative and only interjecting when necessary, such as providing rules or throwing specific information or complications at the players.

This gives the players a more vested interest in the story, as their new characters remain out of their control until it’s time for them to assume the roles of their new characters when the old ones die.

Keeping the new characters from the player's control until the time is right can be accomplished by sending the new recruits out on missions, training or other low-level tasks for the sect. The players should guide the direction of their new character, what training they undergo, who they attempt to befriend, etc. Ultimately it is the ST who decides how effectively these tasks are completed.

Unlike a normal prelude, players only go through half a Sabbat prelude alone. After the creation rite, the players join to play out their introduction to the sect and each other. The final half of the prelude is a trial by fire, where the players prove their worth in combat. Sabbat preludes are intended to give the players a sense of camaraderie for each other as well as forcing them to depend on each other.

The prelude should begin as any other prelude, exploring the characters' childhood into their life prior to their embrace, which is where things go differently than the normal prelude. How the player's previous character takes the new character away to the graveyard (kidnapping, seduction, etc.) should be agreed upon by the ST and players, and once all player characters have been brought to the graveyard, the group prelude begins.

This short period before the burial gives the players a chance to see each other one last time as humans, though the burial experiences can be handled individually. If others are around but not playing a new character, they should be encouraged to make up a character, with a brief physical description and some backstory. These will be the ones who don’t survive the rite.

After the players have clawed their way out of the grave, the Creation Rites are performed (as described in the Players Guide to the Sabbat). The burials should be roleplayed and once the players have risen, their characters are whacked over the head with a shovel.



Now all the players come back together to complete the prelude and are encouraged to discuss and roleplay their thoughts and feelings about what they think is happening just as the characters themselves would. Next is the training period, which lasts until the old characters have been killed off. Otherwise, the training period depends on if the characters were recruited during a time of peace or war. If it is a time of war, the character's training involves a general discussion of what they are, who they serve, who they must destroy and what they can and can’t do. If it is a peacetime recruitment, the training can be as detailed as the ST sees fit, as the only way for the player characters to prove themselves True Sabbat is through combat against an enemy.

The test the players must endure can be anything, though it’s usually the first story they play through, starting with the players as recruits and ending with their acceptance as True Sabbat. This first story, its mood, theme and other aspects are left to the ST to create, though it should focus on facing a greater foe in a life-or-death struggle for the sect.

At the end of this first story, or the beginning of the next, the players are accepted as True Sabbat by their pack and may now pursue their own goals. ST’s are free to modify and change the prelude as they see fit.

And that’s the end of Chapter One. Not a terrible introduction chapter, and I like the information about running a Sabbat specific prelude. It’s a distinctly different approach to running a prelude than what is described in the corebook and I like the idea of having some additional NPC’s who don’t come out of the ground being part of the prelude, which adds a bit more horror to the proceedings.



Chapter Two: Sabbat Chronicles

STing a Sabbat chronicle is not so different from a Camarilla chronicle, the rules remain the same, but the general mood is different. While players are not constrained by Humanity, they still have the Paths of Enlightenment to explore. The following is intended to help ST’s figure out the type of Sabbat chronicle they wish to tell.

Using the Sabbat in an Existing Chronicle

Because there had been no previous Sabbat focused information published prior to the Player's Guide, many ST’s were already running chronicles focused on or involving the Sabbat, which the authors stress is great and that ST’s should not ruin their own games because the way they have presented the Sabbat is different from how they are presented in this book.

The sect can be used as villains, but they should be intelligent, three-dimensional villains and not just mindless savages, and presenting their inherent strengths and ideological differences to the Camarilla will make them more memorable.

Ex: Most Camarilla Kindred are repulsed by the Sabbat’s disregard for mortal life, and this could provide a chance for a Camarilla character to reexamine their own relation to mortals. The provided stereotypes later in the book have the statistics an ST needs to introduce Sabbat characters, but their personalities are up to the ST, and as always, should be unique and different.

Things to consider when individualizing a character are their style of dress, mannerisms, occupation, hair, general appearance, sense of humor, preferred vessel, etc. These elements and many others not listed should help ST’s to think about how they present Sabbat in their game.

If the ST intends to introduce the Sabbat to a chronicle, using wandering nomad packs, a War Party chasing a city’s Elder, or Antitribu associating with their clan members in the city are all viable options. Potentially the most frightening option is a Sabbat siege of a city. If the chronicle is focused on the Camarilla, players may wish to defect to the Sabbat. If they do, they will be under a period of probation where they will be monitored by their pack. To demonstrate their total loyalty to the sect, the defecting player will likely have to murder an outsider who they are fond of.



Creating a Chronicle for both Camarilla and Sabbat Characters

Or how to make yourself crazy as an ST.

ST’s who wish to run a mixed Sabbat/Cam chronicle will have their hands full, though it can be fun. First the ST needs to decide what kind of chronicle they wish to tell, and provided are some suggestions.
  • The Chronicle takes place in a free city, held by neither Cam or Sabbat, allowing for stories to alternate between the Sabbat and Camarilla characters.
  • A city under siege either by the Sabbat or by the Camarilla
  • A group of Sabbat scouts sent to a Cam city (usually only a couple of players are Sabbat) and their secret must be kept from both comrades and outsiders.
  • The Sabbat of the chronicle are Ventrue and Brujah Antitribu working with sympathetic Anarchs.


If the chronicle takes place in a free city, the problem of playing the sects separately arises. Having two groups of players handling one sect each is a possibility, as is having a single group of players playing two characters. Of course, making sure the interests of the two groups don’t constantly clash is a concern and attempting to run both groups at the same time (especially in a doubled-up character situation) will be a real challenge. ST’s should try to flip back and forth between the two groups of characters, making sure to keep continuity and making sure neither group is too far ahead of the other, allowing for one group to influence the events the other encounters.

Crusade chronicles are essentially two mini chronicles running simultaneously, and the ST should decide on which group is the primary and which is secondary. When combat arises between the two groups, the ST takes control of the secondary characters to avoid disputes among the players about killing each other's characters.

Scout chronicles should be run like a Cam chronicle, with the Sabbat players having the details of their mission worked out before the chronicle begins, and the other players should not know about the deception. If the Sabbat players cover stories are good enough, then roleplaying should be done with the group, but if their covers are weak, the ST can slip them notes or pull them aside for individual RP sessions, which will likely cause suspicion among the rest of the players.

If players of both sects are working together, then the chronicle can be run as usual, though the occasional period of roleplay with just one group of players will be necessary. The players should also be regularly reminded of the danger they are in as their connection with the other sect must be kept secret, lest they be hunted down and killed.

However, you choose to run your chronicle, make sure that players don’t take advantage of information their characters wouldn’t know. A Camarilla neonate wouldn’t know anything about the Sabbat beyond the propaganda about them, and a True Sabbat isn’t going to know where a Prince makes their haven or understand the balance of power between Camarilla coteries in the city.



Creating a Sabbat Chronicle

Running a Sabbat only chronicle is not so different from running any other chronicle, other than some key differences which this section will address.

Character death is considerably higher in a Sabbat chronicle than any other, and it’s likely that players will lose their characters before the chronicle is finished, and players should have back up characters prepared. Because of this potential total recasting of a chronicle, ST’s should keep the scope of the primary conflict broad enough that the goals will be viable and appealing for the new characters. Chronicles focused on personal goals (the search for Golconda or the search for a lost Sire) should be avoided. While most chronicles will follow a planned sequence of events, new characters likely won’t know what happened prior to their arrival. To avoid this, ST’s should make sure that replacement characters are in line with the chronicle being told, while still being different from the characters they are replacing. This helps the ST keep control of the narrative direction while helping assure players that it's okay to lose and replace a character.

Another important element is setting. Developing the setting for a founded pack is the same as any other chronicle, while a nomad pack will not be tied to a singular location, which means additional work for the ST as each city the characters visit will need to be fleshed out to a degree. To avoid this, ST’s should control the pack leader, so that they can determine where the players can and cannot go, allowing the ST to keep things on track and cutting back on the extra work. Or the ST can simply tell players an area is off limits until it is developed. Additional information about chronicle creation is provided in both the Vampire corebook and the Storytellers Handbook.

I feel like if you’re going to do a nomad pack chronicle, the easiest way to do it would be to build out a general area that the players will be spending their time, and then as things begin to move towards another city or location, the sessions spent in the first location(s) would allow the ST to flesh out the next area so that it’s ready for the players when the time comes. Still seems like a lot of work for an ST though.



Going with the Mindless Brutality

We all know how much fun it is to solve all your problems with violence in a tabletop game, and it’s one of the greatest rewards of playing a Sabbat chronicle. With that said, it is still on the ST and players to decide how much violence they wish to incorporate into a chronicle. While never resorting to violence is absolutely a valid option, it is a rarity among the Sabbat. This section is dedicated to ways that combat can be used in a story, and as always these are just suggestions.

Nomadic Sabbat are more likely to encounter violence than their founded counterparts, as traveling by night across the highways or country roads provides ample opportunity for violence to occur. Nomads encounter Lupines frequently when traveling, and even entering a Camarilla controlled city poses a threat from not only Anarchs but any other potentially antagonistic Kindred.

For the powerful and well equipped, Lupine hunting is a fun, albeit extremely dangerous venture, as Lupines know the lands outside of the cites better than any Kindred would. While some nomad packs hunt Lupines for sport, most hunt them out of fear of attack, preferring to strike first. Because of how insanely dangerous this kind of game is, these hunts are only recommended for the very powerful (Ie: experienced) and the very well-armed.

War Parties offer another avenue of bringing violence to a Sabbat chronicle and can run from one night into several nights of investigation and tracking of prey. Like hunting Lupines, hunting Elders and Methuselah is absurdly dangerous, and is a one-way ticket to final death for new recruits. If players wish to go on the warpath with new or inexperienced characters, ST’s should instead send them after a Cam Ancilla with ghoul retainers rather than the considerably more powerful Methuselah.

Crusades offer another avenue for action, though they tend to take considerably longer to play out, and Crusades should only be introduced if they play a role in the theme of the Chronicle. If a Crusade is introduced, then combat and action will be a regular part of every session and increases the likelihood of character turnover. Of course, if the players are action junkies, this is the best way to give it to them.

For a founded pack, the easiest solution to break them out of city intrigue is giving them a special mission. The characters should be motivated to act on the mission out of loyalty to the sect, and there are always some special missions that need attending to, and usually with a juicy reward for completion.

ST’s can also consider sending players on “Good Will” missions to try and recruit Anarchs. If the players really enjoy violence and conflict in their game, they can be placed into a particularly tough pack, one that goes around wreaking havoc, killing mortals and burning down small towns, or getting into barroom brawls, drug running, working with gangs etc. This is another situation where high character turnover is likely. ST’s can throw Wild Hunts (Blood Hunts) into stories where the hunt is not the focus to really shake things up.

Lastly, Monomacy is always a threat looming over the players as there is always someone who thinks they’re tough enough to not take orders from the players. Monomacy also provides players with a chance to gain positions of power. Of course, engaging in Monomacy is a quick way to lose friends and allies as nobody will trust you.

Going Beyond the Mindless Brutality

While the Sabbat are not known for their subtlety, some members of the sect are quite adept at it. ST’s may find themselves relying on War Parties, Crusades, inter-pack rivalries and war with the Camarilla, and while all this potential action can be fun, it does take away from a core element of the game, roleplaying.

While violence is fun, it can become boring if it’s the focus of every session, and part of the fun of playing the Sabbat is exploring their twisted philosophical outlook and politics. ST’s should let the players guide things through their preferences, without allowing them to wrench control of the game from the ST. Ex: While the players may enjoy going off on War Parties and gaining power and generation, “They are cheating themselves of a much better time spent avoiding the snares and queries of the sects Inquisition”

This is where I point out that personally, I don’t find the Sabbat, as playable characters all that interesting, beyond the idea of going for a full on splatterpunk gorefest. If I want to play the politics side of things, I’m going to run a Cam or Anarch game, if I want to do gonzo violence, I’m going to run Sabbat. Running a Sabbat game that focuses on their inner workings and politics seems like the exact opposite of what I want out of a game focused on the antagonists of the setting. These are supposed to be the big bad Sabbat after all, the monsters among monsters of the Kindred, and yet they’ve got as much dumb political backstabbing and bickering as the Camarilla?

The political aspects of the Sabbat generally come into focus when the double dealing Lasombra or the Tzimisce present a problem for the players. Leadership within the Sabbat is not just about who is the strongest, and the intrigues involved provide the players with as many opportunities as the Camarilla.

Like the Cam, the Sabbat also observe the practice of Prestation, as well as their unwillingness to take sides in a dispute, unless it relates to a leader who threatens the whole of the sect. The only exception to the general rules of Prestation is within a pack, as no boons or favors are given, as all pack members are expected to help each other whenever possible, even if it means potential final death.



While some will only help a certain pack member when specifically called upon, it is considered disloyal to allow any fellow Sabbat to suffer the Final Death at an enemy's hands if it can be prevented, which can provide excitement and strained loyalty within packs. What happens when a player is called on to honor a boon that would lead to the betrayal of their pack?

Packs can of course get caught up in the web of Prestation, as a pack may be in debt to a Bishop or a member of the Black Hand or be owed a favor by a nomad pack. Characters who join the pack after these deals have been made will find themselves as bound as their packmates who were present originally.

As an organization, the Sabbat is bound by disjointed and unequal loyalties, and there is much intrigue to be found beyond the surface level look at the sect, especially with the question of an individual's Vinculum.

The sect is not a group of mindless fanatics, instead more a sect of liars and manipulators who further their own grabs at power “For the good of the sect”, and numerous stories can be spun from this. While Monomacy can settle disputes, often it is never truly settled, as revenge is always an option.

The Sabbat’s own internal Inquisition can pose a great threat to the players, especially if any of them are accused of Infernal Diablerie. While the investigation, torture and trial of the accused can be fun to play out, it will be considerably less for the player of the accused. Drama can be heightened if some of the players believe the accusations while others proclaim the innocence of the accused and search for the true perpetrators.

Political divides within the sect are another source of drama to divide characters, and while these wars are often fought in the social arena, they can be as deadly and difficult to resolve as any other. Pander players will likely find excitement and struggle as pawns of the Lasombra and Tzimisce, though the strong willed enough could find themselves at odds with these clans if they follow their own interests.

The Black Hand can also provide potential political suspicion, as they are executing various schemes, some that could pit the players against each other, especially if one is a member of the Hand.

Quests related to the Paths of Enlightenment can provide a stark contrast between those who do and do not follow a specific path or the same path. This provides a chance for each player to wrestle with achieving their goals while still working as part of the group.

Even a simple scouting mission could lead to large chunks of roleplaying, as the players may find themselves wrapped up in the schemes of the local Camarilla with no one to support them but each other while the threat of a Blood Hunt or worse hangs over their heads should they be discovered.

Conducting a Crusade

The following is a simplified outline for ST’s on how to run a siege. By breaking down a Crusade piece by piece, it makes the chaos easier for both ST and players to handle. ST’s should also read the “Holy Crusades and Sabbat Tactics” sections of the Players Guide before reading this section.



Step One: Choose the Right City

Obviously, a location for the Crusade is important, and the chosen city should provide its own unique advantages and disadvantages. ST’s should choose a city they are familiar with, as players will likely be asking frequent questions about the city. ST’s can make up details or draw from real sources to enhance the presentation of the city, but keep in mind that this is the Gothic-Punk world, and creating an entirely fictional city is also a viable option.

Step Two: Choose the Right Time

Once a location has been chosen, time is important. ST’s should assume the scouting phase has been completed and that the siege proper will be beginning soon. When do the players become involved? Are they being sent in early or held back for the main assault? If the Crusade is being worked into a larger chronicle, make sure that any ongoing plot threads can be put on hold for a time, as Crusades take a lot of time. Not to mention the work an ST must do to create and run the Crusade, it’s better to have a semi-clean slate to focus on than worry about plot threads that may be more pressing in their need to be resolved first.

Step Three: Develop the Enemy

Descriptions of all Cam Kindred in the city need to be created as well as the ties of loyalty amongst them, their weaknesses, political ties, personalities, etc. Essentially treat this like you would creating a Cam chronicle, as the enemies need to be developed so that Sabbat tactics can be used against them causing breaches in the Masquerade and dissension in the ranks. Provided in this book are Character Reference sheets to help ST’s keep things more organized.

Step Four: Develop the Sabbat involved in the Crusade

A siege cannot be handled by just the players. Powerful leaders, going as far up the chain as Prisci and Cardinals oversee the operation of the siege. Of course, the Black Hand is involved in sieges, and the Seraphim act as field leaders. While this information is important, the ST can change it at any time, as the Sabbat are a loosely organized group, so leaders come and go regularly. Character types involved with Crusades are generally Archbishops, Bishops, Cardinals, Prsici, Priests, Seraphim, Dominions, Black Hand (individuals and units), packs and War Parties. Using and modifying the included stereotypes instead of developing every individual NPC is suggested.

Step Five: The Scouts Report

Information provided to the Sabbat, and especially the players, is rarely wholly accurate. Just because you as ST know about the Camarilla, the Sabbat you present at the table shouldn’t have all that same information. ST’s are encouraged to let leaders make bad choices based on the inaccurate information they have. Which is likely to affect the players.

Remember also that the Camarilla will likely not know a siege is going on until it’s already well underway, however the Camarilla leadership is not so foolish to not be aware of what is happening when they begin to put the pieces together, and it's possible that certain Sabbat members and their tactics are known by reputation. The Cam isn’t completely blind to the Sabbats tactics, they’re just not great at defending against them. ST’s are encouraged to leave players in the dark regarding why they were given certain orders or even information regarding who and what they will be facing.

Tomorrow: Steps 6-10 of how to lay siege to a Camarilla city and more fun Sabbat wisdom :drac:

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Infinity RPG: TAGs
My Boyfriend Is A Pilot

So, unlike the faction books, this is not focused on an entire faction. Instead, each faction has special rules for what TAG-focused characters can be, but TAG-focused games use the TAG Career Table for all factions rather than the basic career table, though the faction career tables are used as normal. So, we'll be making two different TAG-focus characters. We'll name them later.

For core decisions, Decisions 1-3 are easy. Both our characters roll normal human and so have all stats at 7. The first rolls a 9 on faction, making them PanOceanian. The other rolls 17, Minor Nation. PanO Characters, when they are in the TAG Specialist career, can freely choose the Gunner specialty without rolling. Minor Nations can choose Prowler speciality without rolling instead. Most factions get something like this, while a few of them get the ability to automatically choose a specific first career or take a specific specialty on TAG Crew career instead. Ariadnans also have to jump through a few hoops to roll on the TAG Careers table at all by defecting to Mercenary faction.
Anyway, the PanOceanian rolls a 3 for homeworld - Acontecimento. She speaks one of Hindi, Punjabi or Portuguese and also Spanish. I'll take Punjabi and name her Diya Rivera. She gets +1 Willpower and Intelligence and gains Animal handling skill.
Our Minor Nations characer rolls 18, he's from an orbital. +1 Agility and Awareness, plus Tech skill, and two rolls on the Random Languages table. Malay and Korean. His name is Joon-Dae Han. Let's learn more about these people.
Diya Rivera:
Faction: PanOceania
Agility 7, Awareness 7, Brawn 7, Coordination 7, Intelligence 8, Personality 7, Willpower 8
Skills: Animal Handling Expertise 1, Lifestyle Expertise 1, Tech Expertise 1 Focus 1
Signature Skills: Tech
Talents: Natural Engineer (reroll all initial failed dice on Tech rolls)
Languages: Punjabi, Spanish
LP: 5
Joon-Dae Han:
Faction: Minor Nations
Agility 8, Awareness 8, Brawn 7, Coordination 7, Intelligence 7, Personality 7, Willpower 7
Skills: Education Expertise 1, Pilot Expertise 1 Focus 1, Tech Expertise 1
Signature Skills: Pilot
Talents: Ace (reroll 1 die on Pilot rolls)
Languages: Korean, Malay
LP: 5

Decisions 4-5. Diya rolls a 2 for social class: underclass. She's probably from an Atek family, which means she grew up real poor. +1 Willpower, Earnings 1. However, her home environment is High Society - +1 Willpower and Lifestyle skill. That's...an interesting combination, and suggests that her parents were Atek by choice and involved in politics as an example family, maybe. For youth event, she rolls a 20 - reroll twice and combine. First roll is 5,3 - involved in a transit disaster. Second is 2,2 - witnessed a murder. To combine them...ah. Diya's mom got taken up as a social cause in Acontecimento for Atek protections after her father was the visible face of an anti-Atek attack, a crashing of an automated bus into an Atek neighborhood.
Joon-Dae rolls an 11 on soecial class - Elite. He's from a rich and powerful family on whatever splinter orbital he's from. +1 Personality, Earnings 5. He rolls a 5 on home life - Regimented. He's probably from a high ranking military family within the orbital. +1 Coordination, Discipline skill. His youth event is 16,6 - succumbed to brainwashing. I'm gonna keep going with the military family stuff here - he's a "super soldier" candidate, raised from childhood for the purpose of being a soldier by his military parents.
Diya Rivera:
Faction: PanOceania
Social Status: Underclass
Agility 7, Awareness 7, Brawn 7, Coordination 7, Intelligence 8, Personality 7, Willpower 10
Skills: Animal Handling Expertise 1, Lifestyle Expertise 1 Focus 1, Tech Expertise 1 Focus 1
Signature Skills: Tech
Talents: Natural Engineer
Earnings: 1
Languages: Punjabi, Spanish
LP: 5
Joon-Dae Han:
Faction: Minor Nations
Social Status: Elite
Agility 8, Awareness 8, Brawn 7, Coordination 8, Intelligence 7, Personality 8, Willpower 7
Skills: Coordination Expertise 1, Discipline Expertise 1, Education Expertise 1, Pilot Expertise 1 Focus 1, Tech Expertise 1
Signature Skills: Pilot
Talents: Ace
Earnings: 5
Languages: Korean, Malay
LP: 5

Decisions 6-7. Diya rolls a 6 for education - white collar education. She got a scholarship to business school thanks to her family's plight. +2 Awareness, +1 Personality, -1 Brawn. She gains Education, Lifestyle, Observation, Persuade, Stealth and 2 from among Command, Stealth or Thievery. We take Command and Stealth, with Command as her signature. She gains 1 Asset, a set of AR eye implants and a dose of stims. Her adolescent event is Table C, event 7: she decides to pursue a second degree. She's trying to get out of her situation, gaining Education skill, +1d6 to her final age, and the Studious trait.
Joon-Dae rolls 5: creative education. His super-soldier program apparently believes in art and creativity to unlock potential. +2 Personality, +1 Willpower, -1 Brawn. He gains skill in Discipline, Education, Lifestyle, Observation and Persuade, plus two of Analysis, Pilot and Tech. He grabs Analysis and Pilot, and Discipline as his second signature. He gains AR eye implants, a recorder and 1 Asset. His adolescent event is Table C, event 9: he invents something that sells like crazy somehow, gaining 10 Assets and the Mad Tinkerer trait. His education has apparently paid off; there is a fad that makes his minor drone augmentations really, really popular and he gets rich personally, on top of the program's funding.
Diya Rivera:
Faction: PanOceania
Social Status: Underclass
Agility 7, Awareness 9, Brawn 6, Coordination 7, Intelligence 8, Personality 8, Willpower 10
Skills: Animal Handling Expertise 1, Command Expertise 1 Focus 1, Education Expertise 1 Focus 1, Lifestyle Expertise 2 Focus 1, Observation Expertise 1, Persuade Expertise 1, Stealth Expertise 1 Focus 1, Tech Expertise 1 Focus 1
Signature Skills: Command, Tech
Talents: Natural Engineer, Professional
Earnings: 1
Gear: AR Eye Implants, Stims (1 dose), 1 Asset
Languages: Punjabi, Spanish
Traits: Studious
Special: +1d6 age
LP: 5
Joon-Dae Han:
Faction: Minor Nations
Social Status: Elite
Agility 8, Awareness 8, Brawn 6, Coordination 8, Intelligence 7, Personality 10, Willpower 8
Skills: Analysis Expertise 1, Coordination Expertise 1, Discipline Expertise 2 Focus 1, Education Expertise 1 Focus 1, Lifestyle Expertise 1, Observation Expertise 1, Persuade Expertise 1, Pilot Expertise 2 Focus 1, Tech Expertise 1
Signature Skills: Pilot, Discipline
Talents: Ace, Stubborn
Earnings: 5
Gear: AR Eye Implants, Recorder, 11 Assets
Languages: Korean, Malay
Traits: Mad Tinkerer
LP: 5

Decision 8: Diya rolls a 17 for her first career on the TAG Career Table. Her pursuit of higher education has gotten attention, and her technical skills are also noticed. When she joins up with the PanOceanian military, she is put on the piloting fast track, starting out as a TAG Specialist. She gets +2 to all stats but Personality and Willpower (+1) and Intelligence (+0). She gains skill in Ballistics, Discipline and Pilot, with Pilot becoming her final Signature, and can choose to either roll on the TAG Specialties table to find out what else she gets, or take Gunner because she's PanOceanian. She rolls a 6 - that's also Gunner, so she doesn't actually have a choice. She gains two from Acrobatics, Ballistics and Observation, plus an Assault Pistol, 3 reloads, and a suit of Armored Clothing. We take Ballistics and Observation. She gets 2+2dN Earnings, or 2 and Effect. Her Earnings jump to 2 and her status to Demogrant. Career Event Table C, event 7: She is enrolled in a special training program, giving her a rank in the elective skill we didn't choose. Acrobatics goes up, too, and it's clear that Diya has definitely been fast tracked. We also find she spent 1 year in her second degree program now, and 7 in the TAG corps.
Joon-Dae rolls an 18 for his first career - also TAG Specialist. He's installed firmly in the military program he was raised for. He gains similar skills to Diya...but his free choice is the Prowler specialty, which is about survival and wilderness scouting. We roll to see if he gets a choice other than that - 5: Defender, the close combat specialist. We go with that one, gaining 2 of Close Combat, Discipline or Resistance. We grab Close Combat and Resistance, with Close Combat as third signature. He gains a suit of light combat armor and a sword. He also gets 2+2dN Earnings, or 2. No change. Event table TAG Career, event 5: he breaks a TAG during his early outings and has to pay for part of it, giving him 7 Assets of debt, which he pays off with his personal wealth before his family finds out. He is in the squad for 6 years.
Diya Rivera:
Faction: PanOceania
Social Status: Demogrant
Agility 9, Awareness 11, Brawn 8, Coordination 9, Intelligence 8, Personality 9, Willpower 11
Skills: Acrobatics Expertise 1, Animal Handling Expertise 1, Ballistics Expertise 1 Focus 1, Command Expertise 1 Focus 1, Discipline Expertise 1, Education Expertise 1 Focus 1, Lifestyle Expertise 2 Focus 1, Observation Expertise 1 Focus 1, Persuade Expertise 1, Pilot Expertise 1 Focus 1, Stealth Expertise 1 Focus 1, Tech Expertise 1 Focus 1
Signature Skills: Command, Tech, Pilot
Talents: Natural Engineer, Professional, Ace
Earnings: 2
Gear: AR Eye Implants, Stims (1 dose), Assault Pistol, Armored Clothing, 3 Reloads, 1 Asset
Languages: Punjabi, Spanish
Traits: Studious
Age: 26
LP: 5
Joon-Dae Han:
Faction: Minor Nations
Social Status: Elite
Agility 10, Awareness 10, Brawn 8, Coordination 10, Intelligence 7, Personality 11, Willpower 9
Skills: Analysis Expertise 1, Ballistics Expertise 1, Close Combat Expertise 1 Focus 1, Coordination Expertise 1, Discipline Expertise 2 Focus 2, Education Expertise 1 Focus 1, Lifestyle Expertise 1, Observation Expertise 1, Persuade Expertise 1, Pilot Expertise 2 Focus 2, Resistance Expertise 1, Tech Expertise 1
Signature Skills: Pilot, Discipline, Close Combat
Talents: Ace, Stubborn, Martial Artist
Earnings: 5
Gear: AR Eye Implants, Recorder, Light Combat Armor, Sword, 4 Assets
Languages: Korean, Malay
Traits: Mad Tinkerer
Age: 24
LP: 5

Second career! Diya rolls on the TAG table, getting a 6: Scrap Runner. She is put on the engineering team that salvages TAGs for the gray market; not really an official part of PanO's military, but they need someone with her tech skills to help identify useful technologies to send home versus ones to sell. She gains Analysis, Thievery and Tech, plus two of Observation, Pilot and Stealth. We grab Observation and Pilot, plus a Pilot Talent. For gear, she gains AR eye implants...well, a spare set, I guess, a Banshee Pistol, another Reload, a suit of chameleonwear optic camo and a powered multitool. Her Earnings are 1+4dN, or 1 and Effect. Unfortunately, operating in an illegal unit like this has pushed her to the fringes and dropped her back to her old poverty, but at least she knows how to live like that. Her event is TAG table, event 16: her boss takes a lot of the credit for her deeds, but she runs into a corporate agent that recognizes her talents. She can choose to defect to the Corporate faction and gain +1 Earnings...and does, because why not? She's already doing crimes for the government working with them. She's just changed who she ultimately is getting paid by, and the pay is better after 5 years of poo poo.
Joon-Dae rolls on the TAG career table too, getting 1: Arms Dealer. His program has sent him to try and get ahold of better TAGs than his orbital nation is normally able to get, working the black markets and Submondo connections to find them. He gains Discipline, Lifestyle and Observation skill, plus two of Ballistics, Persuasion or Stealth. We take Ballistics and Stealth. We're seeing pretty mirrored careers here, but in different directions, which I think is neat. We grab a Discipline Talent. He gains a 2nd set of AR Eye Implants, several styles of Armored Clothing, a heavy pistol and a nanopulser. His Earnings are 1+5dN, or 4 and Effect, which drops him a social status. He's out of the program now and has to fend for himself, and dealing with the criminal world isn't making as much money as his family did. Career Table C, event 11: a family member is murdered. This is what's sent him off his family's plans for him - the one person he cared about, his brother, was murdered by a criminal he ran into on the job. He's now hunting for revenge, gaining the Thirst for Vengeance trait over his 4 years of work.
Diya Rivera:
Faction: Corporate
Social Status: Underclass
Agility 9, Awareness 11, Brawn 8, Coordination 9, Intelligence 8, Personality 9, Willpower 11
Skills: Acrobatics Expertise 1, Analysis Expertise 1, Animal Handling Expertise 1, Ballistics Expertise 1 Focus 1, Command Expertise 1 Focus 1, Discipline Expertise 1, Education Expertise 1 Focus 1, Lifestyle Expertise 2 Focus 1, Observation Expertise 2 Focus 1, Persuade Expertise 1, Pilot Expertise 2 Focus 1, Stealth Expertise 1 Focus 1, Tech Expertise 2 Focus 1, Thievery Expertise 2
Signature Skills: Command, Tech, Pilot
Talents: Natural Engineer, Professional, Ace, Born to the Wheel (-1 Difficulty for Pilot rolls using ground-based vehicles, minimum 1)
Earnings: 2
Gear: AR Eye Implants x2, Stims (1 dose), Assault Pistol, Armored Clothing, Banshee Pistol, Chameleonwear, Powered Multitool, 4 Reloads, 1 Asset
Languages: Punjabi, Spanish
Traits: Studious
Age: 31
LP: 5
Joon-Dae Han:
Faction: Minor Nations
Social Status: Upper
Agility 10, Awareness 10, Brawn 8, Coordination 10, Intelligence 7, Personality 11, Willpower 9
Skills: Analysis Expertise 1, Ballistics Expertise 1 Focus 1, Close Combat Expertise 1 Focus 1, Coordination Expertise 1, Discipline Expertise 3 Focus 2, Education Expertise 1 Focus 1, Lifestyle Expertise 1 Focus 1, Observation Expertise 1 Focus 1, Persuade Expertise 1, Pilot Expertise 2 Focus 2, Resistance Expertise 1, Stealth Expertise 1, Tech Expertise 1
Signature Skills: Pilot, Discipline, Close Combat
Talents: Ace, Stubborn, Martial Artist, Wary (Any time you are the target of a Persuade or Command roll, any Momentum spent to add dice to your Discipline rolls gives two dice per point instead of 1)
Earnings: 4
Gear: AR Eye Implants x2, Recorder, Light Combat Armor, Sword, Armored Clothing (several styles), Heavy Pistol, Nanopulser, 4 Assets
Languages: Korean, Malay
Traits: Mad Tinkerer, Thirst for Vengeance
Age: 28
LP: 5

1 LP for third career rolls on the table! Diya rolls 18: TAG Specialist. She's back to working with TAGs directly, albeit now for corporate security. No extra gear since she already has it, but she gains more Ballistics, Discipline and Pilot, plus two of Acrobatics, Ballistics and Observation. She grabs Ballistics and Observation, plus a Ballistics Talent. She's getting real good with a gun. Earnings 2+2dN: 4, so she's making good money, at least. Career Table A, event 13: she gets caught up in a criminal plot being run by a rival group, likely involving smuggling TAG parts. She has to roll a Difficulty 2 hazard test or gain a Criminal Record. We go with Observation+Awareness, as our best chance there, but it won't be easy. She gets one success, but not two; she gains a criminal record, losing 1 Earnings; she can't go below Underclass in social status, though. She could choose to defect to Submondo here, but doesn't. Two years here.
Joon-Dae, meanwhole, rolls 14: TAG Pilot. He gains Ballistics, Pilot and Tech, plus two of Discipline, Extraplanetary or Survival; we grab Discipline and Survival, and a Discipline Talent. He acquires another set of armored clothing, this time a uniform set, inlaid palm circuitry, and a pistol with 2 Reloads. He makes 2+1dN, or 2 Earnings. No change. Event Table B, event 1: he is dating a wealthy but vulnerable person. I'm gonna say his girlfriend is rich and helping him track his brother's killer as he gets back into military work, but she's an easy target. He gains +1 Earnings while dating her, but the Vulnerable Lover trait. Four years.
Diya Rivera:
Faction: Corporate
Social Status: Underclass
Agility 9, Awareness 11, Brawn 8, Coordination 9, Intelligence 8, Personality 9, Willpower 11
Skills: Acrobatics Expertise 1, Analysis Expertise 1, Animal Handling Expertise 1, Ballistics Expertise 2 Focus 2, Command Expertise 1 Focus 1, Discipline Expertise 1 Focus 1, Education Expertise 1 Focus 1, Lifestyle Expertise 2 Focus 1, Observation Expertise 2 Focus 2, Persuade Expertise 1, Pilot Expertise 2 Focus 2, Stealth Expertise 1 Focus 1, Tech Expertise 2 Focus 1, Thievery Expertise 2
Signature Skills: Command, Tech, Pilot
Talents: Natural Engineer, Professional, Ace, Born to the Wheel, Marksman
Earnings: 3
Gear: AR Eye Implants x2, Stims (1 dose), Assault Pistol, Armored Clothing, Banshee Pistol, Chameleonwear, Powered Multitool, 4 Reloads, 1 Asset
Languages: Punjabi, Spanish
Special: Criminal Record
Traits: Studious
Age: 33
LP: 4
Joon-Dae Han:
Faction: Minor Nations
Social Status: Upper
Agility 10, Awareness 10, Brawn 8, Coordination 10, Intelligence 7, Personality 11, Willpower 9
Skills: Analysis Expertise 1, Ballistics Expertise 2 Focus 1, Close Combat Expertise 1 Focus 1, Coordination Expertise 1, Discipline Expertise 3 Focus 3, Education Expertise 1 Focus 1, Lifestyle Expertise 1 Focus 1, Observation Expertise 1 Focus 1, Persuade Expertise 1, Pilot Expertise 3 Focus 2, Resistance Expertise 1, Stealth Expertise 1, Survival Expertise 1, Tech Expertise 1 Focus 1
Signature Skills: Pilot, Discipline, Close Combat
Talents: Ace, Stubborn, Martial Artist, Wary, Guarded Heart (When targeted by Psywar attacks, gain +2dN Morale Soak, and when rolling Morale Soak dice, Effects count as a roll of 2 instead.)
Earnings: 5
Gear: AR Eye Implants x2, Recorder, Light Combat Armor, Sword, Armored Clothing (several styles, uniform), Heavy Pistol, Nanopulser, Inlaid Palm Circuitry, Pistol, 2 Reloads, 4 Assets
Languages: Korean, Malay
Traits: Mad Tinkerer, Thirst for Vengeance, Vulnerable Lover
Age: 32
LP: 4

Final career! Diya spends 2 LP - one for a roll, one to pick Tactical Remote Presence Pilot, because I think she'd want to focus on keeping herself out of harm's way with the way her work has been going. She gains Pilot, Spacecraft and Tech skill, plus two of Ballistics, Close Combat or Extraplanetary; we take Ballistics and Close Combat, plus a second Tech Talent. She gets remote presence gear and 3 doses of stims, plus 2+2dN Earnings. 4. Event Table TAG, event 2: a mercenary she worked with vanishes mysteriously, leaving her a weird package. She gains 3 Recorders, 21 Survival Rations, a USAriadnan Entrenching Tool and a message asking her to solve what the mercenary assumed was their own murder. This is a hell of way to become a free-roaming PC.
Joon-Dae, meanwhole, rolls a 10: TAG Crew. He goes into support so that he'll be able to operate independently when he sets out on his vengeance quest. He has to roll for a specialty, 14: Mechanist. He gains Discipline, Pilot, Tech and two of Hacking, Observation or Tech, selecting Hacking and Observation, plus an Observation Talent. He also gains a deployable repeater, a powered multitool, a repair kit and 2 Parts. Earnings: 1+2dN, 3. No change. Event table TAG, event 15: while piloting via remote presence, Joon-Dae has a biofeedback issue that causes some nasty hallucinations. -1 Perception Awareness, I'm pretty sure that's supposed to be Awareness, +1 Willpower, gain the Neural Feedback trait and a good excuse to muster out.
Diya Rivera:
Faction: Corporate
Social Status: Underclass
Agility 9, Awareness 11, Brawn 8, Coordination 9, Intelligence 8, Personality 9, Willpower 11
Skills: Acrobatics Expertise 1, Analysis Expertise 1, Animal Handling Expertise 1, Ballistics Expertise 3 Focus 2, Command Expertise 1 Focus 1, Close Combat Expertise 1, Discipline Expertise 1 Focus 1, Education Expertise 1 Focus 1, Lifestyle Expertise 2 Focus 1, Observation Expertise 2 Focus 2, Persuade Expertise 1, Pilot Expertise 3 Focus 2, Spacecraft Expertise 1, Stealth Expertise 1 Focus 1, Tech Expertise 2 Focus 2, Thievery Expertise 2
Signature Skills: Command, Tech, Pilot
Talents: Natural Engineer, Professional, Ace, Born to the Wheel, Marksman, Greasemonkey (+2 free Momentum when trying to treat damage sustained by an object or construct)
Earnings: 4
Gear: AR Eye Implants x2, Stims (4 doses), Assault Pistol, Armored Clothing, Banshee Pistol, Chameleonwear, Powered Multitool, Remote Presence Gear, 3 Recorders, 21 Survival Rations, USAriadnan Entrencthing Tool, mysterious message, 4 Reloads, 1 Asset
Languages: Punjabi, Spanish
Special: Criminal Record
Traits: Studious
Age: 37
LP: 2
Joon-Dae Han:
Faction: Minor Nations
Social Status: Upper
Agility 10, Awareness 9, Brawn 8, Coordination 10, Intelligence 7, Personality 11, Willpower 10
Skills: Analysis Expertise 1, Ballistics Expertise 2 Focus 1, Close Combat Expertise 1 Focus 1, Coordination Expertise 1, Discipline Expertise 4 Focus 3, Education Expertise 1 Focus 1, Hacking Expertise 1, Lifestyle Expertise 1 Focus 1, Observation Expertise 2 Focus 1, Persuade Expertise 1, Pilot Expertise 3 Focus 3, Resistance Expertise 1, Stealth Expertise 1, Survival Expertise 1, Tech Expertise 2 Focus 1
Signature Skills: Pilot, Discipline, Close Combat
Talents: Ace, Stubborn, Martial Artist, Wary, Guarded Heart, Sharp Senses
Earnings: 5
Gear: AR Eye Implants x2, Recorder, Light Combat Armor, Sword, Armored Clothing (several styles, uniform), Heavy Pistol, Nanopulser, Inlaid Palm Circuitry, Pistol, Deployable Repeater, Powered Multitool, Repair Kit, 2 Parts, 2 Reloads, 4 Assets
Languages: Korean, Malay
Traits: Mad Tinkerer, Thirst for Vengeance, Vulnerable Lover, Neural Feedback
Age: 39
LP: 3

Finishing touches! TAG characters can choose to go into debt to gain assets that can only be used to purchase TAGs during chargen, to make sure you make the rolls you need to do it. Any such assets vanish after chargen ends, but the debts do not. We won't be doing that but it's a pretty good idea for you to do so if you want to buy a TAG, as they're extremely expensive. So, we have Diya Rivera, a social outcast raised Atek who has been repeatedly hosed over, betrayed and caught up in scandals by both PanOceania and her corporate-slash-criminal employers, now seeking the answer to the probable murder of a mercenary friend, and Joon-Dae Kim, a brainwashed child raised to be a soldier for a rogue orbital station micronation who has broken from his handlers to find the killer of his brother. They presumably team up to start a TAG mercenary group in pursuit of these murder mysteries.
Diya Rivera:
Faction: Corporate
Social Status: Underclass
Agility 9, Awareness 11, Brawn 8, Coordination 11, Intelligence 8, Personality 9, Willpower 11
Skills: Acrobatics Expertise 1, Analysis Expertise 1, Animal Handling Expertise 1, Ballistics Expertise 3 Focus 2, Command Expertise 1 Focus 1, Close Combat Expertise 1, Discipline Expertise 1 Focus 1, Education Expertise 1 Focus 1, Hacking Expertise 1, Lifestyle Expertise 2 Focus 1, Observation Expertise 2 Focus 2, Persuade Expertise 1, Pilot Expertise 3 Focus 2, Spacecraft Expertise 1, Stealth Expertise 1 Focus 1, Tech Expertise 2 Focus 2, Thievery Expertise 2 Focus 1
Signature Skills: Command, Tech, Pilot
Talents: Natural Engineer, Professional, Ace, Born to the Wheel, Marksman, Greasemonkey, Combat Pilot 1
Earnings: 4
Gear: AR Eye Implants x2, Stims (4 doses), Assault Pistol, Armored Clothing, Banshee Pistol, Chameleonwear, Powered Multitool, Remote Presence Gear, 3 Recorders, 21 Survival Rations, USAriadnan Entrencthing Tool, mysterious message, 4 Reloads, 10 Assets
Languages: Punjabi, Spanish
Special: Criminal Record
Infinity Refresh: 4
Traits: Studious
Age: 37
Joon-Dae Han:
Faction: Minor Nations
Social Status: Upper
Agility 10, Awareness 10, Brawn 8, Coordination 10, Intelligence 7, Personality 12, Willpower 10
Skills: Analysis Expertise 1 Focus 1, Ballistics Expertise 2 Focus 1, Close Combat Expertise 1 Focus 1, Coordination Expertise 1, Command Expertise 1, Discipline Expertise 4 Focus 3, Education Expertise 1 Focus 1, Hacking Expertise 1, Lifestyle Expertise 1 Focus 1, Observation Expertise 2 Focus 1, Persuade Expertise 1, Pilot Expertise 3 Focus 3, Resistance Expertise 1, Stealth Expertise 1, Survival Expertise 1, Tech Expertise 2 Focus 1
Signature Skills: Pilot, Discipline, Close Combat
Talents: Ace, Stubborn, Martial Artist, Wary, Guarded Heart, Sharp Senses, Combat Specialist
Earnings: 5
Gear: AR Eye Implants x2, Recorder, Light Combat Armor, Sword, Armored Clothing (several styles, uniform), Heavy Pistol, Nanopulser, Inlaid Palm Circuitry, Pistol, Deployable Repeater, Powered Multitool, Repair Kit, 2 Parts, 2 Reloads, 17 Assets
Languages: Korean, Malay
Infinity Refresh: 4
Traits: Mad Tinkerer, Thirst for Vengeance, Vulnerable Lover, Neural Feedback
Age: 39

Next time: TAG Games

Mors Rattus fucked around with this message at 02:29 on Jun 24, 2023

Adbot
ADBOT LOVES YOU

Cooked Auto
Aug 4, 2007

You forgot a closing bracket on the top bold one btw.

Also I can report in my coverage of N2: Offensive I have now come across something as hilarious as paintballers looking down on airsofters. :v:

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply