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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Enigmatic+One</id>
	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T09:20:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=PC_Logan&amp;diff=307490</id>
		<title>PC Logan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PC_Logan&amp;diff=307490"/>
		<updated>2016-10-11T19:00:21Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: Created page with &amp;quot; == &amp;#039;&amp;#039;&amp;#039;Logan&amp;#039;&amp;#039;&amp;#039; ==  Real Name: Howard Pikecroft  Gender: Male  Ethnicity: Caucasian  Age: Mid 30s  Hair: Regulation-short black  Eyes: Flint gray   == Attributes ==  Agility d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Logan&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Real Name: Howard Pikecroft&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Ethnicity: Caucasian&lt;br /&gt;
&lt;br /&gt;
Age: Mid 30s&lt;br /&gt;
&lt;br /&gt;
Hair: Regulation-short black&lt;br /&gt;
&lt;br /&gt;
Eyes: Flint gray&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Agility d10&lt;br /&gt;
&lt;br /&gt;
Alertness d8&lt;br /&gt;
&lt;br /&gt;
Intelligence d6&lt;br /&gt;
&lt;br /&gt;
Strength d8&lt;br /&gt;
&lt;br /&gt;
Vitality d8&lt;br /&gt;
&lt;br /&gt;
Willpower d8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
Brain d6&lt;br /&gt;
&lt;br /&gt;
Face d4&lt;br /&gt;
&lt;br /&gt;
Muscle d10&lt;br /&gt;
&lt;br /&gt;
Sneak d8&lt;br /&gt;
&lt;br /&gt;
Tech d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Distinctions ==&lt;br /&gt;
&lt;br /&gt;
Bio-Soldier (High Concept)&lt;br /&gt;
&lt;br /&gt;
Old Regrets&lt;br /&gt;
&lt;br /&gt;
Former Ares Company Man &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specialties ==&lt;br /&gt;
&lt;br /&gt;
Military Tactics d8 (Brains)&lt;br /&gt;
&lt;br /&gt;
Firearms d8 (Muscle)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Signature Assets ==&lt;br /&gt;
&lt;br /&gt;
Synaptic Booster Bioware d8&lt;br /&gt;
&lt;br /&gt;
Muscle Augmentation Bioware d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
&lt;br /&gt;
Augmented&lt;br /&gt;
&lt;br /&gt;
Threat Assessment (Muscle)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Metatype ==&lt;br /&gt;
&lt;br /&gt;
Human&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pars&amp;diff=306806</id>
		<title>Pars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pars&amp;diff=306806"/>
		<updated>2016-09-21T00:04:25Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name ==&lt;br /&gt;
&lt;br /&gt;
Pars, the Smith of Gath&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Male, Age 18, Dark Tan Skin, Green Eyes, Black Hair&lt;br /&gt;
&lt;br /&gt;
== Level ==&lt;br /&gt;
&lt;br /&gt;
Rank 1&lt;br /&gt;
&lt;br /&gt;
XP 1&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
&lt;br /&gt;
* Origin: Commoner of Gath&lt;br /&gt;
* Profession: Bronzesmith&#039;s Son &lt;br /&gt;
* Relationship: Favored by the Priests of Jawa &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
STR 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
CON 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
INT 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+1, Attribute Check 7+)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
HAR 13+&lt;br /&gt;
&lt;br /&gt;
EVA 13+&lt;br /&gt;
&lt;br /&gt;
SPT 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
AC 2 (Body of Iron Will; Dex)&lt;br /&gt;
&lt;br /&gt;
HP 10&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
&lt;br /&gt;
Common Attacks&lt;br /&gt;
* Hammer (heavy, +3, 1d10+2)&lt;br /&gt;
&lt;br /&gt;
Fray Die 1d8&lt;br /&gt;
&lt;br /&gt;
== Words and Gifts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 1: ARTIFICE&#039;&#039;&#039; (Create any portable nonmagical object in 1 round or function as 100/level laborers/day)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Ten Thousand Tools (CONSTANT: innate Artifice power augment: create as On Turn action, function as 1,000/level laborers/day)&lt;br /&gt;
* Perceptual Perfection (CONSTANT: your work endures forever short of intentional destruction; can create magic weapons/armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 2: EARTH&#039;&#039;&#039; (STR or CON to 16 or 18 is 16+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Builder of Mountain Peaks (ACTION: Shape 20&#039; x 20&#039; x 20&#039; of earth or stone/round and/or control creatures of earth or stone within the area [worthy foes resist w/SPT])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 3: ENDURANCE&#039;&#039;&#039; (CON to 16 or 18 if 16+; need not eat/sleep/drink/breathe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Body of Iron Will (CONSTANT: AC 3; invincible defense vs. environmental hazards)&lt;br /&gt;
&lt;br /&gt;
Other Gifts:&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Effort 2&lt;br /&gt;
&lt;br /&gt;
Influence 2&lt;br /&gt;
&lt;br /&gt;
Dominion 1&lt;br /&gt;
&lt;br /&gt;
Wealth 0&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Hammer, Sturdy garb for work at the smithy, Clever prototypes of half-dreamed ideas&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pars&amp;diff=306805</id>
		<title>Pars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pars&amp;diff=306805"/>
		<updated>2016-09-21T00:04:02Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name ==&lt;br /&gt;
&lt;br /&gt;
Pars, the Smith of Gath&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Male, Age 18, Dark Tan Skin, Green Eyes, Black Hair&lt;br /&gt;
&lt;br /&gt;
== Level ==&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
XP 1&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
&lt;br /&gt;
* Origin: Commoner of Gath&lt;br /&gt;
* Profession: Bronzesmith&#039;s Son &lt;br /&gt;
* Relationship: Favored by the Priests of Jawa &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
STR 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
CON 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
INT 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+1, Attribute Check 7+)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
HAR 13+&lt;br /&gt;
&lt;br /&gt;
EVA 13+&lt;br /&gt;
&lt;br /&gt;
SPT 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
AC 2 (Body of Iron Will; Dex)&lt;br /&gt;
&lt;br /&gt;
HP 10&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
&lt;br /&gt;
Common Attacks&lt;br /&gt;
* Hammer (heavy, +3, 1d10+2)&lt;br /&gt;
&lt;br /&gt;
Fray Die 1d8&lt;br /&gt;
&lt;br /&gt;
== Words and Gifts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 1: ARTIFICE&#039;&#039;&#039; (Create any portable nonmagical object in 1 round or function as 100/level laborers/day)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Ten Thousand Tools (CONSTANT: innate Artifice power augment: create as On Turn action, function as 1,000/level laborers/day)&lt;br /&gt;
* Perceptual Perfection (CONSTANT: your work endures forever short of intentional destruction; can create magic weapons/armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 2: EARTH&#039;&#039;&#039; (STR or CON to 16 or 18 is 16+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Builder of Mountain Peaks (ACTION: Shape 20&#039; x 20&#039; x 20&#039; of earth or stone/round and/or control creatures of earth or stone within the area [worthy foes resist w/SPT])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 3: ENDURANCE&#039;&#039;&#039; (CON to 16 or 18 if 16+; need not eat/sleep/drink/breathe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Body of Iron Will (CONSTANT: AC 3; invincible defense vs. environmental hazards)&lt;br /&gt;
&lt;br /&gt;
Other Gifts:&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Effort 2&lt;br /&gt;
&lt;br /&gt;
Influence 2&lt;br /&gt;
&lt;br /&gt;
Dominion 1&lt;br /&gt;
&lt;br /&gt;
Wealth 0&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Hammer, Sturdy garb for work at the smithy, Clever prototypes of half-dreamed ideas&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pars&amp;diff=306804</id>
		<title>Pars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pars&amp;diff=306804"/>
		<updated>2016-09-21T00:03:29Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name ==&lt;br /&gt;
&lt;br /&gt;
Pars, the Smith of Gath&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Male, Age 18, Dark Tan Skin, Green Eyes, Black Hair&lt;br /&gt;
&lt;br /&gt;
== Level ==&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
XP 0&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
&lt;br /&gt;
* Origin: Commoner of Gath&lt;br /&gt;
* Profession: Bronzesmith&#039;s Son &lt;br /&gt;
* Relationship: Favored by the Priests of Jawa &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
STR 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
CON 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
INT 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+1, Attribute Check 7+)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
HAR 13+&lt;br /&gt;
&lt;br /&gt;
EVA 13+&lt;br /&gt;
&lt;br /&gt;
SPT 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
AC 2 (Body of Iron Will; Dex)&lt;br /&gt;
&lt;br /&gt;
HP 10&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
&lt;br /&gt;
Common Attacks&lt;br /&gt;
* Hammer (heavy, +3, 1d10+2)&lt;br /&gt;
&lt;br /&gt;
Fray Die 1d8&lt;br /&gt;
&lt;br /&gt;
== Words and Gifts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 1: ARTIFICE&#039;&#039;&#039; (Create any portable nonmagical object in 1 round or function as 100/level laborers/day)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Ten Thousand Tools (CONSTANT: innate Artifice power augment: create as On Turn action, function as 1,000/level laborers/day)&lt;br /&gt;
* Perceptual Perfection (CONSTANT: your work endures forever short of intentional destruction; can create magic weapons/armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 2: EARTH&#039;&#039;&#039; (STR or CON to 16 or 18 is 16+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Builder of Mountain Peaks (ACTION: Shape 20&#039; x 20&#039; x 20&#039; of earth or stone/round and/or control creatures of earth or stone within the area [worthy foes resist w/SPT])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 3: ENDURANCE&#039;&#039;&#039; (CON to 16 or 18 if 16+; need not eat/sleep/drink/breathe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Body of Iron Will (CONSTANT: AC 3; invincible defense vs. environmental hazards)&lt;br /&gt;
&lt;br /&gt;
Other Gifts:&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Effort 2&lt;br /&gt;
&lt;br /&gt;
Influence 2&lt;br /&gt;
&lt;br /&gt;
Dominion 1&lt;br /&gt;
&lt;br /&gt;
Wealth 0&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Hammer, Sturdy garb for work at the smithy, Clever prototypes of half-dreamed ideas&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306609</id>
		<title>Uriel Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306609"/>
		<updated>2016-09-14T17:15:21Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Uriel Arcadia=&lt;br /&gt;
&lt;br /&gt;
[[File:Uriel Arcadia.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
On one of the many Gossamer Earths, there was Uriel Arcadia. Not his birth name of course. Or his &#039;real name.&#039; He was a spy. A man of checkered pasts, mixed with the Company, corporate espionage, an accomplished tangled web. Yet at one point he began to question it all.&lt;br /&gt;
&lt;br /&gt;
And Uriel decided he wanted out. His mysterious handlers decided he simply could not be let to retire. Thus Uriel found himself shanghaied to the &#039;Complex.&#039; It took time before Uriel became truly conscious of his position, and the unearthly nature of the surroundings. With other residents of the Complex, they fought to discover the truth: the Complex was a corporate-government joint testing ground for the paranormal nature of a door.&lt;br /&gt;
&lt;br /&gt;
The Door - to the Grand Stair, and the power of what might be called magic. Uriel escaped onto the Grand Stair, to find himself a Warden and Gossamer Lord. Since then, Uriel has reclaimed his position as a spy, being an adventurer and troubleshooter for his peers.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 1&lt;br /&gt;
&lt;br /&gt;
Refresh: 1 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Endurance: +2 (Fair)&lt;br /&gt;
&lt;br /&gt;
Finesse: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Psyche: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
Strength: +1 (Average)&lt;br /&gt;
&lt;br /&gt;
Subterfuge: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Warfare: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Magical James Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel is a spy. And since entering the Grand Stair, a sorcerer, but at the end of the day a spy first and foremost. He has all the expertise of a life of tradecraft brought to bear in all its many fields. And yet sometimes the Bond really bleeds through into the Gossamer, even when Uriel doesn&#039;t want it.&#039;&#039;&lt;br /&gt;
*Invoke to: Exercise your mastery of tradecraft, identify potential assets.&lt;br /&gt;
*Compel to: Suffer any of those various Bond tropes, or anything that can go wrong in espionage, become hyper-aware (paranoid is such an ugly word).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Tangled Web of Misadventures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When getting to grips with the Gossamer worlds without a support network, even with the best of abilities, mistakes are made. Things can go south. Uriel has done well enough, but behind him are the remnants of would-be foes, hidden loose ends, debris of multiversal espionage and troubleshooting. Some of it might even find him.&#039;&#039;&lt;br /&gt;
*Invoke to: Draw on information from past operations, obtain access to previous allies or contacts.&lt;br /&gt;
*Compel to: Find old foes coming out of the woodwork, learn consequences from past missions will be coming back to haunt you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Every Man Has His Price&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has seen it proven again and again. Money, love, power, sex, a cause, there is always a lever to get someone to do something - it&#039;s one of the fundamental principles of espionage. No one is truly incorruptible.&#039;&#039;&lt;br /&gt;
*Invoke to: Enhance bribery, identify someone&#039;s weak points, resist bribery (knowing all the classic tricks helps).&lt;br /&gt;
*Compel to: Discover your mark resists temptation or is (of all things) incorruptible, find your transaction noticed by a third party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery:&#039;&#039;&#039; Wizard in Business Casual&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has a proficiency in Sorcery, developed from a hodgepodge of tomes, teachers, observations, all thrown together in a &#039;whatever works&#039; methodology. Adaptability and getting the most out of the basic tools of magic are his foci.&#039;&#039;&lt;br /&gt;
*Invoke to: Know information about a given magical person/place/thing, use your blend of arcane methods in an innovative and useful fashion.&lt;br /&gt;
*Compel to: Face difficulty when a more formal and coherent mystic school has the advantage over yours, when other mages express disdain for your unorthodox conglomerate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy:&#039;&#039;&#039; Sixth Floor Security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel was already developing the Empathy ability even before he became a Warden, thanks to the memory and mind-warping effects of his stay in the Complex. The need to control his own mind and the surroundings bred the basis of psychic power within him.&#039;&#039;&lt;br /&gt;
*Invoke to: Strengthen your use of psychic power, to resist mental intrusion and/or assault.&lt;br /&gt;
*Compels to: Suffer Complex flashbacks whether triggered by chance or deliberately by opponents.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden of the Grand Stair:&#039;&#039;&#039; Lord of Gossamer&lt;br /&gt;
*This Aspect cannot be Invoked or Compelled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Expert:&#039;&#039;&#039; +2 to Create Advantages with Psyche when using Cantrips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Reading:&#039;&#039;&#039; +2 to Create Advantages with Finesse when analyzing people in conversation (discovers existing aspects only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Stories:&#039;&#039;&#039; +2 to Overcome Obstacles with Subterfuge when lying.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Extras=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Look Good, Feel Good Ensemble&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel&#039;s outfit is enchanted for immense protection and allow him to blend into whatever society he is visiting. Clothes make the man, after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*+2 to Defend versus all types of conventional weapons: this includes guns, explosions, fire, swords, arrows, and other mundane weapons - as well as energy weapons. &lt;br /&gt;
*The Ensemble also shape shifts to match whatever clothing would be most appropriate for you to blend in with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Knyiaz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel picked this gold-inlaid steel band up from a Neo-Muscovy artificer and enhanced the basic mystic potential in this trinket to make it more powerful and adaptable for his needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gain the ability to mold the reality of Gossamer Worlds, +2 to Create Advantages or Overcome Obstacles when doing so using Psyche.&lt;br /&gt;
*When you are using Sorcery and suffer penalties for using it, you can ignore one point of those penalties. (-2 becomes -1, and so on.)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306588</id>
		<title>Uriel Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306588"/>
		<updated>2016-09-14T04:00:49Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Uriel Arcadia=&lt;br /&gt;
&lt;br /&gt;
[[File:Uriel Arcadia.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
On one of the many Gossamer Earths, there was Uriel Arcadia. Not his birth name of course. Or his &#039;real name.&#039; He was a spy. A man of checkered pasts, mixed with the Company, corporate espionage, an accomplished tangled web. Yet at one point he began to question it all.&lt;br /&gt;
&lt;br /&gt;
And Uriel decided he wanted out. His mysterious handlers decided he simply could not be let to retire. Thus Uriel found himself shanghaied to the &#039;Complex.&#039; It took time before Uriel became truly conscious of his position, and the unearthly nature of the surroundings. With other residents of the Complex, they fought to discover the truth: the Complex was a corporate-government joint testing ground for the paranormal nature of a door.&lt;br /&gt;
&lt;br /&gt;
The Door - to the Grand Stair, and the power of what might be called magic. Uriel escaped onto the Grand Stair, to find himself a Warden and Gossamer Lord. Since then, Uriel has reclaimed his position as a spy, being an adventurer and troubleshooter for his peers.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 1&lt;br /&gt;
&lt;br /&gt;
Refresh: 1 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Endurance: +2 (Fair)&lt;br /&gt;
&lt;br /&gt;
Finesse: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Psyche: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
Strength: +1 (Average)&lt;br /&gt;
&lt;br /&gt;
Subterfuge: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Warfare: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Magical James Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel is a spy. And since entering the Grand Stair, a sorcerer, but at the end of the day a spy first and foremost. He has all the expertise of a life of tradecraft brought to bear in all its many fields. And yet sometimes the Bond really bleeds through into the Gossamer, even when Uriel doesn&#039;t want it.&#039;&#039;&lt;br /&gt;
*Invoke to: Exercise your mastery of tradecraft, identify potential assets.&lt;br /&gt;
*Compel to: Suffer any of those various Bond tropes, or anything that can go wrong in espionage, become hyper-aware (paranoid is such an ugly word).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Tangled Web of Misadventures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When getting to grips with the Gossamer worlds without a support network, even with the best of abilities, mistakes are made. Things can go south. Uriel has done well enough, but behind him are the remnants of would-be foes, hidden loose ends, debris of multiversal espionage and troubleshooting. Some of it might even find him.&#039;&#039;&lt;br /&gt;
*Invoke to: Draw on information from past operations, obtain access to previous allies or contacts.&lt;br /&gt;
*Compel to: Find old foes coming out of the woodwork, learn consequences from past missions will be coming back to haunt you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Every Man Has His Price&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has seen it proven again and again. Money, love, power, sex, a cause, there is always a lever to get someone to do something - it&#039;s one of the fundamental principles of espionage. No one is truly incorruptible.&#039;&#039;&lt;br /&gt;
*Invoke to: Enhances bribery, identifying someone&#039;s weak points, resisting bribery (knowing all the classic tricks help).&lt;br /&gt;
*Compel to: Discover your mark resists temptation or is (of all things) incorruptible, find your transaction noticed by a third party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery:&#039;&#039;&#039; Wizard in Business Casual&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has a proficiency in Sorcery, developed from a hodgepodge of tomes, teachers, observations, all thrown together in a &#039;whatever works&#039; methodology. Adaptability and getting the most out of the basic tools of magic are his foci.&#039;&#039;&lt;br /&gt;
*Invoke to: Know information about a given magical person/place/thing, use your blend of arcane methods in an innovative and useful fashion.&lt;br /&gt;
*Compel to: Face difficulty when a more formal and coherent mystic school has the advantage over yours, when other mages express disdain for your unorthodox conglomerate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy:&#039;&#039;&#039; Sixth Floor Security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel was already developing the Empathy ability even before he became a Warden, thanks to the memory and mind-warping effects of his stay in the Complex. The need to control his own mind and the surroundings bred the basis of psychic power within him.&#039;&#039;&lt;br /&gt;
*Invoke to: Strengthen your use of psychic power, to resist mental intrusion and/or assault.&lt;br /&gt;
*Compels to: Suffer Complex flashbacks whether triggered by chance or deliberately by opponents.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden of the Grand Stair:&#039;&#039;&#039; Lord of Gossamer&lt;br /&gt;
*This Aspect cannot be Invoked or Compelled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Expert:&#039;&#039;&#039; +2 to Create Advantages with Psyche when using Cantrips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Reading:&#039;&#039;&#039; +2 to Create Advantages with Finesse when analyzing people in conversation (discovers existing aspects only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Stories:&#039;&#039;&#039; +2 to Overcome Obstacles with Subterfuge when lying.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Extras=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Look Good, Feel Good Ensemble&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel&#039;s outfit is enchanted for immense protection and allow him to blend into whatever society he is visiting. Clothes make the man, after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*+2 to Defend versus all types of conventional weapons: this includes guns, explosions, fire, swords, arrows, and other mundane weapons - as well as energy weapons. &lt;br /&gt;
*The Ensemble also shape shifts to match whatever clothing would be most appropriate for you to blend in with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Knyiaz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel picked this gold-inlaid steel band up from a Neo-Muscovy artificer and enhanced the basic mystic potential in this trinket to make it more powerful and adaptable for his needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gain the ability to mold the reality of Gossamer Worlds, +2 to Create Advantages or Overcome Obstacles when doing so using Psyche.&lt;br /&gt;
*When you are using Sorcery and suffer penalties for using it, you can ignore one point of those penalties. (-2 becomes -1, and so on.)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306586</id>
		<title>Uriel Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306586"/>
		<updated>2016-09-14T03:58:00Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Uriel Arcadia=&lt;br /&gt;
&lt;br /&gt;
[[File:Uriel Arcadia.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
On one of the many Gossamer Earths, there was Uriel Arcadia. Not his birth name of course. Or his &#039;real name.&#039; He was a spy. A man of checkered pasts, mixed with the Company, corporate espionage, an accomplished tangled web. Yet at one point he began to question it all.&lt;br /&gt;
&lt;br /&gt;
And Uriel decided he wanted out. His mysterious handlers decided he simply could not be let to retire. Thus Uriel found himself shanghaied to the &#039;Complex.&#039; It took time before Uriel became truly conscious of his position, and the unearthly nature of the surroundings. With other residents of the Complex, they fought to discover the truth: the Complex was a corporate-government joint testing ground for the paranormal nature of a door.&lt;br /&gt;
&lt;br /&gt;
The Door - to the Grand Stair, and the power of what might be called magic. Uriel escaped onto the Grand Stair, to find himself a Warden and Gossamer Lord. Since then, Uriel has reclaimed his position as a spy, being an adventurer and troubleshooter for his peers.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 1&lt;br /&gt;
&lt;br /&gt;
Refresh: 1 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Endurance: +2 (Fair)&lt;br /&gt;
&lt;br /&gt;
Finesse: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Psyche: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
Strength: +1 (Average)&lt;br /&gt;
&lt;br /&gt;
Subterfuge: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Warfare: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Magical James Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel is a spy. And since entering the Grand Stair, a sorcerer, but at the end of the day a spy first and foremost. He has all the expertise of a life of tradecraft brought to bear in all its many fields. And yet sometimes the Bond really bleeds through into the Gossamer, even when Uriel doesn&#039;t want it.&#039;&#039;&lt;br /&gt;
*Invoke to: Exercise your mastery of tradecraft, identify potential assets.&lt;br /&gt;
*Compel to: Suffer any of those various Bond tropes, or anything that can go wrong in espionage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Tangled Web of Misadventures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When getting to grips with the Gossamer worlds without a support network, even with the best of abilities, mistakes are made. Things can go south. Uriel has done well enough, but behind him are the remnants of would-be foes, hidden loose ends, debris of multiversal espionage and troubleshooting. Some of it might even find him.&#039;&#039;&lt;br /&gt;
*Invoke to: Draw on information from past operations, obtain access to previous allies or contacts.&lt;br /&gt;
*Compel to: Find old foes coming out of the woodwork, learn consequences from past missions will be coming back to haunt you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Every Man Has His Price&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has seen it proven again and again. Money, love, power, sex, a cause, there is always a lever to get someone to do something - it&#039;s one of the fundamental principles of espionage. No one is truly incorruptible.&#039;&#039;&lt;br /&gt;
*Invoke to: Enhances bribery, identifying someone&#039;s weak points, resisting bribery (knowing all the classic tricks help).&lt;br /&gt;
*Compel to: Discover your mark resists temptation or is (of all things) incorruptible, find your transaction noticed by a third party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery:&#039;&#039;&#039; Wizard in Business Casual&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has a proficiency in Sorcery, developed from a hodgepodge of tomes, teachers, observations, all thrown together in a &#039;whatever works&#039; methodology. Adaptability and getting the most out of the basic tools of magic are his foci.&#039;&#039;&lt;br /&gt;
*Invoke to: Know information about a given magical person/place/thing, use your blend of arcane methods in an innovative and useful fashion.&lt;br /&gt;
*Compel to: Face difficulty when a more formal and coherent mystic school has the advantage over yours, when other mages express disdain for your unorthodox conglomerate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy:&#039;&#039;&#039; Sixth Floor Security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel was already developing the Empathy ability even before he became a Warden, thanks to the memory and mind-warping effects of his stay in the Complex. The need to control his own mind and the surroundings bred the basis of psychic power within him.&#039;&#039;&lt;br /&gt;
*Invoke to: Strengthen your use of psychic power, to resist mental intrusion and/or assault.&lt;br /&gt;
*Compels to: Suffer Complex flashbacks whether triggered by chance or deliberately by opponents.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden of the Grand Stair:&#039;&#039;&#039; Lord of Gossamer&lt;br /&gt;
*This Aspect cannot be Invoked or Compelled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Expert:&#039;&#039;&#039; +2 to Create Advantages with Psyche when using Cantrips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Reading:&#039;&#039;&#039; +2 to Create Advantages with Finesse when analyzing people in conversation (discovers existing aspects only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Stories:&#039;&#039;&#039; +2 to Overcome Obstacles with Subterfuge when lying.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Extras=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Look Good, Feel Good Ensemble&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel&#039;s outfit is enchanted for immense protection and allow him to blend into whatever society he is visiting. Clothes make the man, after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*+2 to Defend versus all types of conventional weapons: this includes guns, explosions, fire, swords, arrows, and other mundane weapons - as well as energy weapons. &lt;br /&gt;
*The Ensemble also shape shifts to match whatever clothing would be most appropriate for you to blend in with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Knyiaz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel picked this gold-inlaid steel band up from a Neo-Muscovy artificer and enhanced the basic mystic potential in this trinket to make it more powerful and adaptable for his needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gain the ability to mold the reality of Gossamer Worlds, +2 to Create Advantages or Overcome Obstacles when doing so using Psyche.&lt;br /&gt;
*When you are using Sorcery and suffer penalties for using it, you can ignore one point of those penalties. (-2 becomes -1, and so on.)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306585</id>
		<title>Uriel Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306585"/>
		<updated>2016-09-14T03:53:53Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Uriel Arcadia=&lt;br /&gt;
&lt;br /&gt;
[[File:Uriel Arcadia.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
On one of the many Gossamer Earths, there was Uriel Arcadia. Not his birth name of course. Or his &#039;real name.&#039; He was a spy. A man of checkered pasts, mixed with the Company, corporate espionage, an accomplished tangled web. Yet at one point he began to question it all.&lt;br /&gt;
&lt;br /&gt;
And Uriel decided he wanted out. His mysterious handlers decided he simply could not be let to retire. Thus Uriel found himself shanghaied to the &#039;Complex.&#039; It took time before Uriel became truly conscious of his position, and the unearthly nature of the surroundings. With other residents of the Complex, they fought to discover the truth: the Complex was a corporate-government joint testing ground for the paranormal nature of a door.&lt;br /&gt;
&lt;br /&gt;
The Door - to the Grand Stair, and the power of what might be called magic. Uriel escaped onto the Grand Stair, to find himself a Warden and Gossamer Lord. Since then, Uriel has reclaimed his position as a spy, being an adventurer and troubleshooter for his peers.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 1&lt;br /&gt;
&lt;br /&gt;
Refresh: 1 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Endurance: +2 (Fair)&lt;br /&gt;
&lt;br /&gt;
Finesse: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Psyche: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
Strength: +1 (Average)&lt;br /&gt;
&lt;br /&gt;
Subterfuge: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Warfare: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Magical James Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel is a spy. And since entering the Grand Stair, a sorcerer, but at the end of the day a spy first and foremost. He has all the expertise of a life of tradecraft brought to bear in all its many fields. And yet sometimes the Bond really bleeds through into the Gossamer, even when Uriel doesn&#039;t want it.&#039;&#039;&lt;br /&gt;
*Invoke to: Exercise your mastery of tradecraft, identify potential assets.&lt;br /&gt;
*Compel to: Suffer any of those various Bond tropes, or anything that can go wrong in espionage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Tangled Web of Misadventures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When getting to grips with the Gossamer worlds without a support network, even with the best of abilities, mistakes are made. Things can go south. Uriel has done well enough, but behind him are the remnants of would-be foes, hidden loose ends, debris of multiversal espionage and troubleshooting. Some of it might even find him.&#039;&#039;&lt;br /&gt;
*Invoke to: Draw on information from past operations, obtain access to previous allies or contacts.&lt;br /&gt;
*Compel to: Find old foes coming out of the woodwork, learn consequences from past missions will be coming back to haunt you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Every Man Has His Price&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has seen it proven again and again. Money, love, power, sex, a cause, there is always a lever to get someone to do something - it&#039;s one of the fundamental principles of espionage. No one is truly incorruptible.&#039;&#039;&lt;br /&gt;
*Invoke to: Enhances bribery, identifying someone&#039;s weak points, resisting bribery (knowing all the classic tricks help).&lt;br /&gt;
*Compel to: Discover your mark resists temptation or is (of all things) incorruptible, find your transaction noticed by a third party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery:&#039;&#039;&#039; Wizard in Business Casual&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has a proficiency in Sorcery, developed from a hodgepodge of tomes, teachers, observations, all thrown together in a &#039;whatever works&#039; methodology. Adaptability and getting the most out of the basic tools of magic are his foci.&#039;&#039;&lt;br /&gt;
*Invoke to: Know information about a given magical person/place/thing, use your blend of arcane methods in an innovative and useful fashion.&lt;br /&gt;
*Compel to: Face difficulty when a more formal and coherent mystic school has the advantage over yours, when other mages express disdain for your unorthodox conglomerate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy:&#039;&#039;&#039; Sixth Floor Security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel was already developing the Empathy ability even before he became a Warden, thanks to the memory and mind-warping effects of his stay in the Complex. The need to control his own mind and the surroundings bred the basis of psychic power within him.&#039;&#039;&lt;br /&gt;
*Invoke to: Strengthen your use of Empathy, to resist mental intrusion and/or assault.&lt;br /&gt;
*Compels to: Suffer Complex flashbacks whether triggered by chance or deliberately by opponents.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden of the Grand Stair:&#039;&#039;&#039; Lord of Gossamer&lt;br /&gt;
*This Aspect cannot be Invoked or Compelled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Expert:&#039;&#039;&#039; +2 to Create Advantages with Psyche when using Cantrips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Reading:&#039;&#039;&#039; +2 to Create Advantages with Finesse when analyzing people in conversation (discovers existing aspects only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Stories:&#039;&#039;&#039; +2 to Overcome Obstacles with Subterfuge when lying.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Extras=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Look Good, Feel Good Ensemble&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel&#039;s outfit is enchanted for immense protection and allow him to blend into whatever society he is visiting. Clothes make the man, after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*+2 to Defend versus all types of conventional weapons: this includes guns, explosions, fire, swords, arrows, and other mundane weapons - as well as energy weapons. &lt;br /&gt;
*The Ensemble also shape shifts to match whatever clothing would be most appropriate for you to blend in with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Knyiaz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel picked this gold-inlaid steel band up from a Neo-Muscovy artificer and enhanced the basic mystic potential in this trinket to make it more powerful and adaptable for his needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gain the ability to mold the reality of Gossamer Worlds, +2 to Create Advantages or Overcome Obstacles when doing so using Psyche.&lt;br /&gt;
*When you are using Sorcery and suffer penalties for using it, you can ignore one point of those penalties. (-2 becomes -1, and so on.)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306584</id>
		<title>Uriel Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306584"/>
		<updated>2016-09-14T03:39:48Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Uriel Arcadia=&lt;br /&gt;
&lt;br /&gt;
[[File:Uriel Arcadia.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
On one of the many Gossamer Earths, there was Uriel Arcadia. Not his birth name of course. Or his &#039;real name.&#039; He was a spy. A man of checkered pasts, mixed with the Company, corporate espionage, an accomplished tangled web. Yet at one point he began to question it all.&lt;br /&gt;
&lt;br /&gt;
And Uriel decided he wanted out. His mysterious handlers decided he simply could not be let to retire. Thus Uriel found himself shanghaied to the &#039;Complex.&#039; It took time before Uriel became truly conscious of his position, and the unearthly nature of the surroundings. With other residents of the Complex, they fought to discover the truth: the Complex was a corporate-government joint testing ground for the paranormal nature of a door.&lt;br /&gt;
&lt;br /&gt;
The Door - to the Grand Stair, and the power of what might be called magic. Uriel escaped onto the Grand Stair, to find himself a Warden and Gossamer Lord. Since then, Uriel has reclaimed his position as a spy, being an adventurer and troubleshooter for his peers.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 1&lt;br /&gt;
&lt;br /&gt;
Refresh: 1 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Endurance: +2 (Fair)&lt;br /&gt;
&lt;br /&gt;
Finesse: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Psyche: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
Strength: +1 (Average)&lt;br /&gt;
&lt;br /&gt;
Subterfuge: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Warfare: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Magical James Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel is a spy. And since entering the Grand Stair, a sorcerer, but at the end of the day a spy first and foremost. He has all the expertise of a life of tradecraft brought to bear in all its many fields. And yet sometimes the Bond really bleeds through into the Gossamer, even when Uriel doesn&#039;t want it.&#039;&#039;&lt;br /&gt;
*Invokes: Enhancing various spy skills - stealth, deception, fighting, et al.&lt;br /&gt;
*Compels: All those various Bond tropes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Tangled Web of Misadventures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When getting to grips with the Gossamer worlds without a support network, even with the best of abilities, mistakes are made. Things can go south. Uriel has done well enough, but behind him are the remnants of would-be foes, hidden loose ends, debris of multiversal espionage and troubleshooting. Some of it might even find him.&#039;&#039;&lt;br /&gt;
*Invokes: Aids in dealing with past problems, access to previous allies or contacts.&lt;br /&gt;
*Compels: Old foes coming out of the woodwork, consequences from past ops coming back to haunt Uriel, problems by association.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Every Man Has His Price&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has seen it proven again and again. Money, love, power, sex, a cause, there is always a lever to get someone to do something - it&#039;s one of the fundamental principles of espionage. No one is truly incorruptible.&#039;&#039;&lt;br /&gt;
*Invokes: Enhances bribery, identifying someone&#039;s weak points, resisting bribery (knowing all the classic tricks help).&lt;br /&gt;
*Compels: Someone resists temptation. Someone is actually INCORRUPTIBLE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery:&#039;&#039;&#039; Wizard in Business Casual&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has a proficiency in Sorcery, developed from a hodgepodge of tomes, teachers, observations, all thrown together in a &#039;whatever works&#039; methodology. Adaptability and getting the most out of the basic tools of magic are his foci.&#039;&#039;&lt;br /&gt;
*Invokes: Enhances Sorcery actions, showing knowledge of various magical people/things/places.&lt;br /&gt;
*Compels: When Uriel&#039;s ad hoc grimoire has difficulty against more formal arcane opposition, when other mages express disdain over his unorthodox conglomerates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy:&#039;&#039;&#039; Sixth Floor Security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel was already developing the Empathy ability even before he became a Warden, thanks to the memory and mind-warping effects of his stay in the Complex. The need to control his own mind and the surroundings bred the basis of psychic power within him.&#039;&#039;&lt;br /&gt;
*Invokes: Enhances Empathy actions, helps to Defend against mental intrusion/assault.&lt;br /&gt;
*Compels: Causes Complex flashbacks, someone deliberately reaches and exploits them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden of the Grand Stair:&#039;&#039;&#039; Lord of Gossamer&lt;br /&gt;
*This Aspect cannot be Invoked or Compelled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Expert:&#039;&#039;&#039; +2 to Create Advantages with Psyche when using Cantrips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Reading:&#039;&#039;&#039; +2 to Create Advantages with Finesse when analyzing people in conversation (discovers existing aspects only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Stories:&#039;&#039;&#039; +2 to Overcome Obstacles with Subterfuge when lying.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Extras=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Look Good, Feel Good Ensemble&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel&#039;s outfit is enchanted for immense protection and allow him to blend into whatever society he is visiting. Clothes make the man, after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*+2 to Defend versus all types of conventional weapons: this includes guns, explosions, fire, swords, arrows, and other mundane weapons - as well as energy weapons. &lt;br /&gt;
*The Ensemble also shape shifts to match whatever clothing would be most appropriate for you to blend in with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact:&#039;&#039;&#039; Knyiaz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel picked this gold-inlaid steel band up from a Neo-Muscovy artificer and enhanced the basic mystic potential in this trinket to make it more powerful and adaptable for his needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gain the ability to mold the reality of Gossamer Worlds, +2 to Create Advantages or Overcome Obstacles when doing so using Psyche.&lt;br /&gt;
*When you are using Sorcery and suffer penalties for using it, you can ignore one point of those penalties. (-2 becomes -1, and so on.)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rama_Perat&amp;diff=306466</id>
		<title>Rama Perat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rama_Perat&amp;diff=306466"/>
		<updated>2016-09-12T05:44:30Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=5&amp;gt;Rama Perat&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description and Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;: Rama Perat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair&#039;&#039;&#039;: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skin&#039;&#039;&#039;: Light Ivory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039;: Dark Almond&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal&#039;&#039;&#039;: Figure out how to make a huge profiting off his powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rama Perat was one of the many Kasirutan pirates that the islands were infamous for. Experienced, effective, worked hard and played hard. Except one night a very attractive matron came to play. Unfortunately, after a three-day period of debauchery it turned out she was the adulterous wife of a very wealthy merchant prince - whom was very angry.&lt;br /&gt;
&lt;br /&gt;
The result, Rama kidnapped, and brought out on the merchant&#039;s ship into the sea, chained and to be tossed into a section of water known for its sharks. Yet at the point of no return sinking, something happened. Rama became changed - more fluid. He flowed out freely and could breath underwater, making the sharks snap his bonds. &lt;br /&gt;
&lt;br /&gt;
Thus, he swam to shore. Except through the long trip and having to guess at directions, he wound up on the coastline of the Toban plains. From there - only a great sage would know what next.&lt;br /&gt;
&lt;br /&gt;
==Sheet==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Facts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Origin: Average Kasirutan Islander&lt;br /&gt;
* Profession: Long-Time Pirate&lt;br /&gt;
* Relationship: Worshiper of the Great Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Salt Ren, Modern Ren, Trade Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 12 (+0) [Check: 9+]&lt;br /&gt;
&lt;br /&gt;
Dexterity 18 (+3) [Check: 3+]&lt;br /&gt;
&lt;br /&gt;
Constitution 13 (+1) [Check: 8+]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (+0) [Check: 12+]&lt;br /&gt;
&lt;br /&gt;
Wisdom 15 (+1) [Check: 6+]&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+0) [Check: 9+]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hardiness: 14+&lt;br /&gt;
&lt;br /&gt;
Evasion: 12+&lt;br /&gt;
&lt;br /&gt;
Spirit: 14+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HP: 9&lt;br /&gt;
&lt;br /&gt;
AC: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Machete (Melee): +4 [Damage 1d6+3]&lt;br /&gt;
&lt;br /&gt;
Knives of Night (Ranged): +4 [Damage 1d10+3, Range 200 ft]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effort: 2&lt;br /&gt;
Influence: 2&lt;br /&gt;
Dominion: 0 &lt;br /&gt;
Wealth: 0&lt;br /&gt;
Experience: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Words&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
&lt;br /&gt;
Sea&lt;br /&gt;
&lt;br /&gt;
Sky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Night&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Road of Shadows [Lesser]&lt;br /&gt;
&lt;br /&gt;
Knives of Night [Lesser]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sea&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Body of Water [Lesser]&lt;br /&gt;
&lt;br /&gt;
Lord of the Waters [Lesser]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sky&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rain of Lightning [Lesser]&lt;br /&gt;
&lt;br /&gt;
Sapphire Wings [Lesser]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Machete (Light - 1d6)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306432</id>
		<title>Uriel Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uriel_Arcadia&amp;diff=306432"/>
		<updated>2016-09-11T15:11:19Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Uriel Arcadia=&lt;br /&gt;
&lt;br /&gt;
On one of the many Gossamer Earths, there was Uriel Arcadia. Not his birth name of course. Or his &#039;real name.&#039; He was a spy. A man of checkered pasts, mixed with the Company, corporate espionage, an accomplished tangled web. Yet at one point he began to question it all.&lt;br /&gt;
&lt;br /&gt;
And Uriel decided he wanted out. His mysterious handlers decided he simply could not be let to retire. Thus Uriel found himself shanghaied to the &#039;Complex.&#039; It took time before Uriel became truly conscious of his position, and the unearthly nature of the surroundings. With other residents of the Complex, they fought to discover the truth: the Complex was a corporate-government joint testing ground for the paranormal nature of a door.&lt;br /&gt;
&lt;br /&gt;
The Door - to the Grand Stair, and the power of what might be called magic. Uriel escaped onto the Grand Stair, to find himself a Warden and Gossamer Lord. Since then, Uriel has reclaimed his position as a spy, being an adventurer and troubleshooter for his peers.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 1&lt;br /&gt;
&lt;br /&gt;
Refresh: 1 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Endurance: +2 (Fair)&lt;br /&gt;
&lt;br /&gt;
Finesse: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Psyche: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
Strength: +1 (Average)&lt;br /&gt;
&lt;br /&gt;
Subterfuge: +4 (Great)&lt;br /&gt;
&lt;br /&gt;
Warfare: +3 (Good)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Magical James Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel is a spy. And since entering the Grand Stair, a sorcerer, but at the end of the day a spy first and foremost. He has all the expertise of a life of tradecraft brought to bear in all its many fields. And yet sometimes the Bond really bleeds through into the Gossamer, even when Uriel doesn&#039;t want it.&#039;&#039;&lt;br /&gt;
*Invokes: Enhancing various spy skills - stealth, deception, fighting, et al.&lt;br /&gt;
*Compels: All those various Bond tropes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Tangled Web of Misadventures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When getting to grips with the Gossamer worlds without a support network, even with the best of abilities, mistakes are made. Things can go south. Uriel has done well enough, but behind him are the remnants of would-be foes, hidden loose ends, debris of multiversal espionage and troubleshooting. Some of it might even find him.&#039;&#039;&lt;br /&gt;
*Invokes: Aids in dealing with past problems, access to previous allies or contacts.&lt;br /&gt;
*Compels: Old foes coming out of the woodwork, consequences from past ops coming back to haunt Uriel, problems by association.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; Every Man Has His Price&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has seen it proven again and again. Money, love, power, sex, a cause, there is always a lever to get someone to do something - it&#039;s one of the fundamental principles of espionage. No one is truly incorruptible.&#039;&#039;&lt;br /&gt;
*Invokes: Enhances bribery, identifying someone&#039;s weak points.&lt;br /&gt;
*Compels: Someone resists temptation. Someone is actually INCORRUPTIBLE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; Wizard in Business Casual&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel has a proficiency in Sorcery, developed from a hodgepodge of tomes, teachers, observations, all thrown together in a &#039;whatever works&#039; methodology. Adaptability and getting the most out of the basic tools of magic are his foci.&#039;&#039;&lt;br /&gt;
*Invokes: Enhances Sorcery actions, showing knowledge of various magical people/things/places.&lt;br /&gt;
*Compels: When Uriel&#039;s ad hoc grimoire has difficulty against more formal arcane opposition.&lt;br /&gt;
&lt;br /&gt;
[*] Allows use of &#039;&#039;Sorcery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; Sixth Floor Security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel was already developing the Empathy ability even before he became a Warden, thanks to the memory and mind-warping effects of his stay in the Complex. The need to control his own mind and the surroundings bred the basis of psychic power within him.&#039;&#039;&lt;br /&gt;
*Invokes: Enhances Empathy actions, helps to Defend against mental intrusion/assault.&lt;br /&gt;
*Compels: Causes Complex flashbacks, someone deliberately reaches and exploits them.  &lt;br /&gt;
&lt;br /&gt;
[*] Allows use of &#039;&#039;Empathy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; Warden of the Grand Stair&lt;br /&gt;
*This Aspect cannot be Invoked or Compelled.&lt;br /&gt;
&lt;br /&gt;
[*] Allows use of all Warden abilities, including &#039;&#039;Wayfinding&#039;&#039;, &#039;&#039;Exegesis&#039;&#039;, &#039;&#039;Locking/Unlocking/Holding Doors&#039;&#039;, and the &#039;&#039;Warden&#039;s Authority&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Expert:&#039;&#039;&#039; +2 to Create Advantages with Psyche when using Cantrips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Reading:&#039;&#039;&#039; +2 to Create Advantages with Finesse when analyzing people in conversation (discovers existing aspects only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Stories:&#039;&#039;&#039; +2 to Overcome Obstacles with Subterfuge when lying.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Extras=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look Good, Feel Good Ensemble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel&#039;s outfit is enchanted for immense protection and allow him to blend into whatever society he is visiting. Clothes make the man, after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*+2 to Defend versus all types of conventional weapons: this includes guns, explosions, fire, swords, arrows, and other mundane weapons - as well as energy weapons. &lt;br /&gt;
*The Ensemble also shape shifts to match whatever clothing would be most appropriate for you to blend in with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knyiaz&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uriel picked this gold-inlaid steel band up from a Neo-Muscovy artificer and enhanced the basic mystic potential in this trinket to make it more powerful and adaptable for his needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gain the ability to mold the reality of Gossamer Worlds, +2 to Create Advantages or Overcome Obstacles when doing so using Psyche.&lt;br /&gt;
*When you are using Sorcery and suffer penalties for using it, you can ignore one point of those penalties. (-2 becomes -1, and so on.)&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pars&amp;diff=306431</id>
		<title>Pars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pars&amp;diff=306431"/>
		<updated>2016-09-11T14:56:56Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name ==&lt;br /&gt;
&lt;br /&gt;
Pars, the Smith of Gath&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Male, Age 18, Dark Tan Skin, Green Eyes, Black Hair&lt;br /&gt;
&lt;br /&gt;
== Level ==&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
XP 0&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
&lt;br /&gt;
* Origin: Commoner of Gath&lt;br /&gt;
* Profession: Bronzesmith&#039;s Son &lt;br /&gt;
* Relationship: Favored by the Priests of Jawa &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
STR 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
CON 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
INT 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+1, Attribute Check 7+)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
HAR 13+&lt;br /&gt;
&lt;br /&gt;
EVA 13+&lt;br /&gt;
&lt;br /&gt;
SPT 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
AC 2 (Body of Iron Will; Dex)&lt;br /&gt;
&lt;br /&gt;
HP 10&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
&lt;br /&gt;
Common Attacks&lt;br /&gt;
* Hammer (heavy, +3, 1d10+2)&lt;br /&gt;
&lt;br /&gt;
Fray Die 1d8&lt;br /&gt;
&lt;br /&gt;
== Words and Gifts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 1: ARTIFICE&#039;&#039;&#039; (Create any portable nonmagical object in 1 round or function as 100/level laborers/day)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Ten Thousand Tools (CONSTANT: innate Artifice power augment: create as On Turn action, function as 1,000/level laborers/day)&lt;br /&gt;
* Perceptual Perfection (CONSTANT: your work endures forever short of intentional destruction; can create magic weapons/armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 2: EARTH&#039;&#039;&#039; (STR or CON to 16 or 18 is 16+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Builder of Mountain Peaks (ACTION: Shape 20&#039; x 20&#039; x 20&#039; of earth or stone/round and/or control creatures of earth or stone within the area [worthy foes resist w/SPT])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 3: ENDURANCE&#039;&#039;&#039; (CON to 16 or 18 if 16+; need not eat/sleep/drink/breathe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Body of Iron Will (CONSTANT: AC 3; invincible defense vs. environmental hazards)&lt;br /&gt;
&lt;br /&gt;
Other Gifts:&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Effort 2&lt;br /&gt;
&lt;br /&gt;
Influence 2&lt;br /&gt;
&lt;br /&gt;
Dominion 0&lt;br /&gt;
&lt;br /&gt;
Wealth 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Hammer, Sturdy garb for work at the smithy, Clever prototypes of half-dreamed ideas&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pars&amp;diff=306430</id>
		<title>Pars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pars&amp;diff=306430"/>
		<updated>2016-09-11T14:53:38Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name ==&lt;br /&gt;
&lt;br /&gt;
Pars, the Smith of Gath&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Male, Age 18, Dark Tan Skin, Green Eyes, Black Hair&lt;br /&gt;
&lt;br /&gt;
== Level ==&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
XP 0&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
&lt;br /&gt;
* Origin: Commoner of Gath&lt;br /&gt;
* Profession: Bronzesmith&#039;s Son &lt;br /&gt;
* Relationship: Favored by the Priests of Jawa &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
STR 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
CON 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
INT 16 (+2, Attribute Check 5+)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+1, Attribute Check 7+)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1, Attribute Check 8+)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
HAR 13+&lt;br /&gt;
&lt;br /&gt;
EVA 13+&lt;br /&gt;
&lt;br /&gt;
SPT 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
AC 2 (Body of Iron Will; Dex)&lt;br /&gt;
&lt;br /&gt;
HP 10&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
&lt;br /&gt;
Common Attacks&lt;br /&gt;
* Hammer (heavy, +3, 1d10+2)&lt;br /&gt;
&lt;br /&gt;
Fray Die 1d8&lt;br /&gt;
&lt;br /&gt;
== Words and Gifts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 1: ARTIFICE&#039;&#039;&#039; (Create any portable nonmagical object in 1 round or function as 100/level laborers/day)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Ten Thousand Tools (CONSTANT: innate Artifice power augment: create as On Turn action, function as 1,000/level laborers/day)&lt;br /&gt;
* Perceptual Perfection (CONSTANT: your work endures forever short of intentional destruction; can create magic weapons/armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 2: EARTH&#039;&#039;&#039; (STR or CON to 16 or 18 is 16+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Builder of Mountain Peaks (ACTION: Shape 20&#039; x 20&#039; x 20&#039; of earth or stone/round and/or control creatures of earth or stone within the area [worthy foes resist w/SPT])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORD 3: ENDURANCE&#039;&#039;&#039; (CON to 16 or 18 if 16+; need not eat/sleep/drink/breathe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039; &lt;br /&gt;
* Body of Iron Will (CONSTANT: AC 3; invincible defense vs. environmental hazards)&lt;br /&gt;
&lt;br /&gt;
Other Gifts:&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Effort 2&lt;br /&gt;
&lt;br /&gt;
Influence 2&lt;br /&gt;
&lt;br /&gt;
Dominion 0&lt;br /&gt;
&lt;br /&gt;
Wealth 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
hammer, sturdy garb for work at the smithy, clever prototypes of half-dreamed ideas&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306293</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306293"/>
		<updated>2016-09-08T18:02:31Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Nature: Scientist&lt;br /&gt;
&lt;br /&gt;
Demeanor: Architect&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [466 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge: Demons 9&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge: Ghosts 9&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge: Mages 9&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge: Spirits 9&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge: Werewolves 9&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge: Umbral Realms 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [113 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainer (Vergilius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Etrius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Liara - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Haldor - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Pietro - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Kokoum - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Iadava - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainers (The Flaeger Family) 7&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 246 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306292</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306292"/>
		<updated>2016-09-08T17:54:06Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Nature: Scientist&lt;br /&gt;
&lt;br /&gt;
Demeanor: Architect&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge:&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge:&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge:&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge:&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge:&lt;br /&gt;
&lt;br /&gt;
Expert Knowledge:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [113 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainer (Vergilius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Etrius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Liara - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Haldor - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Pietro - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Kokoum - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Iadava - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainers (The Flaeger Family) 7&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 354 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306167</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306167"/>
		<updated>2016-09-07T15:28:43Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Nature: Scientist&lt;br /&gt;
&lt;br /&gt;
Demeanor: Architect&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [113 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainer (Vergilius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Etrius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Liara - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Haldor - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Pietro - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Kokoum - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Iadava - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainers (The Flaeger Family) 7&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 354 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306166</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=306166"/>
		<updated>2016-09-07T15:25:17Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Nature: Scientist&lt;br /&gt;
&lt;br /&gt;
Demeanor: Architect&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [113 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainer (Vergilius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer (Etrius - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer ( - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer ( - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer ( - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer ( - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainer ( - Tremere Elder) 7&lt;br /&gt;
&lt;br /&gt;
Retainers (The Flaeger Family) 7&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 354 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Typhonian_Reach&amp;diff=305819</id>
		<title>Typhonian Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Typhonian_Reach&amp;diff=305819"/>
		<updated>2016-08-29T02:11:13Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know, O Prince, that between the fall of the elder world and the coming of the great glaciers, there was an age undreamed of. An age of wonder and terror, when a newborn species of weak, ignorant, yet clever and ambitious apes gazed with fear... and avarice... upon the ruins of the world they had inherited by chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For uncounted epochs, monsters had crawled over the primeval earth, their wars and magics twisting land, sea, and sky. Yet all things end. Elder race warred with elder race, to their mutual downfall. Senescent species made horrible pacts with strange Powers to avoid decline. As elder things clung to life and power beyond their time, their wombs and cultures withered. The lands moved upon the waters, and monsters who had ruled over jungle and swamp shivered as the ice came. The life of monsters is as the life of stars, but even stars die. And finally the ancient world collapsed.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Continents broke; seas boiled as fangs of fire erupted from the deep; the stars of heaven lurched into new constellations. The elder masters&#039; towers fell, their leviathan-gods retreated to nurse their wounds. From the heights of power and erudition, the elder lords were cast into savagery. And in the wreckage, the lowliest slaves... sequestered from the worst of the ruin as fodder for their masters&#039; magics and military experiments... cast off their chains, went forth, and multiplied.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In only a handful of generations, mankind rose far: mastering fire and bronze, building cities in imitation of the prehumans&#039;, developing systems of writing and mathematics... and delving into the same dark sorceries that brought down their predecessors. Power fostered arrogance; wealth nurtured greed; the city walls that sheltered from the wilderness allowed vice to fester in their midst. And in their dark dens and hidden places, the surviving monsters of the elder world grinned in anticipation and stretched out their talons to goad man against his brother, that the world might be theirs once more.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet something happened unforeseen by man and monster alike. From among humans of all stations... from the mightiest hero-lugal to the merest slave... a divine spark alit in mortal clay. Human in form yet wielding the cosmic and elemental power of leviathans, these demigods went among the nations to work wonders and receive the awe of their fellows.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Did they defend their newborn species as guardians? Uplift and teach it as culture heroes? Oppress it as immortal tyrants? Fleece it as tricksters? Or betray their birth-kind to go among the elder races, not as slaves but as masters over a second age of monsters?&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That tale remains to be told. &lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ama (Jeremy Kopczynski) (Command, Fertility, Sun):&#039;&#039;&#039; The sun rises upon the Yayoi, and impurity withers in its light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anka (Marikir) (Death, Fertility, Health):&#039;&#039;&#039; From the dry lands the green breath blows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illuminous the Arcane (lordmcdeath):&#039;&#039;&#039; &#039;&#039;&#039;(Knowledge, Sorcery, Time):&#039;&#039;&#039; The shape of things to come is unknown... yet He knows more than you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pars (EngmaticOne) (Artifice, Earth, Endurance):&#039;&#039;&#039; All things of worth are forged from fire and earth. My hammer will make yet greater things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarrlak Varr (CowboyEnergy) (Alacrity, Health, Sword):&#039;&#039;&#039; The mountain stands. And so do we.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gath (EnigmaticOne)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
(Power 2	&lt;br /&gt;
Cohesion 2&lt;br /&gt;
Action Die 1d8)&lt;br /&gt;
The people of Gath reside in the north of the archipelago known as Typhon’s Wake, built into the foothills of the Zakros mountain range. Three different volcanoes exist within the chain, known in order of greatest to least size as: the King-Peak of Fire, the Lady-Peak of Fire, and the Child-Peak of Fire. The brooding volcanoes offer peril but also bounty: Copper ore and obsidian practically spill forth from the slopes to anoint the people of Gath, while the rich ash-nurtured soil gifts Gath’s farmers with abundance, including lush grapes for the making of amaranth wines treasured throughout the region.&lt;br /&gt;
&lt;br /&gt;
Despite the fire of its mountains and the fire of its wines, what blazes brightest in Gath is the genius of Pars, its demigod prodigy-smith. Pars’ craftsmanship and inventive mind are inspiring a similar interest in Gath’s population. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolundria (CowboyEnergy)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
(Power 2,	&lt;br /&gt;
Cohesion 2,&lt;br /&gt;
Action Die 1d8)&lt;br /&gt;
In the mountains to the south of the great alluvial deltas stands a great peak of jagged granite, gazing contemptuously over the soft lowlands at its horizon. The farmers below make obeisance to the mountain, calling it Tolu-Gal, the Rock of Kings. And atop this peak dwell a people as hard as the rock of their home, as fierce as the gyre-hawks and gryphons of the surrounding range. Under the tutelage of the warmaster Tarlaak Vaar, these proud fighters test themselves against the unforgiving mountain, to become as stone, to break or be broken.&lt;br /&gt;
&lt;br /&gt;
This is Tolundria, stranger. For your sake, may you come in peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yayoi (Jeremy Kopcynski)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
(Power 2,&lt;br /&gt;
Cohesion 2,&lt;br /&gt;
Action Die 1d8)&lt;br /&gt;
The island-dwelling Yayoi are a people in transition. Formerly foragers, they have recently discovered the arts of farming and bronze working. Besides the cultivated fields fishing is a major source of nutrition and also of superstitions as they brave the dangerous seas. &lt;br /&gt;
&lt;br /&gt;
They are organized into several matrilineal clans and have recently begun to develop an elaborate social hierarchy based on personal honor and achievement. Politically Yayoi is a chiefdom and has recently elevated the high priestess-turned-demigoddess Ama to lead them. &lt;br /&gt;
&lt;br /&gt;
In matters of religion they are led by priestesses and shamans who attempt to serve as intercessors between the people and anything viewed as supernatural. Until very recently, sacrifices of the high priestess was common. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashada, City of the Bitumen Kings&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
(Power 2,	&lt;br /&gt;
Cohesion 2,&lt;br /&gt;
Action Die 1d8)&lt;br /&gt;
Amid the Bone Sinks, where not even vultures go, the barren ground cracks like the face of a hierodule past their prime. The remains of monstrous beasts litter the desolation, participants in or victims of some elder war. Yet from the wounds that gouge the earth bubbles up the stinking black tar that has so enriched those with the fortitude to make the Bone Sinks their own. Bitumen: In the hands of skilled engineer-savants it serves purposes ranging from construction to fiery war. &lt;br /&gt;
&lt;br /&gt;
The fractious oligarchs that jointly rule Ashada were no more than junior merchants, speculators, or less savory things before their rise, but their wealth has made them forget their station, and so they style themselves as Kings. There is little majestic about the trade in slaves bought as needed and sent to work the pits. They grow encrusted and befouled with the stuff, and they sicken and die within 18 moons, but that is the lot of slaves. And after all, it is only right that the pits be fed with those who work them, in payment to the bitumen-spirits for the extraction. &lt;br /&gt;
&lt;br /&gt;
So, while Ashada is black and ugly and reeks of the underworld, within its asphalt walls are many beautiful things come to satisfy the urges and pleasures of the Kings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Locust Tribes &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
(Power 2,&lt;br /&gt;
Cohesion 2,&lt;br /&gt;
Action Die 1d8)&lt;br /&gt;
Angels of desolation, the merciless, insatiable Locust Tribes ravage the east. Where the Locust Tribes overrun, nothing is left: that which is not taken is ritually destroyed, those who are not slain are left to face starvation. &lt;br /&gt;
&lt;br /&gt;
Formerly a cluster of marginalized nomads, escaped slaves, and failed brigands forced into the unforgiving alkali barrens of Gepesh, the desperate pariahs of a hundred settlements have coalesced under Zum-Zum the Glutton, prophet of the ancient insect-god Girtab: Father-Mother of locusts, mantids, scorpions, and all stinging rapacious things. &lt;br /&gt;
&lt;br /&gt;
The Tribes&#039; raids are spearheaded by the cult’s most fanatical marauders. Giving themselves the ancient epithet of “thri-kreen,” or “hunger swarm,” these braves intoxicate themselves on blue mantis flesh and scorpion venom before launching their cannibalistic atrocities.&lt;br /&gt;
&lt;br /&gt;
== NPCs of Note ==&lt;br /&gt;
&lt;br /&gt;
xxxxx&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ogres&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Savage, degenerate, superstitious, and primitive, ogres lurk in small bands in the wilderness. They retain their ancestors&#039; height (9-10&#039;) and strength, but the devil-kings&#039; beauty has become ugliness and their intellect devolved to bestial rage. Prone to bouts of madness, killing and eating one another as readily as anything else, ogres are congenitally incapable of large-scale organization or planning; this gives smaller, weaker humans a fighting chance against the brutes. Despite their reduced mental state, they dimly remember what they once were... and what humanity was. And they hate. Woe to the human who falls into their clutches.&lt;br /&gt;
&lt;br /&gt;
HD 4, AC 6 (hides + tough skin), Attack +6 (strong), Damage 1d8 +2 (strong), Morale 9 (savage but superstitious), Save 14+ (accursed - worse than normal), Move 30&#039; run, Effort 1&lt;br /&gt;
&lt;br /&gt;
Ogres commonly form Mobs; they are strong and ferocious enough to threaten even demigods and so have the Overwhelm ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anakim (Ogre Magi)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ancestors of the ogres, anakim were the first anthropoids to arise and challenge the monsters of the Elder World... though they were little less monstrous. In form they were near perfect: towering ur-hominids of sinister, satanic beauty, muscular and graceful (Araki&#039;s Pillar Men from &#039;&#039;Jojo&#039;s Bizarre Adventure&#039;&#039; mixed with Milton&#039;s Satan gives an idea). Combining unholy strength, magical might, and devious cunning, they beat back the declining elder prehumans, bound many lesser demons to service, made pacts with many leviathans, and carved out great holdings across the ancient world. Basically Moorcock&#039;s Melnibone or Howard&#039;s Acheron.&lt;br /&gt;
&lt;br /&gt;
Yet in character they were cruel, decadent, arrogant, sadistic. Trusting their own kind but little (with good reason), engaging in vicious feuds and rivalries, they preferred to keep apart, each small cabal of devil-kings building its holdings on the backs of lesser primates raised as slaves. Practicing sorcery, breeding bizarre hybrid beasts, and trafficking with demons and leviathans, anakim sought ever greater power and knowledge: over their fellows, over the elder beast-gods, and most of all over life and death. Lacking the greater leviathans&#039; divinity and immortality, they craved these things, and their laboratories echoed with the screams of their lesser kindred on whom they performed experiment after unholy experiment.&lt;br /&gt;
&lt;br /&gt;
Their society destroyed itself in the Collapse; whatever they unleashed twisted the entire species, devolving them physically and mentally into the race of ogres. Only 1 in 100 ogre births produces a new anak. Intelligent enough to know the numbers no longer favor them, anakim lord over their brutish descendants as god-kings or, cloaked in illusion, walk among humans, undermining the new dominant species from within.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Common Anak:&#039;&#039; HD 8, AC 4 (medium armor, skill), Attack +10 x2 attacks, Damage 1d12, Morale 10, Save 11+, Move 30&#039; run/45&#039; flight, Effort 3. They have the powers attributed to AD&amp;amp;D ogre mages, but these are low-magic effects of limited use against a demigod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Devil-King/Queen:&#039;&#039; An anak whose soul is sufficiently mighty to bear a spark of divinity. While they lack the sheer capability of human demigods (few have more than two Words, and they gain no benefit from cults except a boost to their overweening egos), they make up for it with power and malice. Each is built differently, but at a minimum you&#039;re looking at a splice of the Twisted Ogre (p. 151) and Greater Eldritch (p. 148) templates: 20+ HD, flight, 1d12 straight-damage melee and magic attacks, and usually some Sorcery and Deception Gifts plus a mystic Corona of Fury attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spawn of Yoji-Pang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many leviathans cast their seed upon or took into themselves what they would, but none were so… energetic… as Yoji-Pang, the Abundant Lingam. A colossal, towering… (take an AD&amp;amp;D roper, splice it in whatever ways you care, or don’t care, to imagine with &#039;&#039;Revenge of the Overfiend&#039;&#039;, give it the Fertility Word, and grow it to 60’ tall)… Yoji-Pang was surprisingly popular among certain anak cliques of especial decadence. What transpired is best left unwritten.&lt;br /&gt;
&lt;br /&gt;
What cannot be unmentioned is the fact that, while Yoji-Pang is little known in the current epoch, His spawn were of sufficient number and variety to plague the latter world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spawn of Yoji-Pang:&#039;&#039; I’m using &#039;&#039;Carcosa&#039;&#039;’s Spawn of Shub-Niggurath tables, which repurpose to &#039;&#039;Godbound&#039;&#039; with little effort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lesser Lingams (especially favored Spawn):&#039;&#039; AD&amp;amp;D ropers massaged to work for &#039;&#039;Godbound&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305786</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305786"/>
		<updated>2016-08-28T00:24:25Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Nature: Scientist&lt;br /&gt;
&lt;br /&gt;
Demeanor: Architect&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [50 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainers 7 (The Flaeger Family)&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 417 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305784</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305784"/>
		<updated>2016-08-27T18:50:57Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Nature:&lt;br /&gt;
&lt;br /&gt;
Demeanor:&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [50 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainers 7 (The Flaeger Family)&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 417 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305781</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305781"/>
		<updated>2016-08-27T05:35:38Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [50 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainers 7 (The Flaeger Family)&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous [No off-hand penalty]&lt;br /&gt;
&lt;br /&gt;
Blush of Health [Looks and feels much more alive than other vampires]&lt;br /&gt;
&lt;br /&gt;
Calm Heart [+2 dice when resisting frenzy]&lt;br /&gt;
&lt;br /&gt;
Coldly Logical [-1 diff. penalty to determine when others are clouding facts with emotions]&lt;br /&gt;
&lt;br /&gt;
Concentration [Suffers no penalties from distracting circumstances]&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura [Registers as mortal on attempts to read your aura]&lt;br /&gt;
&lt;br /&gt;
Early Riser [Humanity score counts as 10 for purposes of determining how early you can rise]&lt;br /&gt;
&lt;br /&gt;
Eat Food [Can eat and savor food] &lt;br /&gt;
&lt;br /&gt;
Efficient Digestion [When feeding, gain an additional blood point for every two blood points ingested]&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory [Remembers everything perfectly; diff 6 Perception + Alertness in extremely difficult times]&lt;br /&gt;
&lt;br /&gt;
Healing Touch [Can seal feeding wounds with a touch]&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals [Animals do not automatically hate/fear you]&lt;br /&gt;
&lt;br /&gt;
Introspection [+2 to Perception pools against someone with the same Nature or Demeanor]&lt;br /&gt;
&lt;br /&gt;
Iron Will [Mind altering Disciplines, spells, et al, that target you are at +3 difficulty; Elder powers can reduce penalty with Willpower points]&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [Can awaken at any sign of trouble or danger,dice pools not restricted by Humanity during the day]&lt;br /&gt;
&lt;br /&gt;
Open Road [Can travel between cities easily and safely]&lt;br /&gt;
&lt;br /&gt;
Unbondable [Cannot be Blood Bound]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 417 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305778</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305778"/>
		<updated>2016-08-27T05:03:45Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [50 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainers 7 (The Flaeger Family)&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous&lt;br /&gt;
&lt;br /&gt;
Blush of Health&lt;br /&gt;
&lt;br /&gt;
Calm Heart&lt;br /&gt;
&lt;br /&gt;
Coldly Logical&lt;br /&gt;
&lt;br /&gt;
Concentration&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura&lt;br /&gt;
&lt;br /&gt;
Early Riser&lt;br /&gt;
&lt;br /&gt;
Eat Food&lt;br /&gt;
&lt;br /&gt;
Efficient Digestion&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory&lt;br /&gt;
&lt;br /&gt;
Healing Touch&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals&lt;br /&gt;
&lt;br /&gt;
Introspection&lt;br /&gt;
&lt;br /&gt;
Iron Will&lt;br /&gt;
&lt;br /&gt;
Light Sleeper&lt;br /&gt;
&lt;br /&gt;
Open Road&lt;br /&gt;
&lt;br /&gt;
Unbondable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 417 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305777</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305777"/>
		<updated>2016-08-27T05:03:21Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [50 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainers 7 (The Flaeger Family)&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous&lt;br /&gt;
&lt;br /&gt;
Blush of Health&lt;br /&gt;
&lt;br /&gt;
Calm Heart&lt;br /&gt;
&lt;br /&gt;
Coldly Logical&lt;br /&gt;
&lt;br /&gt;
Concentration&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura&lt;br /&gt;
&lt;br /&gt;
Early Riser&lt;br /&gt;
&lt;br /&gt;
Eat Food&lt;br /&gt;
&lt;br /&gt;
Efficient Digestion&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory&lt;br /&gt;
&lt;br /&gt;
Healing Touch&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals&lt;br /&gt;
&lt;br /&gt;
Introspection&lt;br /&gt;
&lt;br /&gt;
Iron Will&lt;br /&gt;
&lt;br /&gt;
Light Sleeper&lt;br /&gt;
&lt;br /&gt;
Open Road&lt;br /&gt;
&lt;br /&gt;
Unbondable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[NOTE: 417 FP left]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305776</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305776"/>
		<updated>2016-08-27T05:02:30Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [265 FP]&lt;br /&gt;
&lt;br /&gt;
Intelligence 9 (Analytical), Wits 9 (Adaptable), Perception 9 (Insightful)&lt;br /&gt;
&lt;br /&gt;
Strength 9 (Reserves of Strength), Dexterity 9 (Precise), Stamina 9 (Determined)&lt;br /&gt;
&lt;br /&gt;
Charisma 9 (Urbane), Manipulation 9 (Well-Reasoned), Appearance 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; [358 FP]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Talents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alertness 9 (Fine Details)&lt;br /&gt;
&lt;br /&gt;
Athletics 9 (Sprinting)&lt;br /&gt;
&lt;br /&gt;
Awareness 9 (Mystical Objects)&lt;br /&gt;
&lt;br /&gt;
Brawl 9 (Strikes)&lt;br /&gt;
&lt;br /&gt;
Empathy 9 (Motives)&lt;br /&gt;
&lt;br /&gt;
Expression 9 (Conversation)&lt;br /&gt;
&lt;br /&gt;
Intimidation 9 (Veiled Threats)&lt;br /&gt;
&lt;br /&gt;
Leadership 9 (Oratory)&lt;br /&gt;
&lt;br /&gt;
Subterfuge 9 (Impeccable Lies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal Ken 2&lt;br /&gt;
&lt;br /&gt;
Drive 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 9 (Business)&lt;br /&gt;
&lt;br /&gt;
Firearms 7 (Pistols)&lt;br /&gt;
&lt;br /&gt;
Larceny 2&lt;br /&gt;
&lt;br /&gt;
Melee 9 (Knives)&lt;br /&gt;
&lt;br /&gt;
Performance 3 (Singing) &lt;br /&gt;
&lt;br /&gt;
Stealth 9 (Hiding)&lt;br /&gt;
&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knowledges&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Academics 9 (History)&lt;br /&gt;
&lt;br /&gt;
Computer 5 (Internet)&lt;br /&gt;
&lt;br /&gt;
Finance 9 (Accounting)&lt;br /&gt;
&lt;br /&gt;
Investigation 9 (Database Research)&lt;br /&gt;
&lt;br /&gt;
Law 9 (Contracts)&lt;br /&gt;
&lt;br /&gt;
Medicine 5 (The Kindred Condition)&lt;br /&gt;
&lt;br /&gt;
Occult 9 (Kindred Lore)&lt;br /&gt;
&lt;br /&gt;
Politics 9 (Bureaucracy)&lt;br /&gt;
&lt;br /&gt;
Science 9 (Biology)&lt;br /&gt;
&lt;br /&gt;
Technology 5 (Computers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds&#039;&#039;&#039; [50 FP]&lt;br /&gt;
&lt;br /&gt;
Contacts 9&lt;br /&gt;
&lt;br /&gt;
Elder Status 2&lt;br /&gt;
&lt;br /&gt;
Generation [4th] 8&lt;br /&gt;
&lt;br /&gt;
Herd 2 (The Flaegers)&lt;br /&gt;
&lt;br /&gt;
Influence 5&lt;br /&gt;
&lt;br /&gt;
Resources 7 (Influence in Banking and Computer Industries)&lt;br /&gt;
&lt;br /&gt;
Retainers 7 (The Flaeger Family)&lt;br /&gt;
&lt;br /&gt;
Status (House Tremere) 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues&#039;&#039;&#039; [10 FP]&lt;br /&gt;
&lt;br /&gt;
Conscience 2&lt;br /&gt;
&lt;br /&gt;
Self-Control 5&lt;br /&gt;
&lt;br /&gt;
Courage 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanity 6&lt;br /&gt;
&lt;br /&gt;
Willpower 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039; [630 FP]&lt;br /&gt;
&lt;br /&gt;
Auspex 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Celerity 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Dominate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Fortitude 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obfuscate 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Obtenebration 3&lt;br /&gt;
&lt;br /&gt;
Potence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Presence 9 (All Powers)&lt;br /&gt;
&lt;br /&gt;
Serpentis 3&lt;br /&gt;
&lt;br /&gt;
Vicissitude 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thaumaturgy&#039;&#039; [455 FP]&lt;br /&gt;
&lt;br /&gt;
All Paths [Excluding Father&#039;s Vengeance] 5&lt;br /&gt;
&lt;br /&gt;
Thaumaturgic Countermagic 5&lt;br /&gt;
&lt;br /&gt;
Samuz has all Rituals listed in V20, as well as many custom rituals of his creation. He also possesses a unique Thaumaturgy power that allows him to rip the Disciplines straight from another Kindred&#039;s blood (simply an in-story justification for the Obtenebration, Serpentis and Vicissitude dots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; [31 FP]&lt;br /&gt;
&lt;br /&gt;
Ambidextrous&lt;br /&gt;
&lt;br /&gt;
Blush of Health&lt;br /&gt;
&lt;br /&gt;
Calm Heart&lt;br /&gt;
&lt;br /&gt;
Coldly Logical&lt;br /&gt;
&lt;br /&gt;
Concentration&lt;br /&gt;
&lt;br /&gt;
Deceptive Aura&lt;br /&gt;
&lt;br /&gt;
Early Riser&lt;br /&gt;
&lt;br /&gt;
Eat Food&lt;br /&gt;
&lt;br /&gt;
Efficient Digestion&lt;br /&gt;
&lt;br /&gt;
Eidetic Memory&lt;br /&gt;
&lt;br /&gt;
Healing Touch&lt;br /&gt;
&lt;br /&gt;
Inoffensive to Animals&lt;br /&gt;
&lt;br /&gt;
Introspection&lt;br /&gt;
&lt;br /&gt;
Iron Will&lt;br /&gt;
&lt;br /&gt;
Light Sleeper&lt;br /&gt;
&lt;br /&gt;
Open Road&lt;br /&gt;
&lt;br /&gt;
Unbondable&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305766</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305766"/>
		<updated>2016-08-27T00:13:52Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;6&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305765</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305765"/>
		<updated>2016-08-27T00:13:00Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
In the mid-17th century, Samuz bred a line of hereditary ghouls, the Flaegler family, whom could serve and act as representatives of his above all. Loyalty is rewarded by myriad benefits, the stick of annihilation for the few over centuries who tried betraying him.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the aftermath of post-WW2, Samuz slowly began to take a greater hand in his clan, gradually. He made sure the Austrian Security Treaty of 1955 would keep Austria out of the crosshairs of NATO and the Soviets. Over the last few decades, Samuz has taken stock of the Camarilla, the planet, and even his own clan, and he does not like what he sees.&lt;br /&gt;
&lt;br /&gt;
He helped Masika St. John craft the Path of Technomancy (she is indeed impressively talented in her own right, but Samuz saw compelling cause to help speed her along) and she knows just who gave her a hand. This - contrasted with his own descendants on the Council and throughout the global Camarilla who cannot comprehend the modern world, whom persecute their neonates and incompetently undermine the entire system and fall to the Sabbat.&lt;br /&gt;
&lt;br /&gt;
Samuz will not let the worst happen a second time. In the 80s he annihilated Goratrix and all Tremere in the Sabbat in Mexico City. Their independent Paths of Thaumaturgy he&#039;d learned completely, so allowing their continued existence would be pointless. Now, he only needs to clean house inside the Camarilla - if at the price of much more open and direct action than in habit...&lt;br /&gt;
&lt;br /&gt;
...Unless the rumored End Times interrupt. Samuz, mind you, doesn&#039;t believe in Gehenna. But you know, he might know a bit more about the Antediluvians than lesser Kindred could imagine. Or there might just be a reason beyond his own contempt that the one Thaumaturgic Path Samuz has never known or sought is the Path of the Father&#039;s Vengeance. &lt;br /&gt;
&lt;br /&gt;
Maybe.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305764</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305764"/>
		<updated>2016-08-26T23:48:25Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society. The growth of new modes of transportation - steamships, railroads, then airplanes and automobiles allowed Samuz to travel to all continents, see many nations.&lt;br /&gt;
&lt;br /&gt;
Major wars like the American Civil War and the two World Wars confirmed something that Samuz had already long figured out - that mortal society could crush the Kindred in open conflict - and their continued potential still made opportunities behind the curtains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Now For Something Completely Different...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305763</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305763"/>
		<updated>2016-08-26T23:42:30Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions and crafting the Traditions of the Camarilla. Meanwhile, House Tremere would maintain its quiet contacts with the Council of Nine and the Technocracy, playing both against each other as need be.&lt;br /&gt;
&lt;br /&gt;
The one thing Samuz was not expecting was not the formation of the Sabbat, or that such dissidents arose in fair numbers. It was one of his childe and the renegade Tremere antribu whose defected shocked and enraged him. This would ensure his participation in the mystic rituals that neutered the Assamites, marked the betrayers and kept the Setites at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generations Since&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though after the House was resecured, Samuz reverted to a hands-off policy, letting the Tremere elders generally run the show while he delved into more lore, explored the world and kept his eyes on mortal society.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305762</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305762"/>
		<updated>2016-08-26T23:28:59Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning and the Camarilla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two principal events that shook Samuz were the Inquisition&#039;s Burning Times and the rise of the Order of Reason. Though House Tremere was more insulated from the tragedies, it was still damaged nonetheless. Samuz did not fear for himself, but was not intent on seeing his works plunge into ruin because of the follies of other vampires.&lt;br /&gt;
&lt;br /&gt;
At his direction, House Tremere played a major role in bringing together Kindred factions&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305752</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305752"/>
		<updated>2016-08-26T22:21:09Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Babenburg noble line created the Duchy of Austria, it was the signal that Samuz had been waiting for. He moved to Vienna at last, and set up his preserve as a beacon for more magi, whom he lured in with the offers of immortality and great power. Of his disciples, one of the foremost, Tremere, would be the Embraced Kindred whose name would be placed onto the House as a whole around the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
Samuz crafted House Tremere&#039;s culture while using Vergilius and his other childe disciples to recruit more followers and play the face of the House. He instilled the values of self-sufficiency, subtlety, learning and adaptability. &lt;br /&gt;
&lt;br /&gt;
Even today, the House&#039;s official histories refer to Tremere as the founder - while any member of the Clan who has been around for any reasonable length of time knows - at a minimum, that this is not so.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305735</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305735"/>
		<updated>2016-08-26T18:44:24Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers. Samuz continued to take advantage of the academic and occult learning that sprung from humanity around him (and added some of his own) and waited. Mostly, he kept an eye on the doings of various mortal mages, those as he had once been.&lt;br /&gt;
&lt;br /&gt;
In the mid-8th century, Samuz inducted a new ghoul, Vergilius of Salzburg, the Bishop and a learned man. The intelligent holy man served loyally, and as a reward for his service, Samuz finally created the first childe of his in millennia. Vergilius&#039; supposed death in 784 covered up his transformation and building the basis for his sire&#039;s power seat in the Danube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babenburgs and Tremere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305731</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305731"/>
		<updated>2016-08-26T18:30:42Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Skin: Tanned&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305680</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305680"/>
		<updated>2016-08-26T15:49:46Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305679</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305679"/>
		<updated>2016-08-26T15:49:12Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome. Samuz saw the increasing power and influence the legions held in the system and spread his supernatural influence through generations of centurions and commanders. &lt;br /&gt;
&lt;br /&gt;
But never any sign he acted near the imperial purple. He had no interest in it, or desire to draw mortal and Kindred foes. Instead, he saw through them, using them to snare occult relics and artifacts - like Solomon&#039;s treasures when Hadrian&#039;s forces sacked the rebellious Jerusalem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Dark Age&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Roman Empire clearly started to break down into ailing West and Byzantine East, Samuz went back towards the east, to Constantinople. But now he had a long range goal in mind. Part of that involved the maintenance of Vindobona, the Roman frontier military camp.&lt;br /&gt;
&lt;br /&gt;
Long settled legionary descendants - the precursors to the Flaeglers, kept a settlement going, with much of Samuz&#039;s artifacts and lorebooks carefully entombed in underground chambers.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jurgis_Opalinski&amp;diff=305618</id>
		<title>Jurgis Opalinski</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jurgis_Opalinski&amp;diff=305618"/>
		<updated>2016-08-25T21:27:58Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jurgis Opalinski&lt;br /&gt;
 Nation: Sarmatian Commonwealth&lt;br /&gt;
 Secret Society: Los Vagabundos&lt;br /&gt;
&lt;br /&gt;
TRAITS&lt;br /&gt;
 Brawn 3&lt;br /&gt;
 Finesse 3&lt;br /&gt;
 Resolve 2&lt;br /&gt;
 Wits 3 (Languages: Old Thean, Sarmatian, Montaigne)&lt;br /&gt;
 Panache 2&lt;br /&gt;
&lt;br /&gt;
BACKGROUNDS: Duelist/Spy&lt;br /&gt;
 - Quirk: Earn a Hero Point when you resort to the edge of your blade to defend a noble ideal.&lt;br /&gt;
 - Quirk: Earn a Hero Point when you take a great risk to uncover a secret.&lt;br /&gt;
&lt;br /&gt;
SKILLS&lt;br /&gt;
 Aim &lt;br /&gt;
 Athletics 2&lt;br /&gt;
 Brawl 1&lt;br /&gt;
 Convince 2&lt;br /&gt;
 Empathy 2&lt;br /&gt;
 Hide 2&lt;br /&gt;
 Intimidate 1&lt;br /&gt;
 Notice 2&lt;br /&gt;
 Perform 1&lt;br /&gt;
 Ride &lt;br /&gt;
 Sailing&lt;br /&gt;
 Scholarship &lt;br /&gt;
 Tempt 2&lt;br /&gt;
 Theft 2&lt;br /&gt;
 Warfare&lt;br /&gt;
 Weaponry 3&lt;br /&gt;
&lt;br /&gt;
ADVANTAGES&lt;br /&gt;
 Able Drinker&lt;br /&gt;
 Duelist Academy: Sabat&lt;br /&gt;
 Got It!&lt;br /&gt;
 Opportunist&lt;br /&gt;
 Poison Immunity&lt;br /&gt;
 Second Story Work&lt;br /&gt;
&lt;br /&gt;
ARCANA&lt;br /&gt;
 Virtue: The Beggar (Insightful)&lt;br /&gt;
 Hubris: The Fool (Curious)&lt;br /&gt;
&lt;br /&gt;
STORY&lt;br /&gt;
&lt;br /&gt;
A trail from the assassination attempt on the Crown Prince leads to Pourisse. The assassin was killed in the attempt, but carried a token of a purple dagger, indicating he is a member of a small guild of assassins reputedly based in Pourisse. Jurgis&#039; goal is to find the Guild and learn who contracted the assassin.&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jurgis_Opalinski&amp;diff=305617</id>
		<title>Jurgis Opalinski</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jurgis_Opalinski&amp;diff=305617"/>
		<updated>2016-08-25T21:27:22Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jurgis Opalinski&lt;br /&gt;
 Nation: Sarmatian Commonwealth&lt;br /&gt;
 Secret Society: Los Vagabundos&lt;br /&gt;
&lt;br /&gt;
TRAITS&lt;br /&gt;
 Brawn 3&lt;br /&gt;
 Finesse 3&lt;br /&gt;
 Resolve 2&lt;br /&gt;
 Wits 3 (Languages: Old Thean, Sarmatian, Montaigne)&lt;br /&gt;
 Panache 2&lt;br /&gt;
&lt;br /&gt;
BACKGROUNDS: Duelist/Spy&lt;br /&gt;
 - Quirk: Earn a Hero Point when you resort to the edge of your blade to defend a noble ideal.&lt;br /&gt;
 - Quirk: Earn a Hero Point when you take a great risk to uncover a secret.&lt;br /&gt;
&lt;br /&gt;
SKILLS&lt;br /&gt;
 Aim &lt;br /&gt;
 Athletics 2&lt;br /&gt;
 Brawl 1&lt;br /&gt;
 Convince 2&lt;br /&gt;
 Empathy 2&lt;br /&gt;
 Hide 2&lt;br /&gt;
 Intimidate 1&lt;br /&gt;
 Notice 2&lt;br /&gt;
 Perform 1&lt;br /&gt;
 Ride &lt;br /&gt;
 Sailing&lt;br /&gt;
 Scholarship &lt;br /&gt;
 Tempt 2&lt;br /&gt;
 Theft 2&lt;br /&gt;
 Warfare&lt;br /&gt;
 Weaponry 3&lt;br /&gt;
&lt;br /&gt;
ADVANTAGES&lt;br /&gt;
 Able Drinker&lt;br /&gt;
 Duelist Academy: Sabat&lt;br /&gt;
 Got It!&lt;br /&gt;
 Opportunist&lt;br /&gt;
 Poison Immunity&lt;br /&gt;
 Second Story Work&lt;br /&gt;
&lt;br /&gt;
ARCANA&lt;br /&gt;
 Virtue: The Beggar (Insightful)&lt;br /&gt;
 Hubris: The Fool (Curious)&lt;br /&gt;
&lt;br /&gt;
STORY&lt;br /&gt;
A trail from the assassination attempt on the Crown Prince leads to Pourisse. The assassin was killed in the attempt, but carried a token of a purple dagger, indicating he is a member of a small guild of assassins reputedly based in Pourisse. Jurgis&#039; goal is to find the Guild and learn who contracted the assassin.&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305487</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305487"/>
		<updated>2016-08-23T02:42:23Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
When Caesar made his legendary visit to Egypt at met with Cleopatra, Samuz officially once again decided it was time to transfer his holdings - now as a reclusive but wealthy merchant - over to Rome.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305477</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305477"/>
		<updated>2016-08-23T00:24:14Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. It was from there that Samuz observed the impressive sight of how a fractious muddle of Greek city states managed to repel and drive off the Persian advance.&lt;br /&gt;
&lt;br /&gt;
But he also took note of their inability to cohere beyond a universal target. Even when surprised by Alexander the Great&#039;s vast conquests through Persia, Samuz correctly predicted it would not last after the young king&#039;s death. During the Hellenistic period, Samuz made another move of residence, this time to Alexandria, taking up the fill of the new ideas and sciences.&lt;br /&gt;
&lt;br /&gt;
And of course, more clashes with the Setites.&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305463</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305463"/>
		<updated>2016-08-22T16:26:59Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine, pushing Samuz westward towards Sardis. There was after all, an upsurge of fire-worshiping priests with a ritualized hatred of &#039;creatures of darkness.&#039; The Ionian lands provided more of a mix of peoples that he could more safely lurk within. &lt;br /&gt;
&lt;br /&gt;
It was from there that Samuz&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305462</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305462"/>
		<updated>2016-08-22T15:47:26Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rise of the great Persian empire broke that routine,&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305461</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305461"/>
		<updated>2016-08-22T15:46:18Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305460</id>
		<title>Samuz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuz&amp;diff=305460"/>
		<updated>2016-08-22T15:45:53Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: Created page with &amp;quot; == General Information ==  Birth Name: Samuz Nickname: Sam Clan: Tremere Age: 4,000+  Gender: Male Hair: Eyes: Skin: Height:   == Background ==   &amp;#039;&amp;#039;&amp;#039;The Time of Two Rivers&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Birth Name: Samuz&lt;br /&gt;
Nickname: Sam&lt;br /&gt;
Clan: Tremere&lt;br /&gt;
Age: 4,000+&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
Hair:&lt;br /&gt;
Eyes:&lt;br /&gt;
Skin:&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time of Two Rivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the rough ballpark of 2300 BCE, the king known to history of Sargon conquered the cities of Mesopotamia and created what could be said to be the first empire in history. In the era of his rule, a young man of the upper classes grew up. His name was Samuz. As part of his birthright, secret rites and rituals of sorcerers and priests, magick itself. Samuz was a prodigy, with a voracious mind and proficiency that inspired jealousy and numerous rivals. But before they could move against him, something happened.&lt;br /&gt;
&lt;br /&gt;
A lost Antediluvian? Gifts of demons? A working the likes of which the Council of Nine could only dream of? Only Samuz ever knew what and he&#039;s never told anyone. Suffice to say, he claimed immortality - in the aspect of a vampire - the first Tremere. He lurked now in shadow, mystery and rites, patient to ensure his survival first, knowledge acquisition second.&lt;br /&gt;
&lt;br /&gt;
But centuries passed and as kingdoms turned to dust and rose, he started to encounter Kindred - and wanted offspring. His first childer was of great potential, like him once a young noble, now of Babylon. That youth&#039;s name was Gilgamesh. The clashes between the two and new opponents would be dimly and vaguely transformed into the Epic of Gilgamesh. The infamous &#039;plant of immortality&#039;, eaten by a snake: an assassination committed by the Followers of Set. It would mark the beginning of ages of enmity.&lt;br /&gt;
&lt;br /&gt;
So it might just be a coincidence that within the following 16/17th centuries BCE the Hyksos peoples invaded Egypt, backed with revolutionary military techniques like the war chariot, composite bows and more. And that as quoted by the Jewish historian Josephus many centuries later: &amp;quot;having overpowered the rulers of the land, they hen burned our cities ruthlessly, razed to the ground the temples of gods...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a century they were repulsed, but Samuz considered it a sufficient warning. And much as before, Samuz traveled the Fertile Crescent. Phoenicia, Egypt, the Hittite lands, watching, learning, seeing the Assyrians and the Chaldeans, and developing that which would become known in millennia to come as the various paths of Thaumaturgy...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Mediterranean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sheet ==&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lords_of_the_dead&amp;diff=305459</id>
		<title>Lords of the dead</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lords_of_the_dead&amp;diff=305459"/>
		<updated>2016-08-22T15:41:58Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to our wiki! This page is dedicated to the background material for the Elysium Chronicle named &amp;quot;Lords of the Dead&amp;quot;. Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PCs ==&lt;br /&gt;
[[Samuz]]&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304860</id>
		<title>Adamant Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304860"/>
		<updated>2016-08-06T19:55:03Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Name Pending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Glorious Bounty of Ambition=&lt;br /&gt;
Ambition-Class&lt;br /&gt;
&lt;br /&gt;
Speed: 5&lt;br /&gt;
&lt;br /&gt;
Maneuverability: +12&lt;br /&gt;
&lt;br /&gt;
Detection: +31&lt;br /&gt;
&lt;br /&gt;
Hull Integrity: 66&lt;br /&gt;
&lt;br /&gt;
Armour: 17&lt;br /&gt;
&lt;br /&gt;
Turret Rating: 2&lt;br /&gt;
&lt;br /&gt;
Space: 75&lt;br /&gt;
&lt;br /&gt;
SP: 57&lt;br /&gt;
&lt;br /&gt;
Morale: 92 &lt;br /&gt;
&lt;br /&gt;
Weapon Capacity: Prow 1, Port 2, Starboard 2&lt;br /&gt;
&lt;br /&gt;
==Essential Components==&lt;br /&gt;
&lt;br /&gt;
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]&lt;br /&gt;
&lt;br /&gt;
Strelov 2 Warp Engine [-12 Power, -12 Space]&lt;br /&gt;
&lt;br /&gt;
Warpsbane Hull [-1 Power, 2 SP]  (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)&lt;br /&gt;
&lt;br /&gt;
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]&lt;br /&gt;
&lt;br /&gt;
Ship Master&#039;s Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship&#039;s BS Checks)&lt;br /&gt;
&lt;br /&gt;
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to Command when defending against boarding and hit and run, Reduce morale losses by 1)&lt;br /&gt;
&lt;br /&gt;
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prow&amp;gt; Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)&lt;br /&gt;
&lt;br /&gt;
==Supplementary Components==&lt;br /&gt;
&lt;br /&gt;
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)&lt;br /&gt;
&lt;br /&gt;
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)&lt;br /&gt;
&lt;br /&gt;
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)&lt;br /&gt;
&lt;br /&gt;
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)&lt;br /&gt;
&lt;br /&gt;
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total: (84/85 Power, 75/75 Space, 22/22 SP) &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)&lt;br /&gt;
&lt;br /&gt;
History: Haunted (-10 Morale, +6 Detection, -5 penalty to non-crew members acting against the ship when aboard)&lt;br /&gt;
&lt;br /&gt;
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rogue_Trader_House_of_Alderelle&amp;diff=304859</id>
		<title>Rogue Trader House of Alderelle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rogue_Trader_House_of_Alderelle&amp;diff=304859"/>
		<updated>2016-08-06T19:54:41Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Create your character sheet on a new page on the wiki and link to it from here&lt;br /&gt;
&lt;br /&gt;
*[[Paul 2371]]  -Explorator-&lt;br /&gt;
*[[Quinilli of House Aintli]] -Navigator-&lt;br /&gt;
*[[Jasques_Arderelle|Jasques Alderelle]] -Void Master-&lt;br /&gt;
*[[Frida Hekla]] -Arch Militant-&lt;br /&gt;
*[[Marius Alderelle]] -Seneschal-&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
*[[Adamant Cruiser]]  -The Glorious Bounty of Ambition-&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304573</id>
		<title>Adamant Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304573"/>
		<updated>2016-07-28T16:23:56Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: /* Name Pending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Name Pending=&lt;br /&gt;
Ambition-Class&lt;br /&gt;
&lt;br /&gt;
Speed: 5&lt;br /&gt;
&lt;br /&gt;
Maneuverability: +12&lt;br /&gt;
&lt;br /&gt;
Detection: +31&lt;br /&gt;
&lt;br /&gt;
Hull Integrity: 66&lt;br /&gt;
&lt;br /&gt;
Armour: 17&lt;br /&gt;
&lt;br /&gt;
Turret Rating: 2&lt;br /&gt;
&lt;br /&gt;
Space: 75&lt;br /&gt;
&lt;br /&gt;
SP: 57&lt;br /&gt;
&lt;br /&gt;
Morale: 92 &lt;br /&gt;
&lt;br /&gt;
Weapon Capacity: Prow 1, Port 2, Starboard 2&lt;br /&gt;
&lt;br /&gt;
==Essential Components==&lt;br /&gt;
&lt;br /&gt;
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]&lt;br /&gt;
&lt;br /&gt;
Strelov 2 Warp Engine [-12 Power, -12 Space]&lt;br /&gt;
&lt;br /&gt;
Warpsbane Hull [-1 Power, 2 SP]  (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)&lt;br /&gt;
&lt;br /&gt;
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]&lt;br /&gt;
&lt;br /&gt;
Ship Master&#039;s Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship&#039;s BS Checks)&lt;br /&gt;
&lt;br /&gt;
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to command, defend against boarding and hit and run, Reduce moral loss by 1)&lt;br /&gt;
&lt;br /&gt;
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prow&amp;gt; Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)&lt;br /&gt;
&lt;br /&gt;
==Supplementary Components==&lt;br /&gt;
&lt;br /&gt;
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)&lt;br /&gt;
&lt;br /&gt;
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)&lt;br /&gt;
&lt;br /&gt;
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)&lt;br /&gt;
&lt;br /&gt;
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)&lt;br /&gt;
&lt;br /&gt;
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total: (84/85 Power, 75/75 Space, 22/22 SP) &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)&lt;br /&gt;
&lt;br /&gt;
History: Haunted (-10 Morale, +6 Detection)&lt;br /&gt;
&lt;br /&gt;
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304572</id>
		<title>Adamant Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304572"/>
		<updated>2016-07-28T16:21:32Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Name Pending=&lt;br /&gt;
Ambition-Class&lt;br /&gt;
&lt;br /&gt;
Speed: 5&lt;br /&gt;
&lt;br /&gt;
Maneuverability: +12&lt;br /&gt;
&lt;br /&gt;
Detection: +31&lt;br /&gt;
&lt;br /&gt;
Hull Integrity: 66&lt;br /&gt;
&lt;br /&gt;
Armour: 17&lt;br /&gt;
&lt;br /&gt;
Turret Rating: 2&lt;br /&gt;
&lt;br /&gt;
Space: 75&lt;br /&gt;
&lt;br /&gt;
SP: 57&lt;br /&gt;
&lt;br /&gt;
Morale: 93 &lt;br /&gt;
&lt;br /&gt;
Weapon Capacity: Prow 1, Port 2, Starboard 2&lt;br /&gt;
&lt;br /&gt;
==Essential Components==&lt;br /&gt;
&lt;br /&gt;
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]&lt;br /&gt;
&lt;br /&gt;
Strelov 2 Warp Engine [-12 Power, -12 Space]&lt;br /&gt;
&lt;br /&gt;
Warpsbane Hull [-1 Power, 2 SP]  (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)&lt;br /&gt;
&lt;br /&gt;
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]&lt;br /&gt;
&lt;br /&gt;
Ship Master&#039;s Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship&#039;s BS Checks)&lt;br /&gt;
&lt;br /&gt;
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to command, defend against boarding and hit and run, Reduce moral loss by 1)&lt;br /&gt;
&lt;br /&gt;
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prow&amp;gt; Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)&lt;br /&gt;
&lt;br /&gt;
==Supplementary Components==&lt;br /&gt;
&lt;br /&gt;
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)&lt;br /&gt;
&lt;br /&gt;
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)&lt;br /&gt;
&lt;br /&gt;
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)&lt;br /&gt;
&lt;br /&gt;
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)&lt;br /&gt;
&lt;br /&gt;
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total: (84/85 Power, 75/75 Space, 22/22 SP) &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)&lt;br /&gt;
&lt;br /&gt;
History: Haunted (-10 Morale, +6 Detection)&lt;br /&gt;
&lt;br /&gt;
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304571</id>
		<title>Adamant Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304571"/>
		<updated>2016-07-28T16:20:46Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Name Pending=&lt;br /&gt;
Ambition-Class&lt;br /&gt;
&lt;br /&gt;
Speed: 5&lt;br /&gt;
&lt;br /&gt;
Maneuverability: +12&lt;br /&gt;
&lt;br /&gt;
Detection: +31&lt;br /&gt;
&lt;br /&gt;
Hull Integrity: 66&lt;br /&gt;
&lt;br /&gt;
Armour: 17&lt;br /&gt;
&lt;br /&gt;
Turret Rating: 2&lt;br /&gt;
&lt;br /&gt;
Space: 75&lt;br /&gt;
&lt;br /&gt;
SP: 57&lt;br /&gt;
&lt;br /&gt;
Morale: 93 &lt;br /&gt;
&lt;br /&gt;
Weapon Capacity: Prow 1, Port 2, Starboard 2&lt;br /&gt;
&lt;br /&gt;
==Essential Components==&lt;br /&gt;
&lt;br /&gt;
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]&lt;br /&gt;
&lt;br /&gt;
Strelov 2 Warp Engine [-12 Power, -12 Space]&lt;br /&gt;
&lt;br /&gt;
Warpsbane Hull [-1 Power, 2 SP]  (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)&lt;br /&gt;
&lt;br /&gt;
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]&lt;br /&gt;
&lt;br /&gt;
Ship Master&#039;s Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship&#039;s BS Checks)&lt;br /&gt;
&lt;br /&gt;
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to command, defend against boarding and hit and run, Reduce moral loss by 1)&lt;br /&gt;
&lt;br /&gt;
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prow&amp;gt; Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)&lt;br /&gt;
&lt;br /&gt;
==Supplementary Components==&lt;br /&gt;
&lt;br /&gt;
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)&lt;br /&gt;
&lt;br /&gt;
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)&lt;br /&gt;
&lt;br /&gt;
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)&lt;br /&gt;
&lt;br /&gt;
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)&lt;br /&gt;
&lt;br /&gt;
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)&lt;br /&gt;
&lt;br /&gt;
Total: 84/85 Power, 75/75 Space, 22/22 SP &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)&lt;br /&gt;
&lt;br /&gt;
History: Haunted (-10 Morale, +6 Detection)&lt;br /&gt;
&lt;br /&gt;
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304570</id>
		<title>Adamant Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304570"/>
		<updated>2016-07-28T16:20:09Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Name Pending=&lt;br /&gt;
Ambition-Class&lt;br /&gt;
&lt;br /&gt;
Speed: 5&lt;br /&gt;
&lt;br /&gt;
Maneuverability: +12&lt;br /&gt;
&lt;br /&gt;
Detection: +31&lt;br /&gt;
&lt;br /&gt;
Hull Integrity: 66&lt;br /&gt;
&lt;br /&gt;
Armour: 17&lt;br /&gt;
&lt;br /&gt;
Turret Rating: 2&lt;br /&gt;
&lt;br /&gt;
Space: 75&lt;br /&gt;
&lt;br /&gt;
SP: 57&lt;br /&gt;
&lt;br /&gt;
Morale: 93 &lt;br /&gt;
&lt;br /&gt;
Weapon Capacity: Prow 1, Port 2, Starboard 2&lt;br /&gt;
&lt;br /&gt;
==Essential Components==&lt;br /&gt;
&lt;br /&gt;
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]&lt;br /&gt;
&lt;br /&gt;
Strelov 2 Warp Engine [-12 Power, -12 Space]&lt;br /&gt;
&lt;br /&gt;
Warpsbane Hull [-1 Power, 2 SP]  (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)&lt;br /&gt;
&lt;br /&gt;
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]&lt;br /&gt;
&lt;br /&gt;
Ship Master&#039;s Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship&#039;s BS Checks)&lt;br /&gt;
&lt;br /&gt;
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to command, defend against boarding and hit and run, Reduce moral loss by 1)&lt;br /&gt;
&lt;br /&gt;
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prow&amp;gt; Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)&lt;br /&gt;
&lt;br /&gt;
==Supplementary Components==&lt;br /&gt;
&lt;br /&gt;
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)&lt;br /&gt;
&lt;br /&gt;
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)&lt;br /&gt;
&lt;br /&gt;
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)&lt;br /&gt;
&lt;br /&gt;
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)&lt;br /&gt;
&lt;br /&gt;
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)&lt;br /&gt;
&lt;br /&gt;
Total: 84/85 Power, 75/75 Space, 22/22 SP) &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)&lt;br /&gt;
&lt;br /&gt;
History: Haunted (-10 Morale, +6 Detection)&lt;br /&gt;
&lt;br /&gt;
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304569</id>
		<title>Adamant Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adamant_Cruiser&amp;diff=304569"/>
		<updated>2016-07-28T16:19:46Z</updated>

		<summary type="html">&lt;p&gt;Enigmatic One: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Name Pending=&lt;br /&gt;
Ambition-Class&lt;br /&gt;
&lt;br /&gt;
Speed: 5&lt;br /&gt;
&lt;br /&gt;
Maneuverability: +12&lt;br /&gt;
&lt;br /&gt;
Detection: +31&lt;br /&gt;
&lt;br /&gt;
Hull Integrity: 66&lt;br /&gt;
&lt;br /&gt;
Armour: 17&lt;br /&gt;
&lt;br /&gt;
Turret Rating: 2&lt;br /&gt;
&lt;br /&gt;
Space: 75&lt;br /&gt;
&lt;br /&gt;
SP: 57&lt;br /&gt;
&lt;br /&gt;
Morale: 93 &lt;br /&gt;
&lt;br /&gt;
Weapon Capacity: Prow 1, Port 2, Starboard 2&lt;br /&gt;
&lt;br /&gt;
==Essential Components==&lt;br /&gt;
&lt;br /&gt;
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]&lt;br /&gt;
&lt;br /&gt;
Strelov 2 Warp Engine [-12 Power, -12 Space]&lt;br /&gt;
&lt;br /&gt;
Warpsbane Hull [-1 Power, 2 SP]  (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)&lt;br /&gt;
&lt;br /&gt;
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]&lt;br /&gt;
&lt;br /&gt;
Ship Master&#039;s Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship&#039;s BS Checks)&lt;br /&gt;
&lt;br /&gt;
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to command, defend against boarding and hit and run, Reduce moral loss by 1)&lt;br /&gt;
&lt;br /&gt;
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Port and Starboard&amp;gt; Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prow&amp;gt; Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supplementary Components==&lt;br /&gt;
&lt;br /&gt;
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)&lt;br /&gt;
&lt;br /&gt;
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)&lt;br /&gt;
&lt;br /&gt;
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)&lt;br /&gt;
&lt;br /&gt;
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)&lt;br /&gt;
&lt;br /&gt;
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)&lt;br /&gt;
&lt;br /&gt;
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)&lt;br /&gt;
&lt;br /&gt;
Total: 84/85 Power, 75/75 Space, 22/22 SP) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)&lt;br /&gt;
&lt;br /&gt;
History: Haunted (-10 Morale, +6 Detection)&lt;br /&gt;
&lt;br /&gt;
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50&lt;/div&gt;</summary>
		<author><name>Enigmatic One</name></author>
	</entry>
</feed>