LeviathanTempest:AppendTwo

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In a sense, it's an unnatural place. There's no reason that it should exist. It's only there because of an anomaly, a barrier imposed for whimsical reasons on the landscape. San Diego and Tijuana are very much like Leviathans themselves: grown anarchically out of a primordial separation, like a misshapen pearl around an irritating piece of grit.

It doesn't really make sense to talk of two separate cities. There are 300 000 crossings every day through the two checkpoints; although you can live your life within one city, even one neighborhood, the rest of the people out there aren't so limited. They will take advantage of everything life has to offer, on all sides. You'd better catch up.

Theme[edit]

The main themes of the Border Cities are separation and duality. The two cities, connected though they are, remain very different. There is resentment and envy, fascination and repulsion on each side of the border. But it is clear that neither city can exist without the other.

In a beachfront bar in Tijuana, a man keeps an eye on his gun as he counts blood money under the glare of a teenage gangbanger, who will then carry it across the border to the suburban home of an irreproachable charity organiser. A Mexican doctor travels three miles each day to golf among the exclusive crowd at a Californian resort, escorted by a caddy who can barely afford to return each month to see his wife and children down south. A band of teenage girls from UC San Diego meets up with the golden youth of Tijuana in a loud, trendy night club, some hours before a drunk driving accident kills two of them, one from each side of the border.

For Leviathans, the grass is always greener on the other side of the fence. Separation fascinates people, and angers them. It touches deep into what Leviathans experience in their daily life. And in the meantime, the ocean knows no real borders, connects all people, and is the only place of true peace for miles around...

Mood[edit]

The basic mood of the San Diego-Tijuana chronicle is that of hidden treasure. What you need lies on the other side of the border, behind the closed doors at the back of the club, in the basement of the factory, inside the guarded walls of the military base.

For San Diego, Tijuana is a place of unfettered freedom, hedonism, crime and license. For Tijuana, San Diego is where the money is, where the rich houses and golf courses and boardrooms are situated. Each wants what the other has, and is persuaded that the best of it is hidden away and should really be taken by force.

The main issue is that nothing is free. Effort, willpower, even ruthlessness are all necessary to get what you want. It can be hidden or protected or just forgotten, but in any case, if you want it, you'll have to bleed for it.

Inspirations[edit]

History[edit]

Long before human history began, this place was known to Leviathans. Fragments of lore attest to it, calling the area "the Mouth of Gold". Artefacts are sometimes found by excavating archaeologists or construction workers, and if you know just where to dive, you can find a straight path of stone submerged under water just out of sight from the Mexican coast. In truth, the Mouth of Gold is a beacon to Leviathans, who are unconsciously attracted by some kind of gigantic (and therefore, practically unnoticeable) Wake in the area.

The Arcadio Legacy[edit]

Recent history of the area (read: since colonial times) has, for Leviathans, been dominated by the actions of Miguel Angel Arcadio. He was a Spanish nobleman in the late 18th century, and an exceptionally powerful Tanninim. Having exhausted his options for power in the motherland, he arrived in 1750 in what was then New Spain. In Havana, he met and allied with Fray Agusto Buendias, a half-indian Jesuit scholar with a reputation for oratory skills, and an experienced Dagonite.

Together, they were part of the 1769 expedition that founded the Mission San Diego de Alcalà, the first European settlement in the region. At first, Arcadio and Buendias worked together to carve their little empire in the region. Then, suddenly, the friendship turned sour. Oral history has it that a local Kumeyaay woman came to see them one night, bringing with her "something from the mountains". After that night, Arcadio took to searching the area regularly, while Fray Buendias sent bands of indians he had subjugated to do similar work for him.

It was inevitable that they clashed, and after a while it became open war. Finally, one night, Fray Buendias was found decapitated. There was little justice in the land to be visited upon Arcadio, even though local history always held that he had done the deed himself. Arcadio became secluded in his ranch in the mountains, but soon he had a son, who took over the exploitation and the regular expeditions to search the mountains for something that we never quite explicited.

For centuries, the Arcadio family line dominated the region. Its influence was little to the mundane world, but they held tight control over any occult manifestations. They did fairly well when Mexico became independent. "El Señor Arcadio", at the time José Maria Arcadio, was one of the innumerable warlords who ruled the little province with an iron fist during the war of independence.

The Refuge Church[edit]

The mission at San Diego remained a centre of religious fervor and population growth throughout the Spanish and Mexican eras. It attracted many Leviathans, who thought they could carve themselves a niche in the relative isolation of the region, among people who had already been prepared for religious indoctrination.

They were soon enough brought to heel by the Señor Arcadio of the time. They nonetheless had an impact, as San Diego de Alcalà soon developed a reputation as the most fractious and heresy-prone mission in the region. Underground wars between factions sometimes broke out in outright violence, as the frenzy of rival Cults were brought to bear. Within Leviathan community, the region also developed a reputation as a center of learning and discussion for the School of the Sun, which long dominated the region.

Original Sin: the separation[edit]

The American conquest spelled the doom of the domination of the Arcadio family. Retreating more and more in the countryside, they were totally blindsided by the urban expansion of San Diego (later Tijuana), which made them and their exploited Indian workforce obsolete.

It was a time of freedom for Leviathans, who flocked more than ever to the region, but it was also the beginning of dominance for the Marduk Society. Many say that the first sons of Marduk to arrive in the region came with the Mormon battalion, settling by force of arms the conflicts within the Wicked Tribe. For sure, for a couple of decades there are no records of any Leviathans in town, apart from the few descendents of Miguel Arcadio still roaming the hills from their estate. San Diego was deathly quiet on the Leviathan front.

This is simply because many of the Tribe had fled south, along with the Mexicans who refused American rule. They laid low, and mingled with the refugee population who would soon found Tijuana on the other side of the border. It was also the beginning of the end for the domination of the School of the Sun. For a while, it looked like those of the Clay would succeed the priests in their utter dominance. With the help of some Leviathans who wanted to break the Arcadio stranglehold, the system of ranchos started to break down, soon replaced by farming and livestock grazing by small independent owners. An alliance of local pioneers and bourgeoisie, themselves suspiciously reminiscent of Arcadio and Fray Buendias, entered into a compact to formall found the town of Tijuana. The heart's blood of the region was now flowing in two separate streams.

Dark Days and Illuminated Nights[edit]

Tijuana's expansion was, on the surface, a wild, anarchic thing, fueled by tourism, gambling, nightlife and a cheap theme-park version of Mexican culture for foreign consumption. In reality, it was carefully harnessed for maximum profit by various interests: local crime lords, Mafia families, and of course, underneath those, many Leviathans. Federal troops and militia sent the few local revolutionaries packing during the Civil War, because nothing could be allowed to endanger the profits. Free from Marduk's gaze, free from the crime-busting efforts that would culminate in the Prohibition north of the border, Tijuana grew and so did the Wicked Tribe. Unavoidably, this constant proximity along with the temptation of greater power and masses brought heavy conflict. The Hatfield rainmaker flood, a collateral effect of a conflict between two prominent Cults, destroyed a large swath of the city, and was only the most visible sign of the seething underground war. Ultimately, the city crashed when the leader of the local School of Fog, Tomaso Montés, convinced the federal government to ban gambling in the state in order to impose some calm.

Many Leviathans crossed north again just in time to benefit from the boom in activity that World War II created in San Diego. A heavy influx in population came to work in the shipyards, and some of them brought their family gods with them. A new equilibrium of power finally settled in, one that continues to this day. The old families have lost much of their power, but they are still listened to enough that conflict does not break out too visibly, too often. From time to time, however, tensions flare up for territory or family, and atrocities are committed that are either buried by the cities' good citizens or swept under the rug - namely, thrown out to the other side of the border. Occasionnally a more direct approach is need and a natural disaster will come along to sweep clean the slate. But sooner or later, the vacuum in power calls for another godling-king who will test his mettler against the iron border.

Geography[edit]

Playas de Tijuana[edit]

Centenario[edit]

Centro[edit]

La Presa[edit]

La Mesa[edit]

Downtown San Diego[edit]

Naval Base[edit]

University Heights[edit]

Chula Vista[edit]

City Heights[edit]

Ocean Beach[edit]

Leviathans across the Border[edit]

Tia Ramona[edit]

Dagonite, School of the Sun Tia Ramona ("Aunt Ramona") is one of the strongest and most ruthless Leviathans south of the Border. In fact, she's served as Hetman for Tijuana for a long time, although she's been known to let younger members of the Tribe take the role for affairs she has no interest in. Her human appearance is that of an old woman of mixed Indian and White heritage, and she has a well-deserved reputation as a witch in the poor barrio she calls home. Tia Ramona claims to have been the inspiration for the main character in the 1884 book Ramona, which brought the first influx of tourists into Tijuana, but in reality she arrived in the 1960s in the city. Her cult is a fanatical splinter of gangbangers who pretty much run the area. She is known to have "pet projects", a number of women and their matrilineal families which are under her discreet protection, for reasons she won't divulge. Hurting them is a death sentence, especially if drugs are involved.

Attributes: Intelligence 4, Wits 3, Resolve 4, Strength 2, Dexterity, 2 Stamina 4, Presence 3, Manipulation 2, Composure 6.

Skills: Academics 1 (bloodlines), Crafts 1, Medicine 3 (selective breeding), Occult 5 (Tribal childrearing), Politics 2, Athletics 2, Brawl 3 (Jaws) Stealth 4, Survival 2, Animal Ken 2, Empathy 1, Intimidation 2 (her Beloved), Streetwise 3, Subterfuge 1.

Strain: Dagon
School: Sun
Sheol: 6
Virtue: Pride
Vice: Faith
Defence: 2
Tranquillity: 3 (Vocalisation [always surrounded by a few flies on land, and scavenger fish underwater], Suspicion [smells strongly of brine], Megalomania)
Health: 8
Size: 4
Speed: 4
Initiative: 8
Willpower: 10
Flaw: Short.

Channels: Lambent Eyes of Judgment (Light of Truth 1, Lantern of Shame 2, Pyre for Sinners 4), One Brain, Many Minds, Oroborus' Kin, Eye of the Watchful Deity, Rain-Dance of the Tempest (As One 5), The Sky Cauldron, Unchained Heart of the World (Flow of the Earth 1), Swallowing the Sun (Swallowing Prometheus' Fire 2, Well of Misery 5), Lord of the Sea, Incubation of the Second Self (Easy Birth 2, Fast Growth 2, Opportunistic Parasitism 4, Hyperparasitism 3), Womb of Terrors (Reflexive Genesis 3), The Hydra's Rebirth (Dread Return 3, Reap the Whirlwind 5), Everflowing Fetid Growth, Mortal-Devouring Armory, Stalker's Shifting Hide, The Hunter's Blood, Accepting the Tribute of Slaughter, Eye of the Eternal Storm, Piercing the Veil of Slumber (Dream Contagion 3, Lord of Nightmares 5), The Toad's Curse (Master of the Curse 2), No Mysteries of the Flesh

Other Merits: Common Sense 4, Danger Sense 2, Eidetic Memory 2, Language (Spanish) 1, Cult (Numbers 3, Zeal 5, Fervour 3, Indoctrination 1, Offerings 1, Home Turf 2 [her barrio]) Deep Wake 2, Divine Prerogative 2 (Occult), Fame 1, Fluid Form 2, Heirloom 4, Heirloom 2, Heirloom 1, Heirloom 1, Temple (Size 1, Amenities 2 [Ritual Chamber, Gatewater], Security 3 [Hidden but it's location is now an open secret]) Vicious Heritage 3.

Alonso Lopez[edit]

Oceanite, School of Clay Alonso Lopez is a professional middleman. He crosses the border several times a day, carrying messages or offers from various negotiating parties in mostly legit cases. He doesn't run a dedicated Cult, but is very adept at using the Wake to ply people into entering agreements, and profiting from a cut in the deal. He is very careful never to get too greedy, but is nonetheless rapidly becoming a rising star in the border cities. He is always impeccably, though conservatively dressed, and has a friendly smile for everyone, especially other Leviathans. Alonso receives tutelage from his own grandfather, a recluse Leviathan by the name of Felipe Lopez. Felipe served essentially the same role as Alonso during the golden heights of Mafia involvement in Tijuana. Those Leviathans old enough to remember Felipe could notice that Alonso is increasingly displaying Felipe's mannerisms or even memories, to an almost eeerie point.

Maria Tarres Serrana[edit]

Tanninim, no School Maria is a young Leviathan, freshly emerged from her first transformations. She hasn't had the time to join a School yet and is largely ignorant of Tribe culture or protocols. Maria was a party girl at University San Diego, and the revelation of her heritage has done two things for her: instantly cured her of her cocaine addiction, and induce terrible dreams. Maria suffers from prophetic dreams that foreshadow the destruction of the two cities by a dark, sentient tsunami wave, and she is terrified. She has started to gather a small Cult largely made up of ex-boyfriends, but they can't provide much comfort.

Attributes: Intelligence 2, Wits 2, Resolve 2, Strength 2, Dexterity, 3 Stamina 2, Presence 3, Manipulation 3, Composure 2

Skills: Academics 2 (Media Studies), Computer 1, Medicine 1, Athletics 2, Brawl 1, Drive 1, Stealth 2 (avoiding human contact), Survival 1, Empathy 2, Expression 1, Persuasion 2 (Boys), Socialise 3 (Party!), Streetwise 1, Subterfuge 2.

Strain: Tanninim
School: None
Sheol: 1
Virtue: Justice
Vice: Envy
Defence: 2
Tranquillity: 7
Health: 7
Size: 5
Speed: 10
Initiative: 5
Willpower: 4

Channels: Oroborus' Kin, Memories Before Time, Mortal-Devouring Armory (Savage Focus)

Other Merits: Cult (Numbers 1) Deep Wake 2, Barfly 1 Contacts (Drug dealers) 1, Resources 1.

Maxwell Stirling[edit]

Nu, School of the Reef Maxwell is a US Navy Chief Petty Officer based in the offices of the Navy in downtown San Diego. He is quiet and responsive, and has always received positive evaluations, largely on his own merit rather than the effect of the Wake. He is enamored of the sea and would like an opportunity to sail again, but is starting to be bogged down in administrative duties. Since his childhood, Maxwell has followed a rigid moral code which served him well in service. Unassuming though he is, Maxwell is a formidable combatant and has taken leaves of absence in the past to go hunting for Typhoons. He is a compulsive follower of sightings forums and cryptozoology. He trains and drills his Cult of sailors and marines to change them into monster-hunters, and is slowly warming to the idea of using them against the criminal or dangerous Leviathans in the city.

Attributes: Intelligence 2, Wits 3, Resolve 3, Strength 4, Dexterity, 3 Stamina 3, Presence 2, Manipulation 2, Composure 2

Skills: Computer 2 (online criptid community), Investigation 1, Politics 1, Science 1 (Criptids), Athletics 3, Brawl 2, Drive 2, Firearms 2, Stealth 2, Survival 2, Weaponry 3, Empathy 1 Intimidation 2 (stairdown), Persuasion 2.

Strain: Nu
School: Reef
Sheol: 2
Virtue: Justice
Vice: Wrath
Defence: 2
Tranquillity: 6
Health: 8
Size: 5
Speed: 12
Initiative: 7
Willpower: 5

Channels: Uncrowned Fisher King, Being of Primordial Waters (Tranquil Sea 2), Swallowing the Sun, Fluid Icon of Grace (Liquid Evasion 3, Crater-Birthing Leap 2), Overpowering Strength of Titans (Living Weapon 3), The Toad's Curse (Master of the Curse 4), World-Serpent's Endurance.

Other Merits: Common Sense, Fast Reflexes 2, Toxin Resistance, Weaponry Dodge, Status (Navy) 3 Resources 2, Cult (Number 2, Zeal 2, Fervour 4, Conspirators [Navy] 2).

Myriam Bales[edit]

Oceanite, School of Fog Myriam has decided to become the Hetman for San Diego and, if she can, Tijuana as well. Born in a wealthy family, she attended college just long enough to snag a rich husband and retire to suburbia. She has organised parties, supported charities, and raised three children. But that was always a front for her real objective: organising the Leviathans of the city into a unified force, to establish entire control over the human population. From a human point of view, Myriam is completely deranged. But she's not human, and she has shed most of her affiliation with humanity in exchange for the very real possibility of absolute power. She is unfailingly honest in her dealings with other Leviathans, however, and does her utmost to see that those who work with her (under her, most likely) are richly rewarded.

Attributes: Intelligence 2, Wits 2, Resolve 5, Strength 4, Dexterity, 3 Stamina 2, Presence 4, Manipulation 5, Composure 2

Skills: Computer 1, Politics 2 (gossip) Occult 3, Science 1, Athletics 1, Brawl 2, Firearms 3, Survival 1, Empathy 3, Expression 2, Intimidation 5, (emotional abuse) Persuasion 4, (emotional abuse) (seduction), Socialise 4 (fashionable parties), Subterfuge 3 (playing dumb), (seduction).

Strain: Oceanus
School: Fog
Sheol: 4
Virtue: Lust (control)
Vice: Charity
Defence: 2
Tranquillity: 3 (Irrationality, Meglomania, Fixation)
Health: 7
Size: 5
Speed: 13
Initiative: 5
Willpower: 7

Channels: Uncrowned Fisher King, Being of Primordial Waters, Fluid Icon of Grace, That Hideous Strength (Rightful Place 3), Overpowering Strength of Titans (Brawl, Thunderstroke 2), Mind in Motion (Mind Over Matter 2), Hunter’s Terrible Beauty, Indomitable Solipsist-Tyrant, Insidious Creature (Serpent's Tongue 2, Master of the Veil 4), Call of the Depths, Besieging the Tower of Will (Mind Blast 4).

Other Merits: Allies 5 (Wives of powerful people), Allies 2 (Government), Allies 1 (Police ), Allies 2 (Corporate), Breath of the Lungfish 1, Cult (Numbers 4, Zeal 3, Fervour 4, Indoctrination 1, Conspirators 4 [Corporate], Conspirators 2 [Government] Conspirators 1 [Police]), Deep Wake 2, Divine Prerogative 2 (Socialise), Fame 1, Resources 5, Striking Looks 2, Temple (Size 3, Amenities 5 [Armoury, Private Pool, Reception Chamber, Rumpus Room (Lust [control]), Rumpus Room (Gluttony)], Security 4 [Hidden]) Vicious Heritage 3.

The Wave Gurus[edit]

Various Strains, School of the Abyss The so-called Wave Gurus are a Cohort of four Leviathans living on or around the beaches of San Diego. They are led by Old Man Trouble, a powerfully built old man who barely talks above a mumble, and sometimes stops moving entirely for days at a time. In truth, the Wave Gurus are bums. They have nothing but an old Volkswagen bus and their surfboards, and spend all day either on the waves or on the beach spouting wisdom to the small following of surfers and New Age aficionados they have attracted. The Wave Gurus never show up to Leviathan Taxon meetings, except when it relates to the ocean in some way. That said, they are remarkably open to discussion and partying when cousins show up on the beach.

Old Man Trouble

Attributes: Intelligence 4, Wits 1, Resolve 3, Strength 3, Dexterity, 3 Stamina 5, Presence 2, Manipulation 1, Composure 4

Skills: Academics 1, Medicine 1, Occult 2, Athletics 4 (Surfing), Brawl 1, Survival 3 (Ocean), Animal Ken 5 (fish), Empathy 3, Expression 1, Persuasion 2.

Strain: Bahamutan
School: Abyss
Sheol: 5
Virtue: Sloth
Vice: Faith
Defence: 1
Tranquillity: 7
Health: 10
Size: 6
Speed: 11
Initiative: 8
Willpower: 7

Channels: Lambent Eyes of Judgment, Oroborus' Kin, Memories Before Time, Uncrowned Fisher King (Claiming the Heron Throne 4), Being of Primordial Waters (Reach of the Depths 3, States of Matter 2), Lord of the Sea, That Hideous Strength, Eye of the Eternal Storm, Lifeblood of Titans (A Mountain Walked 4), World-Serpent's Endurance, Vigor of Protean Kings (Potent Ichor 3).

Other Merits: Giant 4, Strong Lungs 3, Iron Stamina 1, Cult (Numbers 2, Zeal 1, Offerings 1, Resolute 2) Fluid Form 1 Muted Wake 2, Vicious Heritage 3.

Davvi Jones[edit]

Bahamutan, School of Clay Dafydd (or Davvi, as he's called most of the time) is a forty-something Welshman expatriated in Tijuana for the past twenty years. He runs a maritime supply shop, selling everything from canned food to fishing tackle to motor oil. He also runs the Border Cove - an informal port of harbor for Leviathan-crewed ships- pretty much single-handedly. The Leviathan ships coming in usually receive a visit from either Davvi or one of his sons as soon as they arrive, and can get assistance and guidance in exchange for some money and the latest rumours.

Lords of the Land[edit]

Carl Szeemann[edit]

Carl is curator of the San Diego Museum of Man, a post he has held for the last 20 years. Coming from a background in palaeontology Carl hasn't personally had much personal experience with any of the monsters lurking with shadows but fossil digs, ancient artefacts, the evidence builds up if you're willing to keep an open eye.

Carl's early academic curiosity gave way to a network of contacts, he became known as something of an expert in identification of both mystical artefacts and to a lesser extent supernatural beings themselves. Though not exceptional at the latter he was considered among the best at identification from bones and fossils alone, a narrow superlative if there ever was one.

After realising that he knew more about human items than he ever did about prehistoric fossils Carl aquired formal qualifications in cultural anthropology eventually leading to his post as curator. Though not a trained fighter he can be vicious in defence of himself or the artefacts in his care and knows exactly which exhibits might be used for combat.

Attributes: Intelligence 4, Wits 2, Resolve 3, Strength 2, Dexterity, 3 Stamina 2, Presence 2, Manipulation 2, Composure 3

Skills: Academics 3 (Cultural anthropology), Computer 1 Medicine 1, Science 3 (Palaeontology) Occult 4 (Artefacts), Athletics 1, Brawl 1, Drive 1, Firearms 2 (Artefacts) Survival 2, Weaponry 2 (Artefacts) Empathy 1, Expression 2, Persuasion 2, Socialise 1.

Virtue: Fortitude
Vice: Greed
Defence: 2
Morality: 7
Health: 7
Size: 5
Speed: 10
Initiative: 6
Willpower: 6

The House of Thunder[edit]

Sidebar: Hunter the Vigil[edit]

As mentioned in Chapter Five, The Marduk Society is a Hunter Conspiracy. The members of the Society detailed below are written to be easily converted to the Hunter template if the Storyteller desires, simply add the additional details listed under "Hunter Traits". Nothing else is needed, the free specialty and Contact provided by Professional Training are already included.

You may be thinking, if you include one Hunter Conspiracy why not others? There is some merit to this idea as one of Leviathan's themes is that Leviathan's are living in another Tribe's world but be careful not to overdo things. This game is at heart about Leviathans not Hunters and too many groups could steal the spotlight. If you wish to include one or two here are some suggestions as to where they might fit into the Border Cities: The Aegis Kai Doru and Loyalists of Thule are both interested in relics and may be drawn by the rich supplies of heirlooms, their relationship with Marduk could range from academic rivalry to outright violence. The Ascending Ones could easily fit control a cut of the drugs trade moving across the borders. Both San Diego and Tijuana are predominantly Catholic so a Malleus Maleficarum presence might be justified, the Long Night not so much. If anyone aside from the Marduk Society is able to profit from using Leviathan's as raw materials it's the Cherion Group who may have come following the Tribe. Finally a Leviathan's tendency to make waves in whatever circle they move in means that any with political aspirations may come to the attention of the Barrett Commission.

Rosie Watson[edit]

Rosie Watson is a young Marduk agent. Coming from a well off family of Cuban immigrants to the United States Rosie spent her gap year travelling the world on trips organised by a Marduk front (usually used to transport equipment). Rosie's potential was noticed and she accepted an offer to join an archaeological front and later the Marduk Society itself. Tijuana is her first solo job, a deep cover operation investigating possible Leviathan influence in <Aunt Remona's barrio> under the name of Maria Lopez. A task which due to faulty intelligence she is deeply unqualified for.

Attributes: Intelligence 2, Wits 4, Resolve 2, Strength 1, Dexterity, 3 Stamina 2, Presence 2, Manipulation 2, Composure 3.

Skills: Crafts 2 (Painting), Investigation 3, Occult 1, Athletics 2, Brawl 1, Firearms 3 (Telsa Pistol), Larceny 2, Stealth 1 (no one notices the maid), Survival 2 (Jungle), Empathy 1, Expression 1, Persuasion 2, Socialise 2 (Well Travelled), Subterfuge 2 (false identity).

Virtue: Faith
Vice: Wrath
Defence: 3
Morality: 6
Health: 7
Size: 5
Speed: 10
Initiative: 5
Willpower: 6

Endowments: Tesla Pistol 3, Tesla Pistol Power Cell 2, Concealed Technology 1 (Tesla Pistol, disguised as a purse), Concealed Technology 1 (Emergency SOS broadcaster, disguised as an earring).

Merits: Allies 2 (Marduk Backup), Allies 2 (Hispanic immigrant community), Language 1 (Spanish), Status (Marduk Idealist) 2.

Hunter Traits: Professional Training (Adventurer) 2, with the third Asset Skill Firearms. Safehouse (Size 1, Secrecy 3, Trap 1 [3b electric damage]). Also drop Willpower by one, the Safehouse is protected by a Marduk Sigil.

Michael Lay[edit]

Michael is a young and slightly overweight man, his long hair in a permanent ponytail. Mike had two goals in life: He wanted to be rich and he didn't want to have to work for it. Online crime seemed like the perfect job and would have been if he didn't brag about his career in public. Despite his indiscretion his computer skills impressed the detectives, one had a quite word to Marduk and Michael vanished from custody. After a few years of impressive but entirely unambitious service Michael was kicked upstairs to run Omisoft Ltd and provide support to field agents in the Border Cities – an enviable position among Conspirators as among other logistical duties he is officially responsible for removing Leviathan corpses. The consensus is that Michael is a lazy and barely competent manager but the Conspirators are happy he's keeping quiet until needed and Michael is happy to have a fat paycheck for minimal work.

Attributes: Intelligence 4, Wits 3, Resolve 1, Strength 2, Dexterity, 2 Stamina 2, Presence 2, Manipulation 3, Composure 2.

Skills: Academics 1, Crafts 2, Computer 4 (Hacking), Occult 1, Politics 1 (Management), Science 2, Drive 2, Stealth 2, Animal Ken 1, Expression 2, Persuasion 1, Streetwise 1, Subterfuge 2.

Virtue: Justice
Vice: Sloth
Defence: 2
Morality: 5
Health: 7
Size: 5
Speed: 9
Initiative: 5
Willpower: 3

Merits: Allies 1 (Criminal) Resources 4, Contacts 4 (Software pirates, virus programmers, data black markets, black hat hackers) Status (Marduk Conspirator) 3, Status (Omisoft ltd) 5.

Hunter Traits: Professional Training (Hacker) 4, with the third Asset Skill Investigation.

Edward Arndt[edit]

Edward is a man approaching retirement but his love of archaeology keeps him in the field in his trademark leather patched coat and straw boater hat. He has little personal knowledge, or interest, in the supernatural but is acquainted with the Marduk Society through their funding for archaeology, this time they're trying to uncover the source of the massive Wake over the Border Cities and Edward is one of several academics who have accepted sponsorship to conduct digs. Unknown to him several of the artefacts he's uncovered are choice Heirlooms.

Attributes: Intelligence 3, Wits 2, Resolve 2, Strength 2, Dexterity, 3 Stamina 2, Presence 2, Manipulation 2, Composure 2.

Skills: Academics 3 (Native American History), (Archaeology), Crafts 2, Computer 1, Investigation 3 (Archaeological Digs), Occult 1, Science 3, Drive 1, Larceny 2, Survival 2, Empathy 1, Expression 3 (Lectures), Persuasion 2, Socialise 2.

Virtue: Temperance
Vice: Pride
Defence: 2
Morality:7
Health: 7
Size: 5
Speed: 9
Initiative: 5
Willpower: 3

Merits: Language (Latin) 1, Language (Uto-Aztecan) 1, Direction Sense 2, Allies 1 (Marduk Society) Resources 2, Contacts 3 (Archaeologists, Historians, Museum Curators) .


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