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		<updated>2026-07-28T05:09:01Z</updated>
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	<entry>
		<id>http://nwod.org/wiki/index.php/Bearers_of_the_Eternal_Voice</id>
		<title>Bearers of the Eternal Voice</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bearers_of_the_Eternal_Voice"/>
				<updated>2019-04-05T20:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Attainments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Bearers of the Eternal Voice&lt;br /&gt;
|Nickname=Whisperers&lt;br /&gt;
|Ruling=[[Ruling::Mind]]&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Order=Guardians of the Veil&lt;br /&gt;
|Source=Guardians of the Veil Sourcebook&lt;br /&gt;
|Pages=163&lt;br /&gt;
}} &lt;br /&gt;
{{quote| Only a thicket of lies can fully hide the truth. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Human history records countless individuals who could alter the fates of nations and the hearts of kings with their words. Great orators like Pericles of Athens made speeches that touched the depths of their listeners’ hearts and spirits. However, not all amazing orators were great political leaders; some were inveterate con artists like Cagliostro, or figures of mystery such as the Comte St. Germain. The ability to lie convincingly and to convince others that the speaker is both truthful and worth listening to is not uncommon among Sleepers; truly great orators, however, who can convince people to change long-held opinions or cause those they speak with to trust their own senses less than the speaker’s works are rare indeed.&lt;br /&gt;
&lt;br /&gt;
For many, the attainment of such verbal excellence is too difficult and subtle a path to power. Most people find the more obvious language of violence, threats and bribes to be easier, as well as exceedingly powerful and effective. However, even the most dire threat or the most tempting bribe only serves to control the subject’s actions — in their hearts, they still know and understand that they are being coerced and may someday learn to resist fear or temptation and disobey the person offering the threats or bribes.&lt;br /&gt;
&lt;br /&gt;
Threats of disobedience soon start a vicious cycle, in which the individual who wishes to remain in charge must continually offer ever more extravagant threats or bribes, or sometimes both together, to make certain that their subjects continue to obey them. Realizing the difficulty and the ultimate futility of such endeavors, some would-be rulers seek to find ways to convince their subjects to follow them willingly and to accept the ruler’s pronouncements as the ultimate truth. Long ago, Machiavelli said that it is better to be feared than loved, because love is more ephemeral, but wise rulers, as well as skilled con artists, advertising agents and some mages understand that being trusted and believed is best of all.&lt;br /&gt;
&lt;br /&gt;
Whether Sleeper or mage, the path to gaining a listener’s trust is similar – the speaker must understand the secret language hidden in every person’s unconscious. This language of pupil dilation, posture, stance, vocal tone and many similar cues is exceedingly subtle and difficult to master, but the rewards are correspondingly great. While mortals who master these methods can become great orators and equally impressively liars, mages who pursue this Legacy can become greater still. Legends speak of a Bearer of the Eternal Voice being found at a murder scene clutching a bloody knife in his hand, but who was released solely based upon his account of the events leading up to his discovery with the knife.&lt;br /&gt;
&lt;br /&gt;
In the ancient streets of Atlantis, the Bearers of the Eternal Voice walked among the populace, reassuring them about the wisdom of their rulers and convincing them of the urgent necessity of opposing the enemies of Atlantis. In this longlost era, the Bearers of the Eternal Voice also went in secret to other nations, convincing both leaders and important members of the populace of the folly of opposing Atlantis and of the great benefits that would swiftly follow an alliance with this great power.&lt;br /&gt;
&lt;br /&gt;
Since the Fall, those who study this Legacy are often called Whisperers, because of the hidden and secretive role they must now play. However, the necessity of secrecy has in no way lessened their powers. In the millennia since the Fall, Whisperers have found additional uses for their talents. The most important are being able to reduce Sleepers’ Disbelief and halting the spread of knowledge of magic.&lt;br /&gt;
&lt;br /&gt;
There are far too few Whisperers to talk to every Sleeper who has ever seen evidence of magic, much less the many thousands who have merely heard of such acts. However, Whisperers do their best to convince Sleepers that the most obvious damaging evidence for vulgar magic has some completely natural and reasonable explanation. &lt;br /&gt;
&lt;br /&gt;
Because Whisperers’ abilities can also be used against othermages, especially mages less skilled in the Mind Arcanum, Whisperers are a somewhat secretive and insular group. This tendency is further exacerbated by the fact that their ability to manipulate others gives many Whisperers, particularly those who follow the Mastigos Path, a sense that everyone else is nothing more than will-less pawns whom Whisperers can manipulate as they will. This sense of superiority influences many Whisperers’ dealings with Sleepers and sometimes carries over to their dealings with other mages. This same feeling also produces the intrinsic paradox that all Bearers of the Eternal Voice must find some way to come to terms with. Their Legacy is an intensely social one and to use it they must interact with Sleepers, often with large groups of Sleepers. However, Whisperers are also keenly aware they are manipulating the people they talk to, and some Whisperers regularly manipulate their fellow mages. While many Whisperers genuinely like people and simply have no problem lying to individuals they like, most are highly social misanthropes who do not particularly care for or about others.&lt;br /&gt;
&lt;br /&gt;
While some Legacies are declining in favor as the 21st century marches on, the Whisperers are growing more popular — the growing prevalence of advertising, political spin, online con games and the increasing number of mages who realize the power of the ability to manipulate communication and belief all combine to cause mages to flock to their ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* '''&amp;lt;u&amp;gt;The Perfected Conversation&amp;lt;/u&amp;gt;'''&lt;br /&gt;
'''Prerequisite:''' [[Gnosis]] 3, [[Mind]] 2, [[Life]] 1, [[Subterfuge Skill|Subterfuge]] 2&lt;br /&gt;
&lt;br /&gt;
By simultaneously monitoring the mental state of the person the character is talking to and precisely controlling her own verbal and non-verbal communication, a Bearer of the Eternal Voice can become inhumanly convincing when talking to a single individual or to a small group (up to one extra person per dot of the character’s Manipulation) with whom the character can hold a two-way conversation. Whenever Whisperers attempt to lie to such a group, they can reflexively add a number of successes equal to their dots in Mind to the Wits or Manipulation + Subterfuge roll needed to successfully tell the lie. The mage can invoke this power a number of times per scene equal to his Gnosis.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Voice can convince a Sleeper that an incident of vulgar magic was in fact something perfectly normal, thereby canceling the effects of the Sleeper’s Disbelief for the scene. The Voice spends an instant action talking to the Sleeper, and the player rolls Manipulation + Expression minus the Sleeper’s Composure. Success cancels the effects of that Sleeper’s Disbelief for the rest of the scene, and each success lowers by one the Sleeper’s Willpower for the purposes of consulting the Disbelief chart on p. 274 of Mage: The Awakening (the Sleeper’s actual Willpower is unaffected). This power can only be attempted once per scene against the same Sleeper; if it fails, he cannot try again for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional Arcanum:&amp;lt;/b&amp;gt; [[Space]] 2&lt;br /&gt;
If the Whisperer also knows Space 2, she can create a sympathetic connection between herself and someone she is communicating with via phone, video conference, Internet chat or some other direct and immediate, two-way media. As a result, she can influence anyone she talks to via any of these methods. &lt;br /&gt;
&lt;br /&gt;
* Gilded Speech&lt;br /&gt;
* Spoken Reality&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Mastigos}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rote</id>
		<title>Rote</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rote"/>
				<updated>2019-04-05T20:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}{{Mage/Spells}}Rote spells, also known simply as “rotes,” are tried-andtested magical formulae, handed down from master to apprentice, and developed over the course of a mage’s training and practice in the Art.  Every rote started out as an improvised spell. A mage comes up with a spell for a particular purpose and finds it useful enough to use the same spell over and over again. The mage teaches others to envision the spell’s Imago and perform its casting gestures, and they in turn pass it on. Over time, the spell becomes a standard, known to many or all mages in an order, learned and cast by rote.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://nwod.org/forum/spheres.php?do=Rotes A listing of the active characters and their known rotes can be found on the forums].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MHR|{{dot1}} '''Rote''' dice pools are determined by a character's '''natural''' stats. [[Attributes]] or [[Skills]] altered by magic may not increase spell dice pools.&lt;br /&gt;
{{dot1}} '''Rote Factor Bonuses''' ([[Tome of the Mysteries|TotM]]) don't exist.&lt;br /&gt;
&lt;br /&gt;
{{dot1}} Systems for learning Rotes are [[Rote#Learning_Rotes|below]].}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Despite their additional cost, rotes have a number of significant advantages over [[Improvised]] spells: greater reliability, lower [[Mana]] cost, less chance of causing a [[Paradox]] — a lurch in reality — and a lighter resonance “signature,” making it difficult for others to identify the caster by examining the spell.&lt;br /&gt;
&lt;br /&gt;
{{info}}  Rotes use a dice pool consisting of [[Attributes|Attribute]] + [[Skills|Skill]] + [[Arcana]] rather than the [[Improvised]] spell pool of [[Gnosis]] + [[Arcana]]&lt;br /&gt;
&lt;br /&gt;
{{info}}  &amp;lt;strike&amp;gt;Mages are forbidden to teach an [[Order]]’s rotes to anyone not of the same [[Order]]&amp;lt;/strike&amp;gt; Per [http://nwod.org/forum/showpost.php?p=455653| House Rule] changed so that '''All Rotes''' are now available to anyone, regardless of Order.&lt;br /&gt;
&lt;br /&gt;
{{info}}  A mage can learn a rote from someone who already knows it. He must spend time studying with that person, and then experience points must be spent at a cost of two points per the highest Arcanum dot used in the rote. Few mages teach their rotes for free; most levy a cost in one or more favors owed.  &lt;br /&gt;
: ''Example: Arctos wants to learn the “[[Telekinetic Strike]]” rote from his [[order]]. Since it is a [[Forces]] 3 rote, it will cost him six experience points (two points per dot).&lt;br /&gt;
&lt;br /&gt;
{{plus}} Mages do not have to pay the extra [[Mana]] surcharge on non-Ruling [[spells]] if it is cast as a Rote.&lt;br /&gt;
&lt;br /&gt;
{{plus}} Rote spells reduce the [[Paradox]] pool by one dice.&lt;br /&gt;
&lt;br /&gt;
{{plus}} Rotes are more difficult to [[Scrutiny|Scrutinize]], requiring 5 Successes to determine the caster's identifying resonance (Identification)&amp;lt;ref&amp;gt;[[Mage The Awakening Sourcebook|MtA]], p.278&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{minus}} Rotes require [[Rote Mudras]], noticeable hand and/or body gestures and movements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Learning Rotes==&lt;br /&gt;
Rotes may be learned by anyone, regardless of Order membership and regardless of Rote origin.   '''Rotes are no longer restricted by Order'''.   The only exception are those Rotes specifically tied to possession of special Grimoires in [[Grimoire of Grimoires]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===By Grimoire===&lt;br /&gt;
[[Grimoires]] not created by Player Characters are only available through Storyteller Plots and Approved PRPs.  Acquiring a Grimoire waves any need to find an NPC teacher or debt to that Order.&lt;br /&gt;
*  Learning through a Grimoire, like learning through a teacher, requires an extended Intelligence + Occult roll with a Target Number of Twice the dot Rating of the Rote, one roll per month. This represents self-study. Experience Points must be able to pay for it before you begin rolling.&lt;br /&gt;
* Repurchasing a Grimoire '''your character''' created is at half-cost and only requires an extended Intelligence + Occult Roll with a TN of the highest dot rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Rotes==&lt;br /&gt;
Spells and Rotes can be selectively filtered on the [[Special:BrowseData/Spells|Spells drilldown page]].&lt;br /&gt;
&lt;br /&gt;
{{clear right}}&lt;br /&gt;
{{col-begin|width=100%}}&lt;br /&gt;
{{col-break|width=45%}}&lt;br /&gt;
===By Proficiency===&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/1|Rotes for Initiates]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/2|Rotes for Apprentices]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/3|Rotes for Disciples]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/4|Rotes for Adepts]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/5|Rotes for Masters]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=10%}}&lt;br /&gt;
{{col-break|width=45%}}&lt;br /&gt;
&lt;br /&gt;
===By Order===&lt;br /&gt;
* [[Property:Adamantine_Arrow_Rote|Adamantine Arrow Rotes]]&lt;br /&gt;
* [[Property:Banisher_Rote|Banisher Rotes]]&lt;br /&gt;
* [[Property:Free_Council_Rote|Free Council Rotes]]&lt;br /&gt;
* [[Property:Guardians_of_the_Veil_Rote|Guardians of the Veil Rotes]]&lt;br /&gt;
* [[Property:Mysterium_Rote|Mysterium Rotes]]&lt;br /&gt;
* [[Property:Seers_of_the_Throne_Rote|Seers of the Throne Rotes]]&lt;br /&gt;
* [[Property:Silver_Ladder_Rote|Silver Ladder Rotes]]&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells}}{{parent|Spells}}{{footer|mta}}[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Inscribe_Grimoire</id>
		<title>Inscribe Grimoire</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Inscribe_Grimoire"/>
				<updated>2019-04-05T20:47:25Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Inscribe Grimoire&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.220&lt;br /&gt;
|Prime  =1&lt;br /&gt;
|SL=Inscribing the Ineffable Words&lt;br /&gt;
}}&lt;br /&gt;
The mage can record the secrets of his rotes into a magical book readable by other Awakened minds.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Compelling]]&lt;br /&gt;
* [[Action]]: [[Action::Extended]]&lt;br /&gt;
* [[Duration]]: Lasting&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
Inscribing a grimoire is a bold act, for the mage puts part of his magic into the book by removing it from himself. In doing so, the mage forgets how to cast a rote. He can later re-learn it by studying his own grimoire (or learning from another mage who knows the rote) and with the expenditure of the proper experience points, but until he does he cannot cast that rote on his own again (although he can use the grimoire to cast it; see below). Recording would seem at first to be a selfless or foolish thing to do, but orders are hungry for grimoires with which to teach young mages, and pay for them in favors.&lt;br /&gt;
&lt;br /&gt;
Also, certain [[Mind]] spells or creatures can take knowledge from a mage’s mind, leaving a void in its place. In case rotes are lost in this way, it’s good to have them “backed up” in a book.&lt;br /&gt;
&lt;br /&gt;
The spell’s target number equals one success per Arcanum dot used in the rote to be recorded. For example, a [[Life]] {{dot3}}, [[Mind]] {{dot2}} rote requires five successes. The grimoire’s [[Duration]] is lasting; it cannot be dispelled and does not expire unless the grimoire itself is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Grimoires===&lt;br /&gt;
&lt;br /&gt;
Grimoires allow mages to learn their contents without requiring a teacher, although the experience point cost is the same. Additionally, the mage can cast a grimoire’s rotes even if he does not personally know the rotes, as long as he references the book during casting. Doing so requires one turn of reference, during which the mage can do nothing but read the book and move up to his Speed. In the following turn, he can cast the rote. If he is interrupted before casting, he must reference the book all over again. If he already knows the rote, referencing the grimoire gives a +1 bonus to casting it.&lt;br /&gt;
&lt;br /&gt;
Grimoires cannot be copied without going through the same spellcasting process used to create them. Only the original is enchanted; mundane copies produce only a mess of meaningless words. Despite the name, grimoires don’t have to be books. They can be computer programs or databases, or anything used to store knowledge. Sleepers cannot use grimoires. They cannot make sense of their contents, at least not on the esoteric level required.&lt;br /&gt;
&lt;br /&gt;
Only Awakened minds can grasp the lore contained within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Silver Ladder]] Rote: Inscribing the Ineffable Words &lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Expression Skill|Expression]] + [[Pool::Prime]]&lt;br /&gt;
Great leaders often record their wisdom for later generations, and willworkers of the Silver Ladder are no exception. By creating grimoires, teachers can pass on knowledge to their students, and some Ladder mages use the very grimoires they have penned to facilitate their own subsequent castings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Templar Treasure''' Tradition Rote: Recording the Light&amp;lt;ref&amp;gt;[[Magical Traditions Sourcebook]] p88&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Expression Skill|Expression]] + [[Pool::Prime]]&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Grimoire</id>
		<title>Grimoire</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Grimoire"/>
				<updated>2019-04-05T20:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: Redirected page to Inscribe Grimoire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Inscribe Grimoire]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rote</id>
		<title>Rote</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rote"/>
				<updated>2019-04-05T20:34:50Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}{{Mage/Spells}}Rote spells, also known simply as “rotes,” are tried-andtested magical formulae, handed down from master to apprentice, and developed over the course of a mage’s training and practice in the Art.  Every rote started out as an improvised spell. A mage comes up with a spell for a particular purpose and finds it useful enough to use the same spell over and over again. The mage teaches others to envision the spell’s Imago and perform its casting gestures, and they in turn pass it on. Over time, the spell becomes a standard, known to many or all mages in an order, learned and cast by rote.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://nwod.org/forum/spheres.php?do=Rotes A listing of the active characters and their known rotes can be found on the forums].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MHR|{{dot1}} '''Rote''' dice pools are determined by a character's '''natural''' stats. [[Attributes]] or [[Skills]] altered by magic may not increase spell dice pools.&lt;br /&gt;
{{dot1}} '''Rote Factor Bonuses''' ([[Tome of the Mysteries|TotM]]) don't exist.&lt;br /&gt;
&lt;br /&gt;
{{dot1}} Systems for learning Rotes are [[Rote#Learning_Rotes|below]].}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Despite their additional cost, rotes have a number of significant advantages over [[Improvised]] spells: greater reliability, lower [[Mana]] cost, less chance of causing a [[Paradox]] — a lurch in reality — and a lighter resonance “signature,” making it difficult for others to identify the caster by examining the spell.&lt;br /&gt;
&lt;br /&gt;
{{info}}  Rotes use a dice pool consisting of [[Attributes|Attribute]] + [[Skills|Skill]] + [[Arcana]] rather than the [[Improvised]] spell pool of [[Gnosis]] + [[Arcana]]&lt;br /&gt;
&lt;br /&gt;
{{info}}  &amp;lt;strike&amp;gt;Mages are forbidden to teach an [[Order]]’s rotes to anyone not of the same [[Order]]&amp;lt;/strike&amp;gt; Per [http://nwod.org/forum/showpost.php?p=455653| House Rule] changed so that '''All Rotes''' are now available to anyone, regardless of Order.&lt;br /&gt;
&lt;br /&gt;
{{info}}  A mage can learn a rote from someone who already knows it. He must spend time studying with that person, and then experience points must be spent at a cost of two points per the highest Arcanum dot used in the rote. Few mages teach their rotes for free; most levy a cost in one or more favors owed.  &lt;br /&gt;
: ''Example: Arctos wants to learn the “[[Telekinetic Strike]]” rote from his [[order]]. Since it is a [[Forces]] 3 rote, it will cost him six experience points (two points per dot).&lt;br /&gt;
&lt;br /&gt;
{{plus}} Mages do not have to pay the extra [[Mana]] surcharge on non-Ruling [[spells]] if it is cast as a Rote.&lt;br /&gt;
&lt;br /&gt;
{{plus}} Rote spells reduce the [[Paradox]] pool by one dice.&lt;br /&gt;
&lt;br /&gt;
{{plus}} Rotes are more difficult to [[Scrutiny|Scrutinize]], requiring 5 Successes to determine the caster's identifying resonance (Identification)&amp;lt;ref&amp;gt;[[Mage The Awakening Sourcebook|MtA]], p.278&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{minus}} Rotes require [[Rote Mudras]], noticeable hand and/or body gestures and movements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Learning Rotes==&lt;br /&gt;
Rotes may be learned by anyone, regardless of Order membership and regardless of Rote origin.   '''Rotes are no longer restricted by Order'''.   The only exception are those Rotes specifically tied to possession of special Grimoires in [[Grimoire of Grimoires]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===By Grimoire===&lt;br /&gt;
Grimoires not created by Player Characters are only available through Storyteller Plots and Approved PRPs.  Acquiring a Grimoire waves any need to find an NPC teacher or debt to that Order.&lt;br /&gt;
*  Learning through a Grimoire, like learning through a teacher, requires an extended Intelligence + Occult roll with a Target Number of Twice the dot Rating of the Rote, one roll per month. This represents self-study. Experience Points must be able to pay for it before you begin rolling.&lt;br /&gt;
* Repurchasing a Grimoire '''your character''' created is at half-cost and only requires an extended Intelligence + Occult Roll with a TN of the highest dot rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Rotes==&lt;br /&gt;
Spells and Rotes can be selectively filtered on the [[Special:BrowseData/Spells|Spells drilldown page]].&lt;br /&gt;
&lt;br /&gt;
{{clear right}}&lt;br /&gt;
{{col-begin|width=100%}}&lt;br /&gt;
{{col-break|width=45%}}&lt;br /&gt;
===By Proficiency===&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/1|Rotes for Initiates]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/2|Rotes for Apprentices]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/3|Rotes for Disciples]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/4|Rotes for Adepts]]&lt;br /&gt;
* [[Special:SearchByProperty/Spell-20Level/5|Rotes for Masters]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=10%}}&lt;br /&gt;
{{col-break|width=45%}}&lt;br /&gt;
&lt;br /&gt;
===By Order===&lt;br /&gt;
* [[Property:Adamantine_Arrow_Rote|Adamantine Arrow Rotes]]&lt;br /&gt;
* [[Property:Banisher_Rote|Banisher Rotes]]&lt;br /&gt;
* [[Property:Free_Council_Rote|Free Council Rotes]]&lt;br /&gt;
* [[Property:Guardians_of_the_Veil_Rote|Guardians of the Veil Rotes]]&lt;br /&gt;
* [[Property:Mysterium_Rote|Mysterium Rotes]]&lt;br /&gt;
* [[Property:Seers_of_the_Throne_Rote|Seers of the Throne Rotes]]&lt;br /&gt;
* [[Property:Silver_Ladder_Rote|Silver Ladder Rotes]]&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells}}{{parent|Spells}}{{footer|mta}}[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Auras</id>
		<title>Auras</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Auras"/>
				<updated>2019-03-25T16:02:51Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Signifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All living things, and some unliving, are surrounded by an aura of energy that is normally invisible to the naked eye. This aura grants those who are able to perceive it insight into the nature and emotional states of their subjects.&lt;br /&gt;
&lt;br /&gt;
*Mages may gain the ability to see emotional auras via [[Aura Perception]] and nature auras via [[Supernal Vision]].&amp;lt;ref&amp;gt;[[Mage The Awakening Sourcebook|MtA]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Mortals may gain the ability to see auras via the [[Merits|Aura Reading]] merit.&amp;lt;ref&amp;gt;[[Second Sight]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Vampires may gain the ability to see auras via [[Auspex|Aura Perception (Auspex)]].&amp;lt;ref&amp;gt;[[Vampire The Requiem Sourcebook|VtR]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Neither Werewolves nor Changelings appear to have an ability that grants them the power to see auras at this time. See one of the above sources for a detailed description of aura colors and their meanings.&lt;br /&gt;
&lt;br /&gt;
==Signifiers==&lt;br /&gt;
===Mental or Emotional===&lt;br /&gt;
* Afraid : Orange&lt;br /&gt;
* Aggressive : Purple&lt;br /&gt;
* Angry : Bright Red&lt;br /&gt;
* Bitter : Brown&lt;br /&gt;
* Calm : Light Blue&lt;br /&gt;
* Compassionate : Pink&lt;br /&gt;
* Conservative : Lavender&lt;br /&gt;
* Depressed : Gray&lt;br /&gt;
* Desirous/Lustful : Deep Red&lt;br /&gt;
* Distrustful : Light Green&lt;br /&gt;
* Envious : Dark Green&lt;br /&gt;
* Excited : Violet&lt;br /&gt;
* Generous : Rose&lt;br /&gt;
* Happy : Vermilion&lt;br /&gt;
* Hateful : Black&lt;br /&gt;
* Idealistic : Yellow&lt;br /&gt;
* Innocent : White&lt;br /&gt;
* Lovestruck : Bright Blue&lt;br /&gt;
* Obsessed : Bright Green&lt;br /&gt;
* Sad : Silver&lt;br /&gt;
* Spiritual : Gold&lt;br /&gt;
* Suspicious : Dark Blue&lt;br /&gt;
* Confused : Mottled, shifting colors&lt;br /&gt;
* Daydreaming : Sharp, flickering colors&lt;br /&gt;
* Diablerist : Black veins in aura&lt;br /&gt;
* Dominated/Controlled : Weak, muted aura&lt;br /&gt;
* Frenzied : Rapidly rippling colors&lt;br /&gt;
* Psychotic : Hypnotic, swirling colors&lt;br /&gt;
&lt;br /&gt;
===Nature===&lt;br /&gt;
* Vampire : Aura colors are pale&lt;br /&gt;
* Shapeshifter : Intensely vibrant aura&lt;br /&gt;
* Ghost : Splotchy, intermittent aura&lt;br /&gt;
* Awakened/Magic Use : Myriad sparkles in aura&lt;br /&gt;
* Sleeper: Weak, muted aura&lt;br /&gt;
* Sleepwalker: Muted aura with faint glimmers within&lt;br /&gt;
* Lacking a soul: Empty void where the aura should be&lt;br /&gt;
* Under a Fate geas: Dark bands criss crossing aura&lt;br /&gt;
*Lich: Black veins in aura&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Auras}}{{Help}}[[Category: World of Darkness]][[Category: Mage: The Awakening]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-03-10T05:01:03Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Roll Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Roll Results''' ==&lt;br /&gt;
'''Dramatic Failure:''' The mage does not invoke a Paradox and the next Paradox roll made for him in the same scene (for an instant casting) or within the same day (for an extended casting) does not suffer the usual, cumulative +1 dice modifier. &lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The mage does not invoke a Paradox.&lt;br /&gt;
'''Success:''' A Paradox occurs, regardless of the casting’s success or failure (see “Casting the Spell” below). The number of successes on the Paradox roll determines its severity. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Successes'''&lt;br /&gt;
|'''Severity'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Havoc&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''*Note:''' In addition, the caster’s player subtracts one die per Paradox success from his casting roll. The worse the Paradox, the greater the chance that the spell doesn’t succeed, or at least doesn’t succeed as well as it otherwise would have. Either way, the Paradox still takes effect.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The mage suffers a Manifestation Paradox.&lt;br /&gt;
&lt;br /&gt;
==House Rule==&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells Explanation]&lt;br /&gt;
&lt;br /&gt;
===Spell Aspect &amp;amp; Paradox===&lt;br /&gt;
&lt;br /&gt;
Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.&amp;lt;br&amp;gt;&lt;br /&gt;
● and ●● Spells: Covert&amp;lt;br&amp;gt;&lt;br /&gt;
●●● Spells: Vulgar -1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
●●●● Spells: Vulgar&amp;lt;br&amp;gt;&lt;br /&gt;
●●●●● Spells: Vulgar +1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This goes for all Arcana.&lt;br /&gt;
*All Sympathetic Spells (including Temporal Sympathy) remain auto-Vulgar&lt;br /&gt;
*Spells which have +1 Proficiency for changes such as Advanced Spell Factors or Combined Casting will be considered the base Spell for Paradox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paradox Accumulation (Multiple Vulgars in the Same Scene)===&lt;br /&gt;
+1 dice for every two additional spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Pools/Paradox Results==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day. '''[http://nwod.org/wiki/index.php/Paradox#Paradox_Accumulation_.28Multiple_Vulgars_in_the_Same_Scene.29| (This has been House Ruled, see above)]'''&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object). &lt;br /&gt;
&lt;br /&gt;
The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).&lt;br /&gt;
&lt;br /&gt;
In addition, the mage’s Wisdom is rolled:&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Failure:''' The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.&lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The spell’s desired effect is reversed, as above.&lt;br /&gt;
&lt;br /&gt;
'''Success:''' The spell’s effect is unaltered.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell. Since the spell is no longer under the caster’s control he cannot dismiss it at will.&lt;br /&gt;
&lt;br /&gt;
A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-03-10T05:00:41Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Roll Results''' ==&lt;br /&gt;
'''Dramatic Failure:''' The mage does not invoke a Paradox and the next Paradox roll made for him in the same scene (for an instant casting) or within the same day (for an extended casting) does not suffer the usual, cumulative +1 dice modifier. &lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The mage does not invoke a Paradox.&lt;br /&gt;
'''Success:''' A Paradox occurs, regardless of the casting’s success or failure (see “Casting the Spell” below). The number of successes on the Paradox roll determines its severity. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Successes'''&lt;br /&gt;
|'''Severity'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Havoc&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|-&lt;br /&gt;
|Manifestation&lt;br /&gt;
|5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''*Note:''' In addition, the caster’s player subtracts one die per Paradox success from his casting roll. The worse the Paradox, the greater the chance that the spell doesn’t succeed, or at least doesn’t succeed as well as it otherwise would have. Either way, the Paradox still takes effect.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The mage suffers a Manifestation Paradox.&lt;br /&gt;
&lt;br /&gt;
==House Rule==&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells Explanation]&lt;br /&gt;
&lt;br /&gt;
===Spell Aspect &amp;amp; Paradox===&lt;br /&gt;
&lt;br /&gt;
Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.&amp;lt;br&amp;gt;&lt;br /&gt;
● and ●● Spells: Covert&amp;lt;br&amp;gt;&lt;br /&gt;
●●● Spells: Vulgar -1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
●●●● Spells: Vulgar&amp;lt;br&amp;gt;&lt;br /&gt;
●●●●● Spells: Vulgar +1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This goes for all Arcana.&lt;br /&gt;
*All Sympathetic Spells (including Temporal Sympathy) remain auto-Vulgar&lt;br /&gt;
*Spells which have +1 Proficiency for changes such as Advanced Spell Factors or Combined Casting will be considered the base Spell for Paradox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paradox Accumulation (Multiple Vulgars in the Same Scene)===&lt;br /&gt;
+1 dice for every two additional spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Pools/Paradox Results==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day. '''[http://nwod.org/wiki/index.php/Paradox#Paradox_Accumulation_.28Multiple_Vulgars_in_the_Same_Scene.29| (This has been House Ruled, see above)]'''&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object). &lt;br /&gt;
&lt;br /&gt;
The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).&lt;br /&gt;
&lt;br /&gt;
In addition, the mage’s Wisdom is rolled:&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Failure:''' The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.&lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The spell’s desired effect is reversed, as above.&lt;br /&gt;
&lt;br /&gt;
'''Success:''' The spell’s effect is unaltered.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell. Since the spell is no longer under the caster’s control he cannot dismiss it at will.&lt;br /&gt;
&lt;br /&gt;
A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Brute_Force</id>
		<title>Brute Force</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Brute_Force"/>
				<updated>2019-03-10T04:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Body Blow (●): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Merit&lt;br /&gt;
|Source=Strange Alchemies&lt;br /&gt;
|Pages=p. 57&lt;br /&gt;
|Status=House Ruled&lt;br /&gt;
|Fixed=Yes&lt;br /&gt;
|Type=Physical&lt;br /&gt;
|Restriction=All&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Level3=3&lt;br /&gt;
|Level4=4&lt;br /&gt;
|Prerequisite=[[Prerequisite::Strength]] {{dot3}}&amp;lt;br&amp;gt; [[Prerequisite::Brawl Skill|Brawl]] {{dot3}}&lt;br /&gt;
}}&lt;br /&gt;
__NoTOC__&lt;br /&gt;
This fighting style isn’t a trained style. Promethean characters do not learn it so much as embrace the monster within, and use the monster’s pent-up rage to unleash brutal, powerful attacks. This so-called style is particularly common among Frankenstein and Tammuz Prometheans, but all Created possess Torment. Even when Torment isn’t affecting the Promethean at a specific moment, he always possesses it as a dormant but persistent fury.&lt;br /&gt;
&lt;br /&gt;
{{HR|This Fighting Style has been edited from its original, Printed Version in the book[[ Strange Alchemies]], in order to better balance the fighting Style. Please note this when purchasing this Fighting Style.}}&lt;br /&gt;
&lt;br /&gt;
===Body Blow (●):===&lt;br /&gt;
Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target's Size, the victim loses his next action.  '''Note: Body Blow is Passive and can combine with other Fighting Style Maneuvers'''&lt;br /&gt;
{{HR|The attack must exceed the '''greater''' of Size or Stamina.}}&lt;br /&gt;
&lt;br /&gt;
===Juggernaut (●●):===&lt;br /&gt;
The character uses his entire body as a weapon. He barrels forward, smashing his head into his opponent and throwing the rest of his weight into the attack. This is an “all-out attack” per p. 157 of the World of Darkness Rulebook. The character foregoes his Defense, but gains a +4 bonus to the roll as opposed to the normal +2 bonus. Normal all-out attack rules apply.&lt;br /&gt;
&lt;br /&gt;
===Crush and Bite (●●●):===&lt;br /&gt;
This maneuver is used only during a successfully maintained grapple. If the character succeeds on a grapple with his opponent, he may perform two attacks. (The character needn’t truly “crush and bite,” and may instead choke, head-butt, and/or even smother.)&lt;br /&gt;
&lt;br /&gt;
===Bone Cracker (●●●●):===&lt;br /&gt;
This maneuver is used only during a successfully maintained grapple. The character grabs a foe’s limb with both hands, twisting as if wringing water from a dish rag. This is a targeted attack, and is made at –2 dice (due to targeting an arm or leg). If the attack does damage equal to or exceeding the target's [[Pool::Strength]] + Stamina, however, the bone breaks and the damage becomes lethal. A broken bone also forces the target to lose a dot of Dexterity until those lethal levels heal. Lowered Dexterity also takes away from the target’s Initiative modifier, Speed, and possibly Defense.&lt;br /&gt;
&lt;br /&gt;
'''Drawback:''' Spend one [[Willpower]] point to activate this attack. This point does not confer three additional dice to the attack. Also, both hands must be free for the attack to be successful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Fighting Styles}}{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Boxing</id>
		<title>Boxing</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Boxing"/>
				<updated>2019-03-10T04:21:17Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Body Blow (●) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Merit&lt;br /&gt;
|Source=World of Darkness Sourcebook&lt;br /&gt;
|Pages=p. 111&lt;br /&gt;
|Status=House Ruled&lt;br /&gt;
|Fixed=Yes&lt;br /&gt;
|Type=Physical&lt;br /&gt;
|Restriction=All&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Level3=3&lt;br /&gt;
|Level4=4&lt;br /&gt;
|Level5=5&lt;br /&gt;
|Prerequisite=[[Prerequisite::Strength]] ●●● &amp;lt;br&amp;gt; [[Prerequisite::Stamina]] ●● &amp;lt;br&amp;gt; [[Prerequisite::Brawl Skill|Brawl]] ●●&lt;br /&gt;
}}&lt;br /&gt;
__NoTOC__&lt;br /&gt;
Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponents' attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise.&lt;br /&gt;
&lt;br /&gt;
===Body Blow (●)===&lt;br /&gt;
Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single [[Pool::Brawl Skill|Brawl]] attack equal or exceed a target's Size, the victim loses his next action. '''Note: Body Blow is Passive and can combine with other Fighting Style Maneuvers'''&lt;br /&gt;
{{HR|The attack must exceed the '''greater''' of Size or Stamina.}}&lt;br /&gt;
&lt;br /&gt;
===Duck and Weave (●●)===&lt;br /&gt;
Your character is trained to instinctively duck and evade an opponent's blows. Use the ''higher'' of your character's Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.&lt;br /&gt;
&lt;br /&gt;
===Combination Blows (●●●)===&lt;br /&gt;
Your character's training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two [[Pool::Brawl Skill|Brawl]] attacks against the same target in a single action. The second attack suffers a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
'''Drawback:''' Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster,before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.&lt;br /&gt;
&lt;br /&gt;
===Haymaker (●●●●)===&lt;br /&gt;
Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single [[Pool::Brawl Skill|Brawl]] attack that equals or exceeds the target's Size in damage might knock him unconscious. A [[Pool::Stamina]] roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done. &lt;br /&gt;
&lt;br /&gt;
'''Drawback:''' Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.&lt;br /&gt;
&lt;br /&gt;
===Brutal Blow (●●●●●)===&lt;br /&gt;
Your character's accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. A brutal blow inflicts lethal instead of bashing damage. &lt;br /&gt;
&lt;br /&gt;
'''Drawback:''' Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.&lt;br /&gt;
&lt;br /&gt;
{{Parent|Fighting Styles}}&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Influence_Electricity</id>
		<title>Influence Electricity</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Influence_Electricity"/>
				<updated>2019-03-08T01:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Influence Electricity&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.165&lt;br /&gt;
|Forces = 2&lt;br /&gt;
|AA = Shock Therapy&lt;br /&gt;
}}&lt;br /&gt;
The mage can influence the direction or flow of electricity. He can, for example, cause an existing electrical current (such as that moving through appliances or in walls) to flash or arc out and strike a target. He could not amplify the current at this level.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]] and aimed&lt;br /&gt;
* [[Duration]]: [[Duration::Transitory]] (one turn)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
The mage does not directly attack a person or object with this spell; he instead manipulates an existing electrical current, redirecting it toward the target of his choice. The damage inflicted depends entirely on the electrical current (See [[Electrocution]], pp. 177-178 of the World of Darkness Rulebook for guidelines).  The raw power of the current is not altered in any way at this level. &lt;br /&gt;
&lt;br /&gt;
This spell usually causes the power source to shut down (a circuit breaker engages) or short out in following turn (although [[Duration]] factors can be increased to prevent this termination for additional turns).  A simple success allows the electricity to affect one target.  (The mage can arc the electricity to any target within five yards of the source per dot of Forces; a mage with [[Forces]] {{dot2}} can affect a target 10 yards away.)  Excess successes affect additional adjacent targets next to one another (this is an exception to the normal rule that disallows aimed spells to affect multiple targets). Targets must each be within three yards in either direction of each other.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Successes'''&lt;br /&gt;
|'''Targets'''&lt;br /&gt;
|-&lt;br /&gt;
|2 successes&lt;br /&gt;
|2 targets&lt;br /&gt;
|-&lt;br /&gt;
|3 successes&lt;br /&gt;
|4 targets&lt;br /&gt;
|-&lt;br /&gt;
|4 successes&lt;br /&gt;
|8 targets&lt;br /&gt;
|-&lt;br /&gt;
|5 successes&lt;br /&gt;
|16 targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Source itself, however, limits the total number that can be affected.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Source'''&lt;br /&gt;
|'''Total Targets'''&lt;br /&gt;
|-&lt;br /&gt;
|Wall Socket&lt;br /&gt;
|2 targets&lt;br /&gt;
|-&lt;br /&gt;
|Industrial Socket&lt;br /&gt;
|4 targets&lt;br /&gt;
|-&lt;br /&gt;
|Junction Box&lt;br /&gt;
|8 targets&lt;br /&gt;
|-&lt;br /&gt;
|Main Line Feed&lt;br /&gt;
|16 targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Shock Therapy&lt;br /&gt;
* Dice Pool: [[Pool::Dexterity]] + [[Pool::Athletics Skill]] + [[Pool::Forces]]&lt;br /&gt;
Occasionally, a spark is all that’s required.  Of course, even an ordinary wall socket packs a potentially lethal punch, so Adamantine Arrow mages do not overlook the usefulness of this rote.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Electricity}}{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Electrocution</id>
		<title>Electrocution</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Electrocution"/>
				<updated>2019-03-08T01:49:19Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: Created page with &amp;quot;Lightning strikes, a live wire hits your character or he touches a conducting item. Some supernatural beings even possess mastery over electricity and can direct it at your chara...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightning strikes, a live wire hits your character or he touches a conducting item. Some supernatural beings even possess mastery over electricity and can direct it at your character. Electrocution automatically causes bashing damage per turn of exposure. No attack roll is made.&lt;br /&gt;
&lt;br /&gt;
If harm from electricity is more than just instantaneous — there’s a constant flow such as through power cables — a victim may not be able to escape. His muscles contract, which can prevent him from pulling away. Roll [[Strength]] as a [[reflexive]] action in each turn of contact. Failure means your character is still connected to the source and suffers its damage each turn until a successful roll is made.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Source'''&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
|Minor; wall socket&lt;br /&gt;
|4 (B)&lt;br /&gt;
|-&lt;br /&gt;
|Major; protective fence&lt;br /&gt;
|6 (B)&lt;br /&gt;
|-&lt;br /&gt;
|Severe; junction box&lt;br /&gt;
|8 (B)&lt;br /&gt;
|-&lt;br /&gt;
|Fatal; main line feed/subway rail&lt;br /&gt;
|10 (B)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Worn armor provides no protection against electrocution. A magical kind conjured up by supernatural beings might at the Storyteller’s discretion.&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Orphans_of_Proteus</id>
		<title>Orphans of Proteus</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Orphans_of_Proteus"/>
				<updated>2019-03-07T21:06:38Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Attainments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{top icon|imagename={{PAGENAME}}.png|width=75|icon_nr=1}}&amp;lt;/noinclude&amp;gt;{{Infobox Legacy&lt;br /&gt;
|Nickname=Shifters&lt;br /&gt;
|Name=Orphans of Proteus&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Mage The Awakening Sourcebook&lt;br /&gt;
|Pages=348&lt;br /&gt;
}}&lt;br /&gt;
{{quote| Am I not both man and beast, one and the same? I say that this makes more than man or beast alone. |#337799}}&lt;br /&gt;
&lt;br /&gt;
They have been with us since before the beginning. Before Atlantis called. Before apes learned to walk upright and pile stones atop one another to make their caves. Before man chose to set himself apart from beasts and trees and rocks, they knew the truth: that the circle of life is broad enough to include all things “organic” and “inorganic,” that this great wheel turns easily from one form to an other, that man and beast and tree and rock are one.&lt;br /&gt;
&lt;br /&gt;
It was they who first took to the grazing-fields, to follow the comings and goings of the herds. And when they had learned the steps of the herd-dance and could sing the words of the herd-song, they put on themselves the skins of the herd-dress and slept in the cold and rain until they became part of the herd itself. It was they who first ran with the wolves and learned the worth of honesty when the wolves pointed toward unseen prey in hopes of sharing the kill. And it was they who stalked against the great cats and learned the value of deception, letting other hunters pass by in hopes of keeping the “lion’s share” of the kill for themselves. They it was who flew with the birds, crept with the vines and slept with the stones.&lt;br /&gt;
&lt;br /&gt;
They went where others could not go and did what others could not do. They learned the lessons that life taught from every angle and brought their knowledge back to their tribes to teach the business of living. They sought wisdom to lead their tribes out of darkness and cold and hunger, and set mankind on a path that would eventually lead to civilization. But mankind mistook its new powers of stewardship over the land as mastery, and regarded the animals, plants and rocks only as resources to be plundered rather than as partners in the circle of life. In their hubris, they forgot the wisdom that they had taught and dismissed their utterances as backward superstition.&lt;br /&gt;
&lt;br /&gt;
They who had sacrificed the semblance of their humanity for the greater good were now cast out. Ostracized and despised, they were relegated to the status of monsters and bogeymen used to frighten unruly children. The mighty warriors who had once donned hide and claw and fang in the service of their people were now cast in the role of bloodthirsty murderer. Those who lived by the old lore of leaf and stone were hunted down and torn to pieces or burned in public spectacle. The horns and hooves of the most sacred were denounced as emblems of evil.&lt;br /&gt;
&lt;br /&gt;
All the oldest languages of the world once had a name for them, most now forgotten. In modern English, they are known as the Orphans of Proteus, for their metamorphosis ability. Some say they, not the Atlanteans, were the very first humans to Awaken, and some even go so far as to suggest that all other types of magic	are derived from theirs. Whether that is true or not, many now consider them to be a dying breed. Marginalized by the encroachment of civilization, they are usually found only at the fringes of mage society. They engage in few formalities, and the kinship of spirit they share is something that is felt, unspoken, deep within their souls. &lt;br /&gt;
&lt;br /&gt;
Inheritors of the Proteus Legacy can be unnerving, not only to other mages, but to those who know nothing of magic. Social customs and mores — at least, those of the modern civilized world — mean little to them, and they may at times break laws, cross boundaries or ignore table manners and dress codes without compunction. This is not to say that they are dumb brutes. Members may exhibit as much intelligence and compassion as any other sorcerer. They tend to be plainspoken, even rudely blunt, and act impulsively upon primal urges known only to them. For those who have experienced the non-human world directly, such phrases as “nature red in tooth and claw” or “the force that through the green fuse drives the flower” are no mere poetic conceits, but the very bedrock of reality.&lt;br /&gt;
&lt;br /&gt;
==Attainments==&lt;br /&gt;
==='''Snake Skin'''===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisites:''' Gnosis 3, Life 2 (primary), Mind 1, Animal Ken 2 or Survival 2&lt;br /&gt;
&lt;br /&gt;
The mage gains the ability to regenerate wounds to her body, similar to the Life 2 “Self-Healing” spell (p. 183), by sloughing off her damaged skin and replacing it with a freshly grown one. An instant action is required and Stamina + Athletics + Life is rolled. Each success heals one bashing or lethal point of damage. This action can be made reflexive in turn by spending one Willpower point.&lt;br /&gt;
&lt;br /&gt;
The user can also communicate with animals in their own language of behaviors, growls, grunts, cues and/or markings. A Presence + Animal Ken roll and instant action is required to communicate simple concepts. She can communicate only the kind of information that another animal of that type could convey to one of its fellow species.&lt;br /&gt;
&lt;br /&gt;
==='''Beast Gift'''===&lt;br /&gt;
==='''Beast Form'''===&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-03-06T16:06:01Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Base Pools/Paradox Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
==House Rule==&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells Explanation]&lt;br /&gt;
&lt;br /&gt;
===Spell Aspect &amp;amp; Paradox===&lt;br /&gt;
&lt;br /&gt;
Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.&amp;lt;br&amp;gt;&lt;br /&gt;
● and ●● Spells: Covert&amp;lt;br&amp;gt;&lt;br /&gt;
●●● Spells: Vulgar -1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
●●●● Spells: Vulgar&amp;lt;br&amp;gt;&lt;br /&gt;
●●●●● Spells: Vulgar +1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This goes for all Arcana.&lt;br /&gt;
*All Sympathetic Spells (including Temporal Sympathy) remain auto-Vulgar&lt;br /&gt;
*Spells which have +1 Proficiency for changes such as Advanced Spell Factors or Combined Casting will be considered the base Spell for Paradox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paradox Accumulation (Multiple Vulgars in the Same Scene)===&lt;br /&gt;
+1 dice for every two additional spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Pools/Paradox Results==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day. '''[http://nwod.org/wiki/index.php/Paradox#Paradox_Accumulation_.28Multiple_Vulgars_in_the_Same_Scene.29| (This has been House Ruled, see above)]'''&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object). &lt;br /&gt;
&lt;br /&gt;
The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).&lt;br /&gt;
&lt;br /&gt;
In addition, the mage’s Wisdom is rolled:&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Failure:''' The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.&lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The spell’s desired effect is reversed, as above.&lt;br /&gt;
&lt;br /&gt;
'''Success:''' The spell’s effect is unaltered.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell. Since the spell is no longer under the caster’s control he cannot dismiss it at will.&lt;br /&gt;
&lt;br /&gt;
A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-03-06T16:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Base Pools/Paradox Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
==House Rule==&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells Explanation]&lt;br /&gt;
&lt;br /&gt;
===Spell Aspect &amp;amp; Paradox===&lt;br /&gt;
&lt;br /&gt;
Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.&amp;lt;br&amp;gt;&lt;br /&gt;
● and ●● Spells: Covert&amp;lt;br&amp;gt;&lt;br /&gt;
●●● Spells: Vulgar -1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
●●●● Spells: Vulgar&amp;lt;br&amp;gt;&lt;br /&gt;
●●●●● Spells: Vulgar +1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This goes for all Arcana.&lt;br /&gt;
*All Sympathetic Spells (including Temporal Sympathy) remain auto-Vulgar&lt;br /&gt;
*Spells which have +1 Proficiency for changes such as Advanced Spell Factors or Combined Casting will be considered the base Spell for Paradox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paradox Accumulation (Multiple Vulgars in the Same Scene)===&lt;br /&gt;
+1 dice for every two additional spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Pools/Paradox Results==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day. '''[[(This has been House Ruled, see above)]]'''&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object). &lt;br /&gt;
&lt;br /&gt;
The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).&lt;br /&gt;
&lt;br /&gt;
In addition, the mage’s Wisdom is rolled:&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Failure:''' The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.&lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The spell’s desired effect is reversed, as above.&lt;br /&gt;
&lt;br /&gt;
'''Success:''' The spell’s effect is unaltered.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell. Since the spell is no longer under the caster’s control he cannot dismiss it at will.&lt;br /&gt;
&lt;br /&gt;
A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-03-06T16:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Base Pools/Paradox Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
==House Rule==&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells Explanation]&lt;br /&gt;
&lt;br /&gt;
===Spell Aspect &amp;amp; Paradox===&lt;br /&gt;
&lt;br /&gt;
Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.&amp;lt;br&amp;gt;&lt;br /&gt;
● and ●● Spells: Covert&amp;lt;br&amp;gt;&lt;br /&gt;
●●● Spells: Vulgar -1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
●●●● Spells: Vulgar&amp;lt;br&amp;gt;&lt;br /&gt;
●●●●● Spells: Vulgar +1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This goes for all Arcana.&lt;br /&gt;
*All Sympathetic Spells (including Temporal Sympathy) remain auto-Vulgar&lt;br /&gt;
*Spells which have +1 Proficiency for changes such as Advanced Spell Factors or Combined Casting will be considered the base Spell for Paradox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paradox Accumulation (Multiple Vulgars in the Same Scene)===&lt;br /&gt;
+1 dice for every two additional spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Pools/Paradox Results==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day. (This has been House Ruled, see above)&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object). &lt;br /&gt;
&lt;br /&gt;
The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).&lt;br /&gt;
&lt;br /&gt;
In addition, the mage’s Wisdom is rolled:&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Failure:''' The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.&lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The spell’s desired effect is reversed, as above.&lt;br /&gt;
&lt;br /&gt;
'''Success:''' The spell’s effect is unaltered.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell. Since the spell is no longer under the caster’s control he cannot dismiss it at will.&lt;br /&gt;
&lt;br /&gt;
A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-03-06T16:02:56Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
==House Rule==&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells Explanation]&lt;br /&gt;
&lt;br /&gt;
===Spell Aspect &amp;amp; Paradox===&lt;br /&gt;
&lt;br /&gt;
Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.&amp;lt;br&amp;gt;&lt;br /&gt;
● and ●● Spells: Covert&amp;lt;br&amp;gt;&lt;br /&gt;
●●● Spells: Vulgar -1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
●●●● Spells: Vulgar&amp;lt;br&amp;gt;&lt;br /&gt;
●●●●● Spells: Vulgar +1 Paradox die&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This goes for all Arcana.&lt;br /&gt;
*All Sympathetic Spells (including Temporal Sympathy) remain auto-Vulgar&lt;br /&gt;
*Spells which have +1 Proficiency for changes such as Advanced Spell Factors or Combined Casting will be considered the base Spell for Paradox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paradox Accumulation (Multiple Vulgars in the Same Scene)===&lt;br /&gt;
+1 dice for every two additional spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Pools/Paradox Results==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day.&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object). &lt;br /&gt;
&lt;br /&gt;
The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).&lt;br /&gt;
&lt;br /&gt;
In addition, the mage’s Wisdom is rolled:&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Failure:''' The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.&lt;br /&gt;
&lt;br /&gt;
'''Failure:''' The spell’s desired effect is reversed, as above.&lt;br /&gt;
&lt;br /&gt;
'''Success:''' The spell’s effect is unaltered.&lt;br /&gt;
&lt;br /&gt;
'''Exceptional Success:''' The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell. Since the spell is no longer under the caster’s control he cannot dismiss it at will.&lt;br /&gt;
&lt;br /&gt;
A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Prestation</id>
		<title>Prestation</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Prestation"/>
				<updated>2019-03-01T22:02:32Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Officially Recognized Boons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|Vampire}}{{topicon vtr}}{{TOC right}}{{Parent|Invictus}}&lt;br /&gt;
Prestation is the name the Kindred give for the art of using [[Status]], and is technically defined as when one Kindred officially becomes indebted to another for services rendered. In reality, however, Prestation is a far more complicated system than that, and its rules are enforced with lethal zeal by its participants.&lt;br /&gt;
&lt;br /&gt;
Normally a custom observed by the [[Invictus]], Sacramento continues to observe it since the reign of [[Tobias Straiphen]]; it is officially recognized by the [[Prince]] and his Court.  Players should first make it clear who's doing the favor and who's receiving it. The receiver owes a Boon to his bestower which must be categorized as a Trivial, Minor, Major, Blood, or Life Boon.  Official Boons should be recorded with [[Harpy|The Harpy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Officially Recognized Boons==&lt;br /&gt;
Kept in Rebecca's Prestation Notebook&lt;br /&gt;
&amp;lt;br&amp;gt;Note: This information is not public and does not translate to In-Character Knowledge. It is purely for transparent record keeping purposes. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;[[John Davis]] owes a Trivial boon to [[Lina Moretti]]&amp;lt;/s&amp;gt; '''(Paid in Full)''' - [http://nwod.org/forum/showpost.php?p=473985 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Archon [[Twist]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Seneschal [[Vivian York]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* [[Garrett Prosper]] owes a Trivial boon to Priscus [[Mable Wood]] - [http://nwod.org/forum/showpost.php?p=14424649 citation]&lt;br /&gt;
* Harpy [[Rebecca Simmons]] owes a Trivial Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=490818 citation]&lt;br /&gt;
* Priscus [[Mable Wood]] owes a Trivial boon to Harpy [[Rebecca Simmons]] - [http://nwod.org/forum/showpost.php?p=487278 citation]&lt;br /&gt;
* [[Dirt Nap]] owes a Trivial boon to [[Garrett Prosper]] - [http://nwod.org/forum/showpost.php?p=14427080 citation]&lt;br /&gt;
* [[Aaron van Valen]] owes a Minor Boon to Harpy [[Rebecca Simmons]] - [http://nwod.org/forum/showpost.php?p=474227 citation]&lt;br /&gt;
* Harpy [[Rebecca Simmons]] owes a Minor Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=481016 citation]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Dirt Nap]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Atticus James]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* Priscus [[Krieg]] owes a Minor Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=486570 citation]&lt;br /&gt;
* Priscus [[Krieg]] owes a Minor Boon to Harpy [[Rebecca Simmons]] - [http://nwod.org/forum/showpost.php?p=490801 citation]&lt;br /&gt;
* [[Dirt Nap]] owes a Minor Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486742 citation]&lt;br /&gt;
* [[Dirt Nap]] owes a Minor Boon to Priscus [[Krieg]] - [http://nwod.org/forum/showpost.php?p=14427080 citation]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=482261 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showthread.php?38877-A-Note-to-the-Harpy citation]&lt;br /&gt;
* [[Aaron van Valen]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showthread.php?38877-A-Note-to-the-Harpy citation]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* [[Adam Exlibrist]] owes a Blood Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=14426428 citation]&lt;br /&gt;
* [[Adam Exlibrist]] owes a Life Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=14426428 citation]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Boons===&lt;br /&gt;
* Elle Green (poacher from Beneath Notice) owes a Life Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486937 citation]&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Trivial===&lt;br /&gt;
One-time favors of small scope, such as appearing at a soiree one would not otherwise attend, acting as a messenger to another vampire and passing along information, keeping an eye on a favored Retainer for the evening, and so on.&lt;br /&gt;
&lt;br /&gt;
===Minor===&lt;br /&gt;
These Boons can last more than one evening, and they usually entail some sort of inconvenience, such as allowing safe passage through a hostile city, revealing confidential information, or aid in disposing of some threat.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
Usually involves a significant expenditure of time or resources on the bestower's part. The effects of the favor usually last for many game sessions. An example of such a Boon would be teaching the receiver a new Discipline, purchasing a nightclub to serve as the receiver's haven, or rendering substantial aid in disposing of a threat while there is an element of risk.&lt;br /&gt;
&lt;br /&gt;
===Blood===&lt;br /&gt;
The Boon holder has placed herself in a potentially unlife-threatening situation in order to help the receiver. Thus the name &amp;quot;Blood Boon&amp;quot; - the bestower is willing to shed her blood for the receiver.&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
The Boon holder has actively risked her immortal life for the receiver so the receiver may live.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
Keep in mind that all Boons are relative. This is such an essential tenet of Prestation, that it deserves to be in bold-face and all caps: ALL BOONS ARE RELATIVE. This means that you, as a vampire, can charge &amp;quot;whatever the market will bear&amp;quot;. A hundred bucks may not mean squat to that filthy rich Ventrue, but if that's what a desperate Gangrel needs to survive, the Gangrel might well wind-up getting charged a Major or even Blood Boon if he's in grave enough danger! Similarly, that same Gangrel might be able to easily defeat a mortal stalker that is troubling a Toreador in his city, but he still charges her a Major Boon because she can't get rid of him herself.&lt;br /&gt;
&lt;br /&gt;
Such fluctuations in the value of a Boon lead some to complain of &amp;quot;Boon extortion&amp;quot; or &amp;quot;inflation&amp;quot;, but that's the way business has been done for as long as even the Ancients can remember. The only way for a receiver to rid herself of a Boon permanently is to repay or ignore the favor. Welshing on Boons is a grave insult in Kindred society, often resulting in a scandal that alert Harpies are all too eager to circulate. In the Domain of Darkeport, with its tradition of trials and system of vampiric jurisprudence, this almost always results in a grievance being brought against the offender (later articles will expand on this, but essentially there is an active legal system in the Domain).&lt;br /&gt;
&lt;br /&gt;
Getting yourself out of debt is usually an event arranged through roleplaying. Typically, players eliminate Boons by returning equivalent favors. However, if the bestower is in sufficient danger, you might pay off your debt by returning only a small favor; indeed, you might even be able to put the original bestower in your debt! It all rests on a sense of timing and a character's skill at bartering. Other Kindred may resent you for doing so, but during a crisis a matter of Prestation may seem a small price to pay.&lt;br /&gt;
&lt;br /&gt;
An important note as well, 3 boons of any type can be traded up for the next boon level (i.e. 3 Major Boons can become a Blood Boon).&lt;br /&gt;
&lt;br /&gt;
{{Links|Invictus}}{{footer|vtr}}&lt;br /&gt;
[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Missing_Persons_PRP</id>
		<title>Missing Persons PRP</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Missing_Persons_PRP"/>
				<updated>2019-02-22T22:12:18Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Scene&lt;br /&gt;
|Venue=Mage&lt;br /&gt;
|Location=Sacramento&lt;br /&gt;
|Date=2016/04/25&lt;br /&gt;
|STs=User:Yumyumcrow, User:Matrixchild, &lt;br /&gt;
|Date2=2016/11/20&lt;br /&gt;
|below={{taggedthreads|missingpersons}}&lt;br /&gt;
|Cast2=Avis, Star, Truce&lt;br /&gt;
}}&lt;br /&gt;
People are missing.  Why were they taken, and who is doing it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Bibliography}}{{footer|mta}}[[Category:Mage Stories]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mage_Sight</id>
		<title>Mage Sight</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mage_Sight"/>
				<updated>2019-02-06T19:00:43Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Targets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|mta}}__NOTOC__&lt;br /&gt;
[[Category:Glossary]]{{Mage/Index}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Mage Sight is one of the core tools a Mage has, and one of the more ambiguously written sections of the book. I'm going to try to touch on the important things, since another book could be written about Sight &amp;amp; Resonance in general.&lt;br /&gt;
&lt;br /&gt;
Unless [[Spell Cloaks|Cloaked]], Active spells are visible, and are apparent to anyone with Active Sight when something is enchanted.  The appearance of [[Resonance]] can be found [[Resonance|here]]. How, is unknown... for that, you '''Scrutinize'''.&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Occult Skill|Occult]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (1–5+ successes; one roll represents one turn of scrutiny)&lt;br /&gt;
&lt;br /&gt;
{{MHR|A character may scrutinize a target a successive attempts equal to his Gnosis per scene.&lt;br /&gt;
&lt;br /&gt;
With a Gnosis 1 character, they can throw their Scrutiny pool/e-action once per target / scene.&lt;br /&gt;
With a Gnosis 3 character, they can throw their Scrutiny pool/e-action three times per target / scene.}}&amp;lt;ref&amp;gt;http://nwod.org/forum/showthread.php?26955&amp;amp;p=344622&amp;amp;viewfull=1#post344622&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Targets==&lt;br /&gt;
Scrutiny targets should be declared in advance. If you don't it will be assumed that successes will be devoted in order, one at a time, to the listings in the book: '''Composition, Potency, Targets, [[Duration]], Identification, Power, and Mastery'''. That means 3 successes would translate into a single success towards Composition, Potency, and Targets.&lt;br /&gt;
&lt;br /&gt;
'''Composition''': (1 success per Arcanum involved for covert spells; no roll required for vulgar spells) Covert spells can be analyzed for their Arcanum components. One success per Arcanum used is needed to identify all the mystical traits involved. No roll is required to recognize the Arcana involved in a vulgar spell. This research cannot tell the mage what trait dots were involved (he needs to deduce that based on what he knows of the spell’s effect and the capabilities of each degree of mastery), but he can tell which Arcana were used, such as whether a spell stinks of the grave (Death) or if it shimmers with fiery energy (Forces).&lt;br /&gt;
&lt;br /&gt;
'''Potency''': (1 success per point of Potency) An improvised or rote spell can be examined to determine its Potency, usually toward the goal of dispelling it.&lt;br /&gt;
&lt;br /&gt;
'''Targets''': (1 success per Target factor) An improvised or rote spell can be examined to determine the number of Targets it could have affected, but not the exact number it does affect. In other words, its maximum number of allowed targets can be learned, but not how many targets were actually affected by its casting.&lt;br /&gt;
&lt;br /&gt;
'''Duration''': (1 success per Duration factor) An improvised or rote spell can be examined to determine its Duration.&lt;br /&gt;
&lt;br /&gt;
'''Identification''': (1 success for improvised spells, 5 successes for rotes) Spells carry the resonance of their casters. Examining a spell may reveal the caster’s identity. Doing so requires one success for improvised spells or five successes for rote spells. If an investigator is already familiar with the caster’s resonance, it is recognized with the required number of successes. If there is no existing familiarity, that connection is now established and the investigator recognizes the caster’s resonance when he perceives it again. Additionally, a familiar mage’s magical tools can be examined to determine their owner’s identity; only one success is required to establish or achieve that recognition.&lt;br /&gt;
&lt;br /&gt;
'''Power''': (1 success per dot of Gnosis) An improvised spell’s resonance shows a measure of its caster’s enlightened will (Gnosis). By scrutinizing it, an investigator can learn the general level of the caster’s Gnosis: low (1 or 2), medium (3 or 4), high (5 or 6), or masterful (7+). Perceiving a caster’s Gnosis requires one investigation success per dot of the caster’s Gnosis. Rote spells cannot be scrutinized to determine their caster’s power&lt;br /&gt;
&lt;br /&gt;
'''Mastery''': (1 success for improvised spells, 5 successes for rotes) A spell’s resonance also shows its caster’s degree of Arcanum mastery: initiate (1 or 2), adept (3 or 4) or master (5+). One success is needed for an improvised spell, and five successes are required for a rote spell. If the spell involved more than one Arcanum to cast, the investigator learns the highest rated Arcanum and further examination rolls may be made to learn the others as well.&lt;br /&gt;
&lt;br /&gt;
===Beings and Objects===&lt;br /&gt;
{{info}} '''Identity''': Each resonance or aura is as unique as a fingerprint. If a mage has seen or studied a resonance before and is familiar with it, one success allows him to recognize the subject.  With five successes, he can recognize shapeshifters in any of their forms.&lt;br /&gt;
&lt;br /&gt;
{{info}} '''Nature''': One success is enough to alert the mage that the person is not what he seems to be, but the mage doesn’t necessarily know what the subject really is. Five successes&lt;br /&gt;
allow a mage to determine a subject’s true nature.&lt;br /&gt;
&lt;br /&gt;
* See Also: [[Mask]]&lt;br /&gt;
&lt;br /&gt;
==Social Ramifications==&lt;br /&gt;
Scrutiny is usually used to assess spells, and caster's proficiencies. For that reason, some might consider it an implicit challenge, or assessment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MHR|There is some confusion as to how a person appears when they Scrutinize. For the purposes of my game, Scrutiny is fairly obvious. Consider that Scrutiny is a Mental [[Action]]; that is to say, it requires a degree of concentration that allows no other [[Action]]s to be performed. That means that you can't even fish your keys out of your pocket while Scrutinizing. So, by the definition of it as an [[Action]], I interpret that to mean it requires most of a person's mental capacity for a full 3 seconds. Extended Scrutiny obviously lengthens this [[Duration]].  For the object of the Scrutiny, this means that someone is staring at them. You don't casually glance and roll for Scrutiny -- you take that full [[Action]]. To be subject to an intense visual examination is fairly obvious. If your character has Subterfuge, or something similar that would allow them to possibly perform the Scrutiny on the down low, please mention it.  I should have mention that i think of resonance as a mini aurora borealis, shimmering and dancing around a person (or object). For that reason, I don't allow people to maintain eye contact -- they're looking all about the person, discerning the ripples and nuances of the phenomena.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Mage House Rules}}{{Parent|Mage House Rules}}{{footer|mta}}&lt;br /&gt;
[[Category:Mage House Rules]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Paradox</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Paradox"/>
				<updated>2019-02-06T18:50:42Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.&lt;br /&gt;
&lt;br /&gt;
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Gnosis&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Paradox]] Pool&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Successes&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Paradox Severity&lt;br /&gt;
|style=&amp;quot;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Wisdom]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| [[Bedlam]] [[Duration]]&lt;br /&gt;
|style=&amp;quot;&amp;quot;| Others [[Duration]]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Havok&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Bedlam&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Anomaly&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Branding&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5+&lt;br /&gt;
|Manifestation&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|One Scene&lt;br /&gt;
|One Scene&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2 Hours&lt;br /&gt;
|24 Hours&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12 Hours&lt;br /&gt;
|2 Days&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1 Week&lt;br /&gt;
|}&lt;br /&gt;
* +1 Each Paradox roll after the first made for the same caster within the same scene.  This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an [[extended]] casting, this modifier applies to successive Paradox rolls made within the same day.&lt;br /&gt;
* +2 dice if one or more One or more Sleepers witnesses the magic ([[vulgar]] magic only)&lt;br /&gt;
* -1 dice if the mage is casting a [[rote]]&lt;br /&gt;
* -1 dice if the mage is using a [[Magical Tool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Spells|Parent2=Paradox}}{{footer|mta}}[[Category:Mage: The Awakening]][[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Prestation</id>
		<title>Prestation</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Prestation"/>
				<updated>2019-01-24T15:52:34Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Officially Recognized Boons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|Vampire}}{{topicon vtr}}{{TOC right}}{{Parent|Invictus}}&lt;br /&gt;
Prestation is the name the Kindred give for the art of using [[Status]], and is technically defined as when one Kindred officially becomes indebted to another for services rendered. In reality, however, Prestation is a far more complicated system than that, and its rules are enforced with lethal zeal by its participants.&lt;br /&gt;
&lt;br /&gt;
Normally a custom observed by the [[Invictus]], Sacramento continues to observe it since the reign of [[Tobias Straiphen]]; it is officially recognized by the [[Prince]] and his Court.  Players should first make it clear who's doing the favor and who's receiving it. The receiver owes a Boon to his bestower which must be categorized as a Trivial, Minor, Major, Blood, or Life Boon.  Official Boons should be recorded with [[Harpy|The Harpy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Officially Recognized Boons==&lt;br /&gt;
Kept in Rebecca's Prestation Notebook&lt;br /&gt;
&amp;lt;br&amp;gt;Note: This information is not public and does not translate to In-Character Knowledge. It is purely for transparent record keeping purposes. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;[[John Davis]] owes a Trivial boon to [[Lina Moretti]]&amp;lt;/s&amp;gt; '''(Paid in Full)''' - [http://nwod.org/forum/showpost.php?p=473985 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Archon [[Twist]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Seneschal [[Vivian York]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
*Priscus [[Mable Wood]] owes a Trivial boon to Harpy [[Rebecca Simmons]] -[http://nwod.org/forum/showpost.php?p=487278 citation]&lt;br /&gt;
* [[Aaron van Valen]] owes a Minor Boon to Harpy [[Rebecca Simmons]] - [http://nwod.org/forum/showpost.php?p=474227 citation]&lt;br /&gt;
* Harpy [[Rebecca Simmons]] owes a Minor Boon to Sheriff [[Lina Moretti]] [http://nwod.org/forum/showpost.php?p=481016 citation]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Dirt Nap]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Atticus James]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* Priscus [[Krieg]] owes a Minor Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=486570 citation]&lt;br /&gt;
* [[Dirt Nap]] owes a Minor Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486742 citation]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=482261 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showthread.php?38877-A-Note-to-the-Harpy citation]&lt;br /&gt;
* [[Aaron van Valen]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showthread.php?38877-A-Note-to-the-Harpy citation]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Boons===&lt;br /&gt;
* Elle Green (poacher from Beneath Notice) owes a Life Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486937 citation]&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Trivial===&lt;br /&gt;
One-time favors of small scope, such as appearing at a soiree one would not otherwise attend, acting as a messenger to another vampire and passing along information, keeping an eye on a favored Retainer for the evening, and so on.&lt;br /&gt;
&lt;br /&gt;
===Minor===&lt;br /&gt;
These Boons can last more than one evening, and they usually entail some sort of inconvenience, such as allowing safe passage through a hostile city, revealing confidential information, or aid in disposing of some threat.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
Usually involves a significant expenditure of time or resources on the bestower's part. The effects of the favor usually last for many game sessions. An example of such a Boon would be teaching the receiver a new Discipline, purchasing a nightclub to serve as the receiver's haven, or rendering substantial aid in disposing of a threat while there is an element of risk.&lt;br /&gt;
&lt;br /&gt;
===Blood===&lt;br /&gt;
The Boon holder has placed herself in a potentially unlife-threatening situation in order to help the receiver. Thus the name &amp;quot;Blood Boon&amp;quot; - the bestower is willing to shed her blood for the receiver.&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
The Boon holder has actively risked her immortal life for the receiver so the receiver may live.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
Keep in mind that all Boons are relative. This is such an essential tenet of Prestation, that it deserves to be in bold-face and all caps: ALL BOONS ARE RELATIVE. This means that you, as a vampire, can charge &amp;quot;whatever the market will bear&amp;quot;. A hundred bucks may not mean squat to that filthy rich Ventrue, but if that's what a desperate Gangrel needs to survive, the Gangrel might well wind-up getting charged a Major or even Blood Boon if he's in grave enough danger! Similarly, that same Gangrel might be able to easily defeat a mortal stalker that is troubling a Toreador in his city, but he still charges her a Major Boon because she can't get rid of him herself.&lt;br /&gt;
&lt;br /&gt;
Such fluctuations in the value of a Boon lead some to complain of &amp;quot;Boon extortion&amp;quot; or &amp;quot;inflation&amp;quot;, but that's the way business has been done for as long as even the Ancients can remember. The only way for a receiver to rid herself of a Boon permanently is to repay or ignore the favor. Welshing on Boons is a grave insult in Kindred society, often resulting in a scandal that alert Harpies are all too eager to circulate. In the Domain of Darkeport, with its tradition of trials and system of vampiric jurisprudence, this almost always results in a grievance being brought against the offender (later articles will expand on this, but essentially there is an active legal system in the Domain).&lt;br /&gt;
&lt;br /&gt;
Getting yourself out of debt is usually an event arranged through roleplaying. Typically, players eliminate Boons by returning equivalent favors. However, if the bestower is in sufficient danger, you might pay off your debt by returning only a small favor; indeed, you might even be able to put the original bestower in your debt! It all rests on a sense of timing and a character's skill at bartering. Other Kindred may resent you for doing so, but during a crisis a matter of Prestation may seem a small price to pay.&lt;br /&gt;
&lt;br /&gt;
An important note as well, 3 boons of any type can be traded up for the next boon level (i.e. 3 Major Boons can become a Blood Boon).&lt;br /&gt;
&lt;br /&gt;
{{Links|Invictus}}{{footer|vtr}}&lt;br /&gt;
[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Prestation</id>
		<title>Prestation</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Prestation"/>
				<updated>2019-01-24T15:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|Vampire}}{{topicon vtr}}{{TOC right}}{{Parent|Invictus}}&lt;br /&gt;
Prestation is the name the Kindred give for the art of using [[Status]], and is technically defined as when one Kindred officially becomes indebted to another for services rendered. In reality, however, Prestation is a far more complicated system than that, and its rules are enforced with lethal zeal by its participants.&lt;br /&gt;
&lt;br /&gt;
Normally a custom observed by the [[Invictus]], Sacramento continues to observe it since the reign of [[Tobias Straiphen]]; it is officially recognized by the [[Prince]] and his Court.  Players should first make it clear who's doing the favor and who's receiving it. The receiver owes a Boon to his bestower which must be categorized as a Trivial, Minor, Major, Blood, or Life Boon.  Official Boons should be recorded with [[Harpy|The Harpy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Officially Recognized Boons==&lt;br /&gt;
Kept in Rebecca's Prestation Notebook&lt;br /&gt;
&amp;lt;br&amp;gt;Note: This information is not public and does not translate to In-Character Knowledge. It is purely for transparent record keeping purposes. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;[[John Davis]] owes a Trivial boon to [[Lina Moretti]]&amp;lt;/s&amp;gt; '''(Paid in Full)''' - [http://nwod.org/forum/showpost.php?p=473985 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Archon [[Twist]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Seneschal [[Vivian York]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
*Priscus [[Mable Wood] owes a Trivial boon to Harpy [[Rebecca Simmons]] -[http://nwod.org/forum/showpost.php?p=487278 citation]&lt;br /&gt;
* [[Aaron van Valen]] owes a Minor Boon to Harpy [[Rebecca Simmons]] - [http://nwod.org/forum/showpost.php?p=474227 citation]&lt;br /&gt;
* Harpy [[Rebecca Simmons]] owes a Minor Boon to Sheriff [[Lina Moretti]] [http://nwod.org/forum/showpost.php?p=481016 citation]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Dirt Nap]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Atticus James]] - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
* Priscus [[Krieg]] owes a Minor Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=486570 citation]&lt;br /&gt;
* [[Dirt Nap]] owes a Minor Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486742 citation]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Sheriff [[Lina Moretti]] - [http://nwod.org/forum/showpost.php?p=482261 citation]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showthread.php?38877-A-Note-to-the-Harpy citation]&lt;br /&gt;
* [[Aaron van Valen]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showthread.php?38877-A-Note-to-the-Harpy citation]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486165 citation]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Boons===&lt;br /&gt;
* Elle Green (poacher from Beneath Notice) owes a Life Boon to Prince [[Alessandra]] Antinori - [http://nwod.org/forum/showpost.php?p=486937 citation]&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Trivial===&lt;br /&gt;
One-time favors of small scope, such as appearing at a soiree one would not otherwise attend, acting as a messenger to another vampire and passing along information, keeping an eye on a favored Retainer for the evening, and so on.&lt;br /&gt;
&lt;br /&gt;
===Minor===&lt;br /&gt;
These Boons can last more than one evening, and they usually entail some sort of inconvenience, such as allowing safe passage through a hostile city, revealing confidential information, or aid in disposing of some threat.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
Usually involves a significant expenditure of time or resources on the bestower's part. The effects of the favor usually last for many game sessions. An example of such a Boon would be teaching the receiver a new Discipline, purchasing a nightclub to serve as the receiver's haven, or rendering substantial aid in disposing of a threat while there is an element of risk.&lt;br /&gt;
&lt;br /&gt;
===Blood===&lt;br /&gt;
The Boon holder has placed herself in a potentially unlife-threatening situation in order to help the receiver. Thus the name &amp;quot;Blood Boon&amp;quot; - the bestower is willing to shed her blood for the receiver.&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
The Boon holder has actively risked her immortal life for the receiver so the receiver may live.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
Keep in mind that all Boons are relative. This is such an essential tenet of Prestation, that it deserves to be in bold-face and all caps: ALL BOONS ARE RELATIVE. This means that you, as a vampire, can charge &amp;quot;whatever the market will bear&amp;quot;. A hundred bucks may not mean squat to that filthy rich Ventrue, but if that's what a desperate Gangrel needs to survive, the Gangrel might well wind-up getting charged a Major or even Blood Boon if he's in grave enough danger! Similarly, that same Gangrel might be able to easily defeat a mortal stalker that is troubling a Toreador in his city, but he still charges her a Major Boon because she can't get rid of him herself.&lt;br /&gt;
&lt;br /&gt;
Such fluctuations in the value of a Boon lead some to complain of &amp;quot;Boon extortion&amp;quot; or &amp;quot;inflation&amp;quot;, but that's the way business has been done for as long as even the Ancients can remember. The only way for a receiver to rid herself of a Boon permanently is to repay or ignore the favor. Welshing on Boons is a grave insult in Kindred society, often resulting in a scandal that alert Harpies are all too eager to circulate. In the Domain of Darkeport, with its tradition of trials and system of vampiric jurisprudence, this almost always results in a grievance being brought against the offender (later articles will expand on this, but essentially there is an active legal system in the Domain).&lt;br /&gt;
&lt;br /&gt;
Getting yourself out of debt is usually an event arranged through roleplaying. Typically, players eliminate Boons by returning equivalent favors. However, if the bestower is in sufficient danger, you might pay off your debt by returning only a small favor; indeed, you might even be able to put the original bestower in your debt! It all rests on a sense of timing and a character's skill at bartering. Other Kindred may resent you for doing so, but during a crisis a matter of Prestation may seem a small price to pay.&lt;br /&gt;
&lt;br /&gt;
An important note as well, 3 boons of any type can be traded up for the next boon level (i.e. 3 Major Boons can become a Blood Boon).&lt;br /&gt;
&lt;br /&gt;
{{Links|Invictus}}{{footer|vtr}}&lt;br /&gt;
[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/The_Lily</id>
		<title>The Lily</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/The_Lily"/>
				<updated>2019-01-11T22:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: Redirected page to Lily, The&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Lily, The]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/The_Asylum</id>
		<title>The Asylum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/The_Asylum"/>
				<updated>2019-01-11T22:15:52Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: Redirected page to Asylum, The&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Asylum, The]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/The_Rage</id>
		<title>The Rage</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/The_Rage"/>
				<updated>2019-01-11T22:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: Redirected page to Rage, The&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Rage, The]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hours</id>
		<title>Hours</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hours"/>
				<updated>2018-12-21T15:42:43Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Roll Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Hours&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=102&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The paths to and from Arcadia twist through time and space. Changelings may return after a decade in Arcadia to find only four days have passed, and the reverse is also common. These Contracts represent bargains struck to gain some control over the fickle nature of Faerie time. Actually walking into and out of past and future is impossible for changelings (and probably even the Gentry), but changelings can draw on these Contracts to achieve notable results all the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Restoration of Dawn Beauty===&lt;br /&gt;
This Contract allows the user to transform an old, dingy or corroded object into a younger object in better condition. Wilted flowers suddenly appear&lt;br /&gt;
newly picked, yellowed, cracking paper becomes crisp, white and new and corroded metal becomes shiny and smooth.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Crafts Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling or some member of her family owned this object before the changeling was abducted.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The object ages rapidly and crumbles to dust.&lt;br /&gt;
* '''Failure:''' The clause fails, and the device is unaffected.&lt;br /&gt;
* '''Success:''' With a touch, the changeling causes any object up to Size 3 to become as if the object were newly made. A careful examination by either experts or scientific instruments confirms that the object is of very recent manufacture. A pair of old shoes with worn-out soles and brittle shoe leather appear newly made with unworn soles and freshly tanned leather. This clause has no effect on living creatures. However, it can make the decaying remains of plants and animals appear freshly dead. However, this clause does not repair any damage that is not caused by age and does not replace any missing parts other than small pieces that have been worn away or tiny bits that have flaked off from age or corrosion. An old book that was torn and charred by a fire appears to be a new book that was torn and charred by a fire. The changeling must touch an object to affect it.&lt;br /&gt;
* '''Exceptional Success:''' The object is also cleaned of all dirt and stains, and becomes more resistant to age, lasting three times as long as normal under normal use.&lt;br /&gt;
&lt;br /&gt;
===•• Frozen Moment===&lt;br /&gt;
The changeling can freeze an object in time for a few minutes. The object cannot be moved or harmed for the duration of the clause.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling performs this clause at sunrise or sunset.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The object flies violently across the room, possibly shattering or harming someone or something else.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the object is unaffected.&lt;br /&gt;
* '''Success:''' The changeling touches an object and freezes it in time and space for up to one scene. The changeling can determine precisely how long he wishes for an object to remain frozen in time. While the clause’s effects last, the object is completely outside of time — the object cannot move or be moved and is immune to all damage. A water glass that the object dropped when this clause is used upon it remains hanging immovably in mid-air with the water unspilled until the duration expires. Also, no time passes for an object, so if an alarm clock was ringing when it was frozen, it remains silently frozen in time for the duration and then finishes ringing as soon as the Contract expires. The changeling can use this clause on any object up to Size 3, and much touch the object to use it. This clause cannot be used on living or undead creatures.&lt;br /&gt;
* '''Exceptional Success:''' The object can remain frozen in time until the sun next rises or sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Thief of Days===&lt;br /&gt;
This Contract causes an inanimate object to rapidly age by the character staring at the object. In a few moments, the changeling causes the object to age and decay as if years or decades have passed.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Investigation Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling knows the name of a former owner of the object, who’s now dead.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' Some object the changeling carries or wears suffers the effects of this clause.&lt;br /&gt;
* '''Failure:''' The clause fails, and the object is unharmed.&lt;br /&gt;
* '''Success:''' By staring intently at an object no more than a number of yards equal to the character’s Wyrd away, the changeling can cause the object to corrode and decay. Each success rolled on this clause causes one level of damage to the object, ignoring the object’s Durability. If the object is examined by experts or specialized instruments, all damage caused by this clause appears to have been perfectly natural and to have been caused by the ravages of time. The changeling can affect any object up to Size 10 with this power, but this clause cannot be used to affect living creatures. Tokens and other fae objects cannot be affected by this clause, as they are partially outside time.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Flickering Hours===&lt;br /&gt;
The changeling learns to alter the rate time passes for her while she is in the Hedge. She can cause time to pass either faster or slower for her and her companions while they are in the Hedge.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character smashes a clock, watch or other timekeeping instrument as she activates the clause.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character loses control over the dilating time; she may find upon her return that far more or far less time has passed than she had hoped.&lt;br /&gt;
* '''Failure:''' The clause fails, and time for the character passes the same in the Hedge as in the mortal world.&lt;br /&gt;
* '''Success:''' The character can change the rate that time passes for her and her companions while they are in the Hedge. She must use this clause when she enters the Hedge, and the altered time rate affects her and any companions who enter the Hedge with her. She can cause time to pass either faster or slower in the Hedge, with the degree of difference based on how many successes she rolls.&lt;br /&gt;
: ''Dilation per Successes''&lt;br /&gt;
: 1 success x2&lt;br /&gt;
: 2 successes x3&lt;br /&gt;
: 3 successes x4&lt;br /&gt;
: 4 successes x5&lt;br /&gt;
: 5 successes x6&lt;br /&gt;
If she rolls three successes, she can cause time to pass either four times faster or four times slower for her and her companions while they are in the Hedge. She could spend eight hours in the Hedge, and when she returned to the mortal world, either 32 hours or two hours will have passed. This Contract is an excellent way to pass time quickly or to retreat to the Hedge to sleep, heal or find time to finish an important project in an unnaturally short amount of time. The one limit on this Contract is that this differential time rate affects everyone who accompanies the changeling on that particular trip into the Hedge; this differential time rate ends for all of these characters as soon as any of these individuals leaves the Hedge.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
===••••• Leaping Toward Nightfall===&lt;br /&gt;
The changeling causes a person or object to jump forward in time. The target instantly vanishes and reappears at the predetermined time. No time at all&lt;br /&gt;
passes for a person or object sent forward in time.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Investigation Skill]] + [[Pool::Wyrd]] or [[Pool::Investigation Skill]] + [[Pool::Wyrd]] vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] or [[Action::Instant]] + [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The changeling uses this ability when the object or person is touching or moving through a gateway into the Hedge.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling accidentally slows herself in time for one scene. She reduces her Speed and Initiative rolls by half (round down) and gains a –2 penalty to all Dexterity and Wits rolls for the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the target does not move forward in time.&lt;br /&gt;
* '''Success:''' The changeling sends the target forward in time. She can use this Contract on any object of Size 10 or less or on any person or supernatural being. Sending living beings ahead in time requires a contested roll. The changeling must touch the target when using this Contract. The number of successes determines how far into the future the changeling can send the person or object. The changeling can determine down to the second precisely how far in the future she wishes to send the target, as long as this time is less than the maximum allowed by the number of successes she rolls.&lt;br /&gt;
: ''Successes / Future Time''&lt;br /&gt;
: 1 success / One turn&lt;br /&gt;
: 2 successes / One minute&lt;br /&gt;
: 3 successes / One hour&lt;br /&gt;
: 4 successes / One day&lt;br /&gt;
: 5 successes* / 1 week&lt;br /&gt;
: * Add one week per additional success.&lt;br /&gt;
The target appears at the future time in the exact same space the target occupies in the present. If some object occupies this location in the future, the target appears as close to its original location as the target possibly can.&lt;br /&gt;
One serious drawback to this clause is that the changeling cannot retrieve the target earlier. Once the target has been moved forward in time, nothing and no one can gain access to the target before the clause’s duration is up.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hours</id>
		<title>Hours</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hours"/>
				<updated>2018-12-21T15:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Roll Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Hours&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=102&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The paths to and from Arcadia twist through time and space. Changelings may return after a decade in Arcadia to find only four days have passed, and the reverse is also common. These Contracts represent bargains struck to gain some control over the fickle nature of Faerie time. Actually walking into and out of past and future is impossible for changelings (and probably even the Gentry), but changelings can draw on these Contracts to achieve notable results all the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Restoration of Dawn Beauty===&lt;br /&gt;
This Contract allows the user to transform an old, dingy or corroded object into a younger object in better condition. Wilted flowers suddenly appear&lt;br /&gt;
newly picked, yellowed, cracking paper becomes crisp, white and new and corroded metal becomes shiny and smooth.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Crafts Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling or some member of her family owned this object before the changeling was abducted.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The object ages rapidly and crumbles to dust.&lt;br /&gt;
* '''Failure:''' The clause fails, and the device is unaffected.&lt;br /&gt;
* '''Success:''' With a touch, the changeling causes any object up to Size 3 to become as if the object were newly made. A careful examination by either experts or scientific instruments confirms that the object is of very recent manufacture. A pair of old shoes with worn-out soles and brittle shoe leather appear newly made with unworn soles and freshly tanned leather. This clause has no effect on living creatures. However, it can make the decaying remains of plants and animals appear freshly dead. However, this clause does not repair any damage that is not caused by age and does not replace any missing parts other than small pieces that have been worn away or tiny bits that have flaked off from age or corrosion. An old book that was torn and charred by a fire appears to be a new book that was torn and charred by a fire. The changeling must touch an object to affect it.&lt;br /&gt;
* '''Exceptional Success:''' The object is also cleaned of all dirt and stains, and becomes more resistant to age, lasting three times as long as normal under normal use.&lt;br /&gt;
&lt;br /&gt;
===•• Frozen Moment===&lt;br /&gt;
The changeling can freeze an object in time for a few minutes. The object cannot be moved or harmed for the duration of the clause.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling performs this clause at sunrise or sunset.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The object flies violently across the room, possibly shattering or harming someone or something else.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the object is unaffected.&lt;br /&gt;
* '''Success:''' The changeling touches an object and freezes it in time and space for up to one scene. The changeling can determine precisely how long he wishes for an object to remain frozen in time. While the clause’s effects last, the object is completely outside of time — the object cannot move or be moved and is immune to all damage. A water glass that the object dropped when this clause is used upon it remains hanging immovably in mid-air with the water unspilled until the duration expires. Also, no time passes for an object, so if an alarm clock was ringing when it was frozen, it remains silently frozen in time for the duration and then finishes ringing as soon as the Contract expires. The changeling can use this clause on any object up to Size 3, and much touch the object to use it. This clause cannot be used on living or undead creatures.&lt;br /&gt;
* '''Exceptional Success:''' The object can remain frozen in time until the sun next rises or sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Thief of Days===&lt;br /&gt;
This Contract causes an inanimate object to rapidly age by the character staring at the object. In a few moments, the changeling causes the object to age and decay as if years or decades have passed.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Investigation Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling knows the name of a former owner of the object, who’s now dead.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' Some object the changeling carries or wears suffers the effects of this clause.&lt;br /&gt;
* '''Failure:''' The clause fails, and the object is unharmed.&lt;br /&gt;
* '''Success:''' By staring intently at an object no more than a number of yards equal to the character’s Wyrd away, the changeling can cause the object to corrode and decay. Each success rolled on this clause causes one level of damage to the object, ignoring the object’s Durability. If the object is examined by experts or specialized instruments, all damage caused by this clause appears to have been perfectly natural and to have been caused by the ravages of time. The changeling can affect any object up to Size 10 with this power, but this clause cannot be used to affect living creatures. Tokens and other fae objects cannot be affected by this clause, as they are partially outside time.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Flickering Hours===&lt;br /&gt;
The changeling learns to alter the rate time passes for her while she is in the Hedge. She can cause time to pass either faster or slower for her and her companions while they are in the Hedge.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character smashes a clock, watch or other timekeeping instrument as she activates the clause.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character loses control over the dilating time; she may find upon her return that far more or far less time has passed than she had hoped.&lt;br /&gt;
* '''Failure:''' The clause fails, and time for the character passes the same in the Hedge as in the mortal world.&lt;br /&gt;
* '''Success:''' The character can change the rate that time passes for her and her companions while they are in the Hedge. She must use this clause when she enters the Hedge, and the altered time rate affects&lt;br /&gt;
her and any companions who enter the Hedge with her. She can cause time to pass either faster or slower in the Hedge, with the degree of difference based on how many successesshe rolls.&lt;br /&gt;
: ''Dilation per Successes''&lt;br /&gt;
: 1 success x2&lt;br /&gt;
: 2 successes x3&lt;br /&gt;
: 3 successes x4&lt;br /&gt;
: 4 successes x5&lt;br /&gt;
: 5 successes x6&lt;br /&gt;
If she rolls three successes, she can cause time to pass either four times faster or four times slower for her and her companions while they are in the Hedge. She could spend eight hours in the Hedge, and when she returned to the mortal world, either 32 hours or two hours will have passed. This Contract is an excellent way to pass time quickly or to retreat to the Hedge to sleep, heal or find time to finish an important project in an unnaturally short amount of time. The one limit on this Contract is that this differential time rate affects everyone who accompanies the changeling on that particular trip into the Hedge; this differential time rate ends for all of these characters as soon as any of these individuals leaves the Hedge.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Leaping Toward Nightfall===&lt;br /&gt;
The changeling causes a person or object to jump forward in time. The target instantly vanishes and reappears at the predetermined time. No time at all&lt;br /&gt;
passes for a person or object sent forward in time.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Investigation Skill]] + [[Pool::Wyrd]] or [[Pool::Investigation Skill]] + [[Pool::Wyrd]] vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] or [[Action::Instant]] + [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The changeling uses this ability when the object or person is touching or moving through a gateway into the Hedge.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling accidentally slows herself in time for one scene. She reduces her Speed and Initiative rolls by half (round down) and gains a –2 penalty to all Dexterity and Wits rolls for the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the target does not move forward in time.&lt;br /&gt;
* '''Success:''' The changeling sends the target forward in time. She can use this Contract on any object of Size 10 or less or on any person or supernatural being. Sending living beings ahead in time requires a contested roll. The changeling must touch the target when using this Contract. The number of successes determines how far into the future the changeling can send the person or object. The changeling can determine down to the second precisely how far in the future she wishes to send the target, as long as this time is less than the maximum allowed by the number of successes she rolls.&lt;br /&gt;
: ''Successes / Future Time''&lt;br /&gt;
: 1 success / One turn&lt;br /&gt;
: 2 successes / One minute&lt;br /&gt;
: 3 successes / One hour&lt;br /&gt;
: 4 successes / One day&lt;br /&gt;
: 5 successes* / 1 week&lt;br /&gt;
: * Add one week per additional success.&lt;br /&gt;
The target appears at the future time in the exact same space the target occupies in the present. If some object occupies this location in the future, the target appears as close to its original location as the target possibly can.&lt;br /&gt;
One serious drawback to this clause is that the changeling cannot retrieve the target earlier. Once the target has been moved forward in time, nothing and no one can gain access to the target before the clause’s duration is up.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:West</id>
		<title>User:West</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:West"/>
				<updated>2018-12-10T16:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|POTM1=Yes&lt;br /&gt;
|POTM1Month=December&lt;br /&gt;
|POTM1Year=2008&lt;br /&gt;
|POTM2=Yes&lt;br /&gt;
|POTM2Month=March&lt;br /&gt;
|POTM2Year=2009&lt;br /&gt;
|POTM3=No&lt;br /&gt;
|Tenure=5 Years (or longer)&lt;br /&gt;
|Deadly Player=Yes&lt;br /&gt;
|Archivist=Yes&lt;br /&gt;
|Deadly Experience=No&lt;br /&gt;
|PRP=Yes&lt;br /&gt;
|Show=All&lt;br /&gt;
}}&lt;br /&gt;
{{header|mta}}&lt;br /&gt;
{{Quote|&amp;quot;idk if it's length of time on the site, or length of time being influenced by West, but I give zero fucks about being perceived as an asshole anymore. I'm pretty sure we're far more than fair to these folks.&amp;quot; -- Anonymous}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Storyteller for [[Hunter]], [[Mage]], and owner of the site.&lt;br /&gt;
* Head Storyteller for [[Mage]] and [[Vampire]]&lt;br /&gt;
* If you're looking for the [[Mage]] character, that page is [[West]]&lt;br /&gt;
* Real Name: Adam&lt;br /&gt;
* Other Internet nom de guerre: Grey_Goose&lt;br /&gt;
* Favorite game: Avalon Hill's Dune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Joined the site on December 10th, 2008, after leaving a play by post game called Mages of Baltimore, which also included [[User:Aeolus|Aeolus]], [[User:Kai|Kai]], [[User:Nightroad|Nightroad]], [[User:sjones7060|sjones7060]], and Soul.  Shortly after porting over my Mage, [[West]], I began playing [[Vampire: The Requiem]] and [[Changeling: The Lost]] for the first time.   Since my previous RP experience was TT-ing with guys who spent more time drinking and cracking Monty Python jokes (myself included) than RP'ing, it was very cool to find a way to explore my imagination.&lt;br /&gt;
&lt;br /&gt;
Around mid 2009, the site founder, [[User:Frost|Frost]], decided to leave Twilight Valley and transferred the site to me.  I've had stints Storytelling for Mage, Hunter/Mortal, and Vampire on the site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favorite Scenes==&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?t=2711 Our Last Summer], revealing Tyria &amp;amp; West's history&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?36972 (449) See Whats Become], a scene of revelations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghost Writing==&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?5764 Even Better Than The Real Thing], &amp;quot;ghost writer&amp;quot; (approved by player&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?5505&amp;amp;p=63616&amp;amp;viewfull=1#post63616 Mykel's approval]&amp;lt;/ref&amp;gt;) for [[User:Mykel|Mykel's]] [[Max Heinz]]&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?15258 The Chauffeur], &amp;quot;ghost writer&amp;quot; (approved by player) for [[User:Dark Passenger|Dark Passenger's]] [[Alice Brown]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
The following are clarifications of Actions in Turn-based (combat) play:&lt;br /&gt;
* Any player character may call for Initiative, but it precludes any other action or speech.&lt;br /&gt;
* Drawing an object (cell phone, etc) takes an Instant Action just like drawing a weapon&lt;br /&gt;
* Speech should be limited to 1-3 words if done in conjunction with an Instant Action; if there is no Action, speech may be 1-7 words.  Instant Actions which may require speech may take the full 1-7 words.  Examples would be powers that involve communication, Merits such as [[Small Unit Tactics]], etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stories==&lt;br /&gt;
{{#ask: [[Story Told By::User:West]] |format=ul |columns=2 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{Help}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:West</id>
		<title>User:West</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:West"/>
				<updated>2018-12-10T16:06:06Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|POTM1=Yes&lt;br /&gt;
|POTM1Month=December&lt;br /&gt;
|POTM1Year=2008&lt;br /&gt;
|POTM2=Yes&lt;br /&gt;
|POTM2Month=March&lt;br /&gt;
|POTM2Year=2009&lt;br /&gt;
|POTM3=No&lt;br /&gt;
|Tenure=5 Years (or longer)&lt;br /&gt;
|Current Storyteller=Yes&lt;br /&gt;
|Current Storyteller For=Vampire&lt;br /&gt;
|Current Storyteller For=Mage&lt;br /&gt;
|Deadly Player=Yes&lt;br /&gt;
|Archivist=Yes&lt;br /&gt;
|Deadly Experience=No&lt;br /&gt;
|PRP=Yes&lt;br /&gt;
|Show=All&lt;br /&gt;
}}&lt;br /&gt;
{{header|mta}}&lt;br /&gt;
{{Quote|&amp;quot;idk if it's length of time on the site, or length of time being influenced by West, but I give zero fucks about being perceived as an asshole anymore. I'm pretty sure we're far more than fair to these folks.&amp;quot; -- Anonymous}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Storyteller for [[Hunter]], [[Mage]], and owner of the site.&lt;br /&gt;
* Head Storyteller for [[Mage]] and [[Vampire]]&lt;br /&gt;
* If you're looking for the [[Mage]] character, that page is [[West]]&lt;br /&gt;
* Real Name: Adam&lt;br /&gt;
* Other Internet nom de guerre: Grey_Goose&lt;br /&gt;
* Favorite game: Avalon Hill's Dune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Joined the site on December 10th, 2008, after leaving a play by post game called Mages of Baltimore, which also included [[User:Aeolus|Aeolus]], [[User:Kai|Kai]], [[User:Nightroad|Nightroad]], [[User:sjones7060|sjones7060]], and Soul.  Shortly after porting over my Mage, [[West]], I began playing [[Vampire: The Requiem]] and [[Changeling: The Lost]] for the first time.   Since my previous RP experience was TT-ing with guys who spent more time drinking and cracking Monty Python jokes (myself included) than RP'ing, it was very cool to find a way to explore my imagination.&lt;br /&gt;
&lt;br /&gt;
Around mid 2009, the site founder, [[User:Frost|Frost]], decided to leave Twilight Valley and transferred the site to me.  I've had stints Storytelling for Mage, Hunter/Mortal, and Vampire on the site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favorite Scenes==&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?t=2711 Our Last Summer], revealing Tyria &amp;amp; West's history&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?36972 (449) See Whats Become], a scene of revelations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghost Writing==&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?5764 Even Better Than The Real Thing], &amp;quot;ghost writer&amp;quot; (approved by player&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?5505&amp;amp;p=63616&amp;amp;viewfull=1#post63616 Mykel's approval]&amp;lt;/ref&amp;gt;) for [[User:Mykel|Mykel's]] [[Max Heinz]]&lt;br /&gt;
* [http://nwod.org/forum/showthread.php?15258 The Chauffeur], &amp;quot;ghost writer&amp;quot; (approved by player) for [[User:Dark Passenger|Dark Passenger's]] [[Alice Brown]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
The following are clarifications of Actions in Turn-based (combat) play:&lt;br /&gt;
* Any player character may call for Initiative, but it precludes any other action or speech.&lt;br /&gt;
* Drawing an object (cell phone, etc) takes an Instant Action just like drawing a weapon&lt;br /&gt;
* Speech should be limited to 1-3 words if done in conjunction with an Instant Action; if there is no Action, speech may be 1-7 words.  Instant Actions which may require speech may take the full 1-7 words.  Examples would be powers that involve communication, Merits such as [[Small Unit Tactics]], etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stories==&lt;br /&gt;
{{#ask: [[Story Told By::User:West]] |format=ul |columns=2 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{Help}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Staff</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Staff"/>
				<updated>2018-12-10T16:05:39Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Current */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many members of Edge of Darkness have held positions as staff members.  The site was originally founded by [[User:Frost|Frost]], going by the moniker of 'Lady Frost' at the time, with [[User:Dredloke|Dredloke]], and [[User:Chaos_Angel|Chaos_Angel]].  &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
* [http://nwod.org/forum/member.php?333701-Youngblood Youngblood] - Site Administrator &lt;br /&gt;
{{#ask: [[Storyteller::+]] |?Storyteller |format=ul}}&lt;br /&gt;
&lt;br /&gt;
==Former==&lt;br /&gt;
{{#ask: [[Category:Former Staff]] |format=ul |columns=4 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Help}}[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Man_In_Black</id>
		<title>Man In Black</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Man_In_Black"/>
				<updated>2018-12-10T16:02:36Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:Active=Sites}}{{Infobox_Location&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Type=Bar&lt;br /&gt;
|Image=Man In Black.jpg&lt;br /&gt;
|Location=38.6776434,-121.1766974&lt;br /&gt;
|Lat=38.6776434&lt;br /&gt;
|Lon=-121.1766974&lt;br /&gt;
}}&lt;br /&gt;
703 Sutter St, Folsom, CA 95630&lt;br /&gt;
&lt;br /&gt;
Rumor has it that it began with a round of handshakes and gentlemen's agreements during Prohibition.   Whatever it's origin, or original name, beneath the Folsom Hotel and behind a heavy steel door lies the location simply called the 'Man in Black'.&lt;br /&gt;
&lt;br /&gt;
It might be a tribute to Johnny Cash's performance at the Folsom State Penitentiary, whose long shadow begins a stone's throw away.  Or it might be a reference to the anonymous identities of those looking to get jobs done.&lt;br /&gt;
&lt;br /&gt;
Of all it's mysteries, some things are unforgivingly known:&lt;br /&gt;
* There will be no violence in, or around, the premises.  Bartering, bargaining, extortion, and threats are all fair game -- but the restitution shall be made elsewhere.   Violating this First Rule will result in immediate and total ostracization, or worse.&lt;br /&gt;
* It's a who's who of the underworld's upper echelon, and their guests (single guest per member).  Entry is carefully screened and vetted (see below).&lt;br /&gt;
* Said membership's preferred currency is power and influence.  Within these walls, money is all but meaningless.&lt;br /&gt;
&lt;br /&gt;
===Access===&lt;br /&gt;
All [[Spheres of Influence]] are relevant, as well as [[Fame]] in any Sphere.&lt;br /&gt;
* [[Contacts]] - any&lt;br /&gt;
* [[Allies]] {{dot3}}+ or [[Status]] {{dot2}}+&lt;br /&gt;
* [[Fame]] {{dot2}}+&lt;br /&gt;
&lt;br /&gt;
One dot '''less''' than the requirement for entry confers '''knowledge of''' the existence of the Man in Black, but not entry.&lt;br /&gt;
&lt;br /&gt;
Please note that if [[Status]] is used, it '''must''' be Status as influence, and '''not''' as an accreditation or license.&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Prestation</id>
		<title>Prestation</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Prestation"/>
				<updated>2018-12-10T13:54:40Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Officially Recognized Boons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|Vampire}}{{topicon vtr}}{{TOC right}}{{Parent|Invictus}}&lt;br /&gt;
Prestation is the name the Kindred give for the art of using [[Status]], and is technically defined as when one Kindred officially becomes indebted to another for services rendered. In reality, however, Prestation is a far more complicated system than that, and its rules are enforced with lethal zeal by its participants.&lt;br /&gt;
&lt;br /&gt;
Normally a custom observed by the [[Invictus]], Sacramento continues to observe it since the reign of [[Tobias Straiphen]]; it is officially recognized by the [[Prince]] and his Court.  Players should first make it clear who's doing the favor and who's receiving it. The receiver owes a Boon to his bestower which must be categorized as a Trivial, Minor, Major, Blood, or Life Boon.  Official Boons should be recorded with [[Harpy|The Harpy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Officially Recognized Boons==&lt;br /&gt;
Kept in Rebecca's Prestation Notebook&lt;br /&gt;
&amp;lt;br&amp;gt;Note: This information is not public and does not translate to In-Character Knowledge. It is purely for transparent record keeping purposes. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;[[John Davis]] owes a Trivial boon to [[Lina Moretti]]&amp;lt;/s&amp;gt; '''(Paid in Full)'''&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Archon [[Twist]]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Trivial boon to Seneschal [[Vivian York]]&lt;br /&gt;
* [[Aaron van Valen]] owes a Minor Boon to Harpy [[Rebecca Simmons]]&lt;br /&gt;
* Harpy [[Rebecca Simmons]] owes a Minor Boon to Sheriff [[Lina Moretti]]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Dirt Nap]]&lt;br /&gt;
* [[John Davis]] owes a Minor boon to [[Atticus James]]&lt;br /&gt;
* Priscus [[Krieg]] owes a Minor Boon to Sheriff [[Lina Moretti]]&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Sheriff [[Lina Moretti]]&lt;br /&gt;
* Sheriff [[Lina Moretti]] owes a Major Boon to Prince [[Alessandra]] Antinori&lt;br /&gt;
* [[John Davis]] owes a Major Boon to Prince [[Alessandra]] Antinori&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Trivial===&lt;br /&gt;
One-time favors of small scope, such as appearing at a soiree one would not otherwise attend, acting as a messenger to another vampire and passing along information, keeping an eye on a favored Retainer for the evening, and so on.&lt;br /&gt;
&lt;br /&gt;
===Minor===&lt;br /&gt;
These Boons can last more than one evening, and they usually entail some sort of inconvenience, such as allowing safe passage through a hostile city, revealing confidential information, or aid in disposing of some threat.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
Usually involves a significant expenditure of time or resources on the bestower's part. The effects of the favor usually last for many game sessions. An example of such a Boon would be teaching the receiver a new Discipline, purchasing a nightclub to serve as the receiver's haven, or rendering substantial aid in disposing of a threat while there is an element of risk.&lt;br /&gt;
&lt;br /&gt;
===Blood===&lt;br /&gt;
The Boon holder has placed herself in a potentially unlife-threatening situation in order to help the receiver. Thus the name &amp;quot;Blood Boon&amp;quot; - the bestower is willing to shed her blood for the receiver.&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
The Boon holder has actively risked her immortal life for the receiver so the receiver may live.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
Keep in mind that all Boons are relative. This is such an essential tenet of Prestation, that it deserves to be in bold-face and all caps: ALL BOONS ARE RELATIVE. This means that you, as a vampire, can charge &amp;quot;whatever the market will bear&amp;quot;. A hundred bucks may not mean squat to that filthy rich Ventrue, but if that's what a desperate Gangrel needs to survive, the Gangrel might well wind-up getting charged a Major or even Blood Boon if he's in grave enough danger! Similarly, that same Gangrel might be able to easily defeat a mortal stalker that is troubling a Toreador in his city, but he still charges her a Major Boon because she can't get rid of him herself.&lt;br /&gt;
&lt;br /&gt;
Such fluctuations in the value of a Boon lead some to complain of &amp;quot;Boon extortion&amp;quot; or &amp;quot;inflation&amp;quot;, but that's the way business has been done for as long as even the Ancients can remember. The only way for a receiver to rid herself of a Boon permanently is to repay or ignore the favor. Welshing on Boons is a grave insult in Kindred society, often resulting in a scandal that alert Harpies are all too eager to circulate. In the Domain of Darkeport, with its tradition of trials and system of vampiric jurisprudence, this almost always results in a grievance being brought against the offender (later articles will expand on this, but essentially there is an active legal system in the Domain).&lt;br /&gt;
&lt;br /&gt;
Getting yourself out of debt is usually an event arranged through roleplaying. Typically, players eliminate Boons by returning equivalent favors. However, if the bestower is in sufficient danger, you might pay off your debt by returning only a small favor; indeed, you might even be able to put the original bestower in your debt! It all rests on a sense of timing and a character's skill at bartering. Other Kindred may resent you for doing so, but during a crisis a matter of Prestation may seem a small price to pay.&lt;br /&gt;
&lt;br /&gt;
An important note as well, 3 boons of any type can be traded up for the next boon level (i.e. 3 Major Boons can become a Blood Boon).&lt;br /&gt;
&lt;br /&gt;
{{Links|Invictus}}{{footer|vtr}}&lt;br /&gt;
[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Criminal</id>
		<title>Criminal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Criminal"/>
				<updated>2018-09-04T00:47:23Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: Redirected page to Criminals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Criminals]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Clash_of_Wills</id>
		<title>Clash of Wills</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Clash_of_Wills"/>
				<updated>2016-08-23T22:29:37Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
Although [[Auspex]] is a potent [[Discipline]], especially at high levels of mastery, a given Kindred’s execution of it is not always flawless.  Other supernatural powers and abilities can cloud or contest the power of [[Auspex]], the most common of these being [[Obfuscate]] — the direct opposite of [[Auspex]], in many ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The heart of any [[Auspex]]-versus-[[Obfuscate]] contest is a clash of mighty wills, for both powers stem from and rely upon the power of the Kindred mind. When a character with [[Auspex]] uses his acute senses to see through another’s [[Obfuscate]], make a contested roll of [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + [[Auspex]] versus [[Pool::Resolve]] + [[Pool::Stealth Skill|Stealth]] + [[Obfuscate]]. Whoever accumulates the most successes wins the battle of wills. Ties go to the defender. Most of the time, ties result in the Obfuscated character remaining hidden (as the [[Auspex]]-user is the initiator), but not always. In the event that a vampire uses Obfuscate right in front of a Kindred with [[Auspex]], the hiding character is the challenger, as it is he who tries to hide in plain sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obfuscate is not the only supernatural ability with the potential to foil the clarity of [[Auspex]].  For example, a character using the Twilight Projection power might be seen by a character using the Heightened Senses power. The general rule of thumb is to apply the same system, but in regard to whatever mechanic is used: [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + [[Auspex]] is still rolled for the perceiving character, and [[Pool::Resolve]] + an appropriate Skill + the Discipline in question is rolled for the defender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Rule==&lt;br /&gt;
When someone is already Obfuscated and a Clash of Wills happens, the successes achieved in the activation roll fulfill the roll stated above.  In effect, the [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + [[Auspex]] roll contesting the Obfuscation must at least tie with the activation roll of the Obfuscation (see below).&lt;br /&gt;
&lt;br /&gt;
In reverse, when someone attempts to use Auspex on someone with Obfuscate the resist action is done (whether that's an Automatic or Contested Resistence) AND the one with Obfuscate rolls [[Pool::Resolve]] + [[Pool::Stealth Skill|Stealth]] + [[Obfuscate]] to pierce through the Auspex and hide from it.  Resistance is entirely separate from Clash of Wills, so both take place at the same time.  If the Obfuscate Clash of Wills roll exceeds, the Auspex activation roll (see below), then nothing is learned by the one with Auspex.  A tie on the part of the one using Obfuscate means the Auspex user wins the Clash of Wills.&lt;br /&gt;
&lt;br /&gt;
*Please note that Edge of Darkness '''always''' considers the '''[[Obfuscate]]''' user as the initator/attacker.  Whomever is distorting reality will always be considered the &amp;quot;attacker&amp;quot; in mental contests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Auspex}}{{Parent|Auspex}}{{Parent|Obfuscate}}{{footer|vtr}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Clash_of_Wills</id>
		<title>Clash of Wills</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Clash_of_Wills"/>
				<updated>2016-08-23T22:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
Although [[Auspex]] is a potent [[Discipline]], especially at high levels of mastery, a given Kindred’s execution of it is not always flawless.  Other supernatural powers and abilities can cloud or contest the power of [[Auspex]], the most common of these being [[Obfuscate]] — the direct opposite of [[Auspex]], in many ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The heart of any [[Auspex]]-versus-[[Obfuscate]] contest is a clash of mighty wills, for both powers stem from and rely upon the power of the Kindred mind. When a character with [[Auspex]] uses his acute senses to see through another’s [[Obfuscate]], make a contested roll of [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + [[Auspex]] versus [[Pool::Resolve]] + [[Pool::Stealth Skill|Stealth]] + [[Obfuscate]]. Whoever accumulates the most successes wins the battle of wills. Ties go to the defender. Most of the time, ties result in the Obfuscated character remaining hidden (as the [[Auspex]]-user is the initiator), but not always. In the event that a vampire uses Obfuscate right in front of a Kindred with [[Auspex]], the hiding character is the challenger, as it is he who tries to hide in plain sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obfuscate is not the only supernatural ability with the potential to foil the clarity of [[Auspex]].  For example, a character using the Twilight Projection power might be seen by a character using the Heightened Senses power. The general rule of thumb is to apply the same system, but in regard to whatever mechanic is used: [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + [[Auspex]] is still rolled for the perceiving character, and [[Pool::Resolve]] + an appropriate Skill + the Discipline in question is rolled for the defender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Rule==&lt;br /&gt;
When someone is already Obfuscated and a Clash of Wills happens, the successes achieved in the activation roll fulfill the roll stated above.  In effect, the [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + [[Auspex]] roll contesting the Obfuscation must at least tie with the activation roll of the Obfuscation (see below).&lt;br /&gt;
&lt;br /&gt;
In reverse, when someone attempts to use Auspex on someone with Obfuscate the resist action is done (whether that's an Automatic or Contested Resistence) AND the one with Obfuscate rolls [[Pool::Resolve]] + [[Pool::Stealth Skill|Stealth]] + [[Obfuscate]] to pierce through the Auspex and hide from it.  Resistance is entirely separate from Clash of Wills, so both take place at the same time.  If the Clash of Wills roll exceeds the Auspex activation roll (see below), then nothing is learned by the one with Auspex.&lt;br /&gt;
&lt;br /&gt;
*Please note that Edge of Darkness '''always''' considers the '''[[Obfuscate]]''' user as the initator/attacker.  Whomever is distorting reality will always be considered the &amp;quot;attacker&amp;quot; in mental contests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Auspex}}{{Parent|Auspex}}{{Parent|Obfuscate}}{{footer|vtr}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mimetismo</id>
		<title>Mimetismo</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mimetismo"/>
				<updated>2016-08-23T19:04:54Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Discipline|Name=Mimetismo|Source=Bloodlines The Chosen|Pages=p. 32-35}}__NoTOC__&lt;br /&gt;
&lt;br /&gt;
'''Mimetismo''' is the unique [[discipline]] of the eyeless [[Baddacelli]] [[bloodline]] of the [[Nosferatu]]. Blind and dwelling in darkness, the Baddacelli use Mimetismo's powers of mimicry and sound to great advantage against foes used to relying on sight.&lt;br /&gt;
&lt;br /&gt;
This discipline is described in detail in ''Bloodlines: The Chosen''.&lt;br /&gt;
&lt;br /&gt;
The blind Baddacelli bloodline uses this discipline to compensate for their visual impairment by using their acute sense of hearing and their gift for mimicking sounds.&lt;br /&gt;
&lt;br /&gt;
=== Basic Discipline Levels ===&lt;br /&gt;
&lt;br /&gt;
==== • Certain Sounds ====&lt;br /&gt;
The Baddacelli has no problems finding their way by sound, or using sound to locate and track prey, though this ability does not help them in combat.&lt;br /&gt;
&lt;br /&gt;
==== •• Impersonation ====&lt;br /&gt;
The vampire may precisely mimic any sound they have heard (live; recordings don't work) that could be made by human vocal chords, including a specific person's voice, and make it seem to come from another source.&lt;br /&gt;
&lt;br /&gt;
==== ••• Cacophony ====&lt;br /&gt;
As for Impersonation, but the Baddacelli may mimic ''any'' sound they have heard, from a steam train to a full orchestra.&lt;br /&gt;
&lt;br /&gt;
==== •••• Echolocation ====&lt;br /&gt;
The Baddacelli uses bat-like sonar to perceive her surroundings, acting without penalties for blindness, even extending their awareness through solid objects.&lt;br /&gt;
&lt;br /&gt;
==== ••••• Aural Assault ====&lt;br /&gt;
The vampire produces a sound which stuns and potentially deafens an opponent.&lt;br /&gt;
&lt;br /&gt;
{{Vampire/Disciplines}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-08-09T19:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven|Nosferatu}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento. He has even managed to get The [[Deep Kingdom]] recognized as a Tenurial Domain. While there is a great deal of overlap between the Underground and the Necropolis, one must tread with care, for they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Small_Caldarium.jpg|thumb|275px|right|Caldarium]][[File:Dark_Temple.jpg|thumb|275px|right|Dark Temple]][[File:Trash_pit.jpg|thumb|275px|right|Trash Pit]][[File:Catacombs.jpg|thumb|275px|right|Catacombs]][[File:Bleak_Annals.jpg|thumb|275px|right|Bleak Annals]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
Appearances can be deceiving.  On the outside, the entrance to the Necropolis appears like a dilapidated house, boarded up and forgotten in a neighborhood of forgotten houses.  The paint is peeled, the shingles are falling off, but inside is a slightly different story.  Clean and taken care of, the building is simple and yet refined, with a slight Victorian flair.  There's a simple living area and parlor room, both perfect for gathering with those not yet allowed into the Deep Kingdom.  Around that room are several medium size rooms, protected from the light by sealed windows hidden behind the boarded up facade to allow new Nosferatu a place to stay.  In a back room, hidden from clear view by strange angles and shadows, stands a metal door with a padlock that serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
'''*Note to all Nosferatu, Do not ungrade the size.  It must remain 3 or below to benefit from [[occultation]].'''&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium.  Concrete benches sit along the wall while dim lighting sets the necessary mood.  Beyond appearances though there is a peace to location that goes beyond its appearance. The pure water of a pool glistens serenely, reflecting the golden lights set into the wall. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and Regent Gilroy has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
===Catacombs===&lt;br /&gt;
The catacombs are a twisting, damp maze of sewer passages. In several sections, controlled cave ins have allowed access to the more cramped and harder to navigate older Sacramento run offs, that have sunk naturally over time as cities tend to do. Trick walls have been added. Built at angles so as at a distance, by flashlight, it looks as though the wall is solid. Apparent dead ends that actually lead to a destination. The savvy Kindred might also recognize that such spots offer great kill boxes. Then of course, there's a few closed down tunnels nearby that where any intruders would simply wander off into the dark forever.  [[Robert Cross]] has been the key main in bringing the catacombs to life.&lt;br /&gt;
&lt;br /&gt;
===Bleak Annals===&lt;br /&gt;
To feed the needs of research and the mind Joseph [[Greenberg]] developed the Library of the Necropolis.  The space is stone, as if carved out of the walls itself, with shelves that tilt slightly at unusual and yet, artistic angles. There's a cold unnaturalness to the space that is only offset ever so much by it's attempt at a modern tone. The ceiling though, for both the upper and lower floors, are just a little too short for one to comfortably stand. Good thing the room contains several couches to enjoy the books or tomes in. If only the light in the room was more conducive to reading, or if the couches were...fresher.&lt;br /&gt;
&lt;br /&gt;
*Bleak Annals Specialties: Sacramento Kindred History x2&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-06-28T12:57:48Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven|Nosferatu}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento. He has even managed to get The [[Deep Kingdom]] recognized as a Tenurial Domain. While there is a great deal of overlap between the Underground and the Necropolis, one must tread with care, for they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|275px|right|Dark Temple]][[File:Trash_pit.jpg|thumb|275px|right|Trash Pit]][[File:Small_Caldarium.jpg|thumb|275px|right|Caldarium]][[File:Catacombs.jpg|thumb|275px|right|Catacombs]][[File:Bleak_Annals.jpg|thumb|275px|right|Bleak Annals]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
Appearances can be deceiving.  On the outside, the entrance to the Necropolis appears like a dilapidated house, boarded up and forgotten in a neighborhood of forgotten houses.  The paint is peeled, the shingles are falling off, but inside is a slightly different story.  Clean and taken care of, the building appears most similar to a Kine half-way house.  There's a simple living area, perfect for a gathering with those not allowed into the Deep Kingdom.  Around that room are several small simple rooms, protected from the light to allow new Nosferatu a place to stay.  In a back room, hidden from clear view by strange angles and shadows, stands a metal door with a padlock that serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
*Note to all Nosferatu, Size must remain 3 or below to benefit from [[occultation]], so double check with the Clan before upgrading.&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. The pure water of a pool glistens serenely, reflecting the golden lights set into the wall. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
===Catacombs===&lt;br /&gt;
While still under construction, the catacombs are a twisting, damp maze of sewer passages. In several sections, controlled cave ins have allowed access to the more cramped and harder to navigate older Sacramento run offs, that have sunk naturally over time as cities tend to do. Trick walls have been added. Built at angles so as at a distance, by flashlight, it looks as though the wall is solid. Apparent dead ends that actually lead to a destination. The savvy Kindred might also recognize that such spots offer great kill boxes. Then of course, there's a few closed down tunnels nearby that where any intruders would simply wander off into the dark forever. The whole mess is the idea of [[Jack Carrigan]] and he frequently is found working and wandering the confusing halls of the Catacombs. &lt;br /&gt;
&lt;br /&gt;
===Bleak Annals===&lt;br /&gt;
To feed the needs of research and the mind Joseph [[Greenberg]] developed the Library of the Necropolis.  The space is stone, as if carved out of the walls itself, with shelves that tilt slightly at unusual and yet, artistic angles. There's a cold unnaturalness to the space that is only offset ever so much by it's attempt at a modern tone. The ceiling though, for both the upper and lower floors, are just a little too short for one to comfortably stand. Good thing the room contains several couches to enjoy the books or tomes in. If only the light in the room was more conducive to reading, or if the couches were...fresher.&lt;br /&gt;
&lt;br /&gt;
*Bleak Annals Specialties: Sacramento Kindred History x2&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Blue_Octavo</id>
		<title>Blue Octavo</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Blue_Octavo"/>
				<updated>2016-06-17T20:47:20Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Scene&lt;br /&gt;
|Date=2015/03/18&lt;br /&gt;
|Location=Sacramento&lt;br /&gt;
|Venue=Mage&lt;br /&gt;
|STs=User:Casitive,&lt;br /&gt;
|Cast2=Star, July, Arthur, Avis, Crowley, Einstein, Pepper&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Blue.Octavo.Message.jpg|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
A Double murder. A major crime. Possible Occult links.  That’s what draws [[Star]] to the scene to investigate.  Under the cover of a student reporter Star gained entrance to the crime scene, led through it by Detective Barton.  Inviting [[Pepper]] and [[Einstein]] to the scene to assist, Star followed Barton inside to find the smell and sight of blood along with a nerve-wracking message on the wall written in Higher Speech disguised as gibberish.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inside Star found connections to corrupted versions of Prime and Spirit in the words, as well as a spiral of Death.  Outside, Pepper and Einstein tried to piece their own things together.  Pepper confirmed Molina’s role in the hierarchy as well as the location of the bodies in the van, while Einstein opened her eyes to the Twilight and the spirits.  What Einstein saw outside the house was a nightmarish spider-like spirit with a false human head and angler fish-like teeth that patrolled the front of the house like a guard dog.  Then, the spirit of violence and blood scratched at the door to the house, where the violence and blood had come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As he looked around, Star could see that the victims were an older couple, married for a long time, with no thoughts that their blood would one day be used to spell out a crazed message.  He could tell that the man was murdered in the living room while the woman was murdered in her own bed.  And Barton worried it would happen again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile Pepper witnessed the moment that the bodies were found, and the scream that followed it.  Einstein, at the same time, lured the spider-like spirit towards her. The words '''“Blood. Hate. White. Rage.”''' escaped the spirit's mouth.  Einstein asked why it wasn’t anchored, and all it said was '''“Opportunity,” “Mine”, and “Anchor”'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back inside the house, Barton revealed that the hearts of the victims were taken, ripped from their chest, while outside the Spider Spirit continued to approach Einstein before finally shambling away.&amp;lt;ref name=&amp;quot;Religions of Idolatry&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?32433-(Blue-Octavo)-Religions-of-Idolatry Religions of Idolatry]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later, in Einstein’s van, Star wrote out the words written in victim’s blood on the walls and Einstein set to deciphering them.  What she uncovered was, first, that the words were part of a ritual, and second, that they contained fragments of different Arcana.  Prime ad Unmaking, with a spiral of death and perverted Life were present.  But the real Rune that stuck out, the calling card of the killer, was Compelling, Spirit, and Obrimos.&amp;lt;ref name=&amp;quot;Planning Time&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?32980-(Blue-Octavo)-Planning-Time Planning Time]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soon after, Star brought [[Arthur]] and [[July]] into the investigation where July connected the writing to the Demiurge.&amp;lt;ref name=&amp;quot;A Friend in Need&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33294-(Blue-Octavo)-A-Friend-In-Need A Friend in Need]&amp;lt;/ref&amp;gt;  After reaching out to their contacts, July and Arthur both received notifications of another murder.&amp;lt;ref name=&amp;quot;Intel Smintel&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33483-(Blue-Octavo)-Intel-Smintel Intel Smintel]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Around that same time, Einstein had brought [[Crowley]] in and the two of them went back to the first crime scene for another look. After many minutes of crashed entrances and neighbors nearly missing Crowley, the duo finally got inside the house.  Crowley became overcome with the smells emanating from the room of death, so Einstein decided to look around and found a flyer that said:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:''''“Recover Your Lives. Change it. Take Charge of It. Let us Show you The Way.'''&lt;br /&gt;
:'''Ever Forward“'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back in the murder room, Crowley recovered from his aversion to the smells and slowly looked back in time, finding the sight of a man in shadows over the body of the woman, her heart in his hand.  Upon a further look, Crowley could make out a tall, broad, Caucasian man with a very particular nose.  Hopefully he could remember the pieces he saw.&amp;lt;ref name=&amp;quot;CSI Sacramento&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33295-(Blue-Octavo)-CSI-Sacramento CSI Sacramento]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In another part of the city, a down and forgotten area, July, Arthur, and Star arrived to find a new victim.  Talking to Detective Barton, Star discovered that the new victim was a Jane Doe, found in an alleyway and most likely a prostitute, with no clear connection to the first victims.  Protesters against the violence in their streets stood beyond the police line, disinterested in talking to former marshals about their fears.  The same words were scrawled on the wall of the alley in the victim’s blood and this victim too had heart taken. &amp;lt;ref name=&amp;quot;Crusing for Leads&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33505-(Blue-Octavo)-Crusing-for-Leads Crusing for Leads]&amp;lt;/ref&amp;gt;&lt;br /&gt;
In an old church serving as a community center, Einstein and Crowley arrived at the Ever Forward meeting with a desire to look for clues about the identity of the killer.  The meeting was for those who wanted to fight addiction and the two magi enter under that guise.  Bankers, businessmen, prostitutes, and addicts; all types of people sat in the room, all suffering from their own problems.  A woman led the discussion, but above all in the front was a man name Jason who radiated charisma.  Neither the woman nor the man at the front showed any signs of being awaken to the Truth.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the two mages did their best to blend in, Crowley continued to look around, trying to find a face that matched his memory.  During his search he found three potential suspects.  Jason, the obvious, most likely suspect, as well as two others who may fit the description of who he saw. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
After they both spoke about their personas, Einstein tried to shift the conversation towards the murder of the older couple.  Silence filled the room and Jason mentioned how terrible it all was.  Only then did Crowley notice that Jason had a nose similar to the particular one swaddled in darkness.  Then, without much more, Jason killed the meeting, ending it for the night. &amp;lt;ref name=”Group Therapy”&amp;gt;[http://nwod.org/forum/showthread.php?33935-(Blue-Octavo)-Group-Therapy Group Therapy]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to merge the information of the two groups, Star, Arthur, July, Einstein, and Crowley all met at a diner to speak and plan their next move.  After some sharing of information, the group split up again to continue their respective investigations, with Jason and two unknown people as the most likely suspects. &amp;lt;ref name=”Diner Dissemination”&amp;gt;[http://nwod.org/forum/showthread.php?34257-(Blue-Octavo)-Diner-Dissemination Diner Dissemination]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inviting Faust to the [[Veiled Threats]] sanctum to try and find more pieces to the puzzle, the four mages looked over the clues they have thus far and came up with a plan to attend the meeting and see Jason for themselves. &amp;lt;ref name=&amp;quot;Murder and Groceries&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?34452-(Blue-Octavo)-Murder-and-Groceries Murder and Groceries]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
At the Ever Forward meeting, Star, Arthur, July, and Faust tried to find more clues to confirm who the murderer was.  As Faust gazed across the Gauntlet he saw grotesque Gluttony-Addiction spirits shambling around that connected to a woman with a clear drug addiction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Looking at Jason, the man in the front, Star saw that he had an array of colors in his aura; gold, bright green, and violet tango. Strangely though, Jason’s aura was muted and weak.  July on the other hand noticed that Jason was different than the host of people around them, sitting still and calm with hawkish eyes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Eventually, Faust went into the history of his ‘nickname’ with the group, revealing an obsession with demons as a way to try and drag out the suspect.  Meanwhile, Star attempted to view Jason’s very soul, only to discover that the Underworld waited for Jason.  He clearly suffered from one of several [[derangements]], but was he a delusional witness, suffered from suspicion, zealotry, or a supernatural fascination?  All Star knew for sure was that something was deeply wrong with Jason.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
July on the other hand reached out through Time to see if Jason would kill again, receiving a simple ‘’Yes’’.  Upon Faust picking the new name ‘Ainos’ Jason revealed his knowledge about Greece, clues of his potential connection to the writing on the walls.  Upon leaving, July attempted to take a piece of Jason’s sympathy home with him, only to fail miserably. &amp;lt;ref name=”Reflections”&amp;gt;[http://nwod.org/forum/showthread.php?34589-(Blue-Octavo)-Reflections Reflections]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back at the Veiled Threats sanctum the team came up with two new plans to proceed.  Arthur and July headed to the original crime scene while Faust and Star looked into meeting Jason again.  July’s contact gave him the date and time of death for the victim before they head out, to make sure he caught a glimpse of the killer. &amp;lt;ref name=”Hawkish Discussions”&amp;gt;[http://nwod.org/forum/showthread.php?34964-(Blue-Octavo)-Hawkish-Discussions Hawkish Discussions]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Star and Faust went to the next meeting of Ever Forward, but unfortunately the plan fell apart for any new information was gained. &amp;lt;ref name=&amp;quot;Confronting the Demiurge&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?35191-(Blue-Octavo)-Confronting-the-Demiurge Confronting the Demiurge]&amp;lt;/ref&amp;gt;  At the first crime scene, Arthur created a sound bubble to hide the sound of July as he shot out a window on the back door in order to gain them entrance.  July [[postcognition]]ed the living room, only to reveal a man crumpling to the ground along with a shadowed man holding a blood knife in his hand, just as the figure went to make his way upstairs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
They found their way to the upstairs bedroom and July looked back in time again, his connection much stronger this time, and found the woman dead, her heart being removed from her lifeless body.  He moved around the room to get a better sight of the past, reconnecting again to see the man even better.  As time went back to that very moment, but from a different angle, July saw a smile that would haunt his dreams forever.  The smile of someone Dangerous and Mad.  He could also tell the man was Caucasian and older.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
But as they were leaving it all clicked together for July.  Jason had salt and pepper hair, and the murderer was older.  Both Jason and the murderer were Caucasian.  And the murderer that he had the exact same build as Jason.  He knew that Jason '''was''' the Murderer.&amp;lt;ref name=&amp;quot;Carrying a Room&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?35043-(Blue-Octavo)-Carrying-a-Room Carrying a Room]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back at the Sanctum July passed on the information he had gained while the group debated about Jason when they all remembered information about the Mad that drove them all to the conclusion that Jason truly was Mad.  At the same time Star connected Jason to the Echo Walkers.  The pieces had finally fallen into place for the group, though some still had doubts, so after bringing in [[Avis]] the four of them went to go to confront Jason and, if they confirmed he was the killer, end his reign of terror. &amp;lt;ref name=&amp;quot;We're all Mad here&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?35403-(Blue-Octavo)-We-re-all-Mad-here We’re all Mad here]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Arriving at the meeting, Star easily managed to blend in with the group, while Arthur, July, and Avis all attempted to disguise themselves.  But Jason easily saw through their disguises and called them out, one by one.  Standing up, July directly confronted Jason, accusing him of being a Murderer in front of all.  Avis and Arthur both attempted to distance themselves from the Acanthus, while Star tried to scare the sleepers into leaving by screaming about July’s guns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In response, Jason said, '''“I am the chosen of the Ones before.”''' and transformed himself into a golden winged angel with eyes all over his wings.  He shouted '''”I am Yaltabaoth. Agent of the End and Shepherd of the Kingdom of Heaven. Murderer? I'm a Savior”''' just as everything turned to pandemonium. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As Star turned off the lights to the room, Avis attempted to read Jason’s mind to seek some form of confirmation for herself.  After a counter battle between Jason and Star ensued, Avis learned the answer she was looking for, that Jason, without a doubt, was the Murderer.  But the fight was not over yet…&amp;lt;ref name=”The Elect”&amp;gt;[http://nwod.org/forum/showthread.php?35572-(Blue-Octavo)-The-Elect The Elect]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Scenes===&lt;br /&gt;
{{taggedthreads|octavo|3}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bibliography}}{{footer|mta}}[[Category:Mage Stories]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Blue_Octavo</id>
		<title>Blue Octavo</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Blue_Octavo"/>
				<updated>2016-06-15T20:44:39Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Scene&lt;br /&gt;
|Date=2015/03/18&lt;br /&gt;
|Location=Sacramento&lt;br /&gt;
|Venue=Mage&lt;br /&gt;
|STs=User:Casitive,&lt;br /&gt;
|Cast2=Star, July, Arthur, Avis, Crowley, Einstein, Pepper&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Blue.Octavo.Message.jpg|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
A Double murder. A major crime. Possible Occult links.  That’s what draws [[Star]] to the scene to investigate.  Under the cover of a student reporter Star gained entrance to the crime scene, led through it by Detective Barton.  Inviting [[Pepper]] and [[Einstein]] to the scene to assist, Star followed Barton inside to find the smell and sight of blood along with a nerve-wracking message on the wall written in Higher Speech disguised as gibberish.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inside Star found connections to corrupted versions of Prime and Spirit in the words, as well as a spiral of Death.  Outside, Pepper and Einstein tried to piece their own things together.  Pepper confirmed Molina’s role in the hierarchy as well as the location of the bodies in the van, while Einstein opened her eyes to the Twilight and the spirits.  What Einstein saw outside the house was a nightmarish spider-like spirit with a false human head and angler fish-like teeth that patrolled the front of the house like a guard dog.  Then, the spirit of violence and blood scratched at the door to the house, where the violence and blood had come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As he looked around, Star could see that the victims were an older couple, married for a long time, with no thoughts that their blood would one day be used to spell out a crazed message.  He could tell that the man was murdered in the living room while the woman was murdered in her own bed.  And Barton worried it would happen again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile Pepper witnessed the moment that the bodies were found, and the scream that followed it.  Einstein, at the same time, lured the spider-like spirit towards her. The words '''“Blood. Hate. White. Rage.”''' escaped the spirit's mouth.  Einstein asked why it wasn’t anchored, and all it said was '''“Opportunity,” “Mine”, and “Anchor”'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back inside the house, Barton revealed that the hearts of the victims were taken, ripped from their chest, while outside the Spider Spirit continued to approach Einstein before finally shambling away.&amp;lt;ref name=&amp;quot;Religions of Idolatry&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?32433-(Blue-Octavo)-Religions-of-Idolatry Religions of Idolatry]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later, in Einstein’s van, Star wrote out the words written in victim’s blood on the walls and Einstein set to deciphering them.  What she uncovered was, first, that the words were part of a ritual, and second, that they contained fragments of different Arcana.  Prime ad Unmaking, with a spiral of death and perverted Life were present.  But the real Rune that stuck out, the calling card of the killer, was Compelling, Spirit, and Obrimos.&amp;lt;ref name=&amp;quot;Planning Time&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?32980-(Blue-Octavo)-Planning-Time Planning Time]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soon after, Star brought [[Arthur]] and [[July]] into the investigation where July connected the writing to the Demiurge.&amp;lt;ref name=&amp;quot;A Friend in Need&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33294-(Blue-Octavo)-A-Friend-In-Need A Friend in Need]&amp;lt;/ref&amp;gt;  After reaching out to their contacts, July and Arthur both received notifications of another murder.&amp;lt;ref name=&amp;quot;Intel Smintel&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33483-(Blue-Octavo)-Intel-Smintel Intel Smintel]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Around that same time, Einstein had brought [[Crowley]] in and the two of them went back to the first crime scene for another look. After many minutes of crashed entrances and neighbors nearly missing Crowley, the duo finally got inside the house.  Crowley became overcome with the smells emanating from the room of death, so Einstein decided to look around and found a flyer that said:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:''''“Recover Your Lives. Change it. Take Charge of It. Let us Show you The Way.'''&lt;br /&gt;
:'''Ever Forward“'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back in the murder room, Crowley recovered from his aversion to the smells and slowly looked back in time, finding the sight of a man in shadows over the body of the woman, her heart in his hand.  Upon a further look, Crowley could make out a tall, broad, Caucasian man with a very particular nose.  Hopefully he could remember the pieces he saw.&amp;lt;ref name=&amp;quot;CSI Sacramento&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33295-(Blue-Octavo)-CSI-Sacramento CSI Sacramento]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In another part of the city, a down and forgotten area, July, Arthur, and Star arrived to find a new victim.  Talking to Detective Barton, Star discovered that the new victim was a Jane Doe, found in an alleyway and most likely a prostitute, with no clear connection to the first victims.  Protesters against the violence in their streets stood beyond the police line, disinterested in talking to former marshals about their fears.  The same words were scrawled on the wall of the alley in the victim’s blood and this victim too had heart taken. &amp;lt;ref name=&amp;quot;Crusing for Leads&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33505-(Blue-Octavo)-Crusing-for-Leads Crusing for Leads]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Scenes===&lt;br /&gt;
{{taggedthreads|octavo|3}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
{{Bibliography}}{{footer|mta}}[[Category:Mage Stories]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Blue_Octavo</id>
		<title>Blue Octavo</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Blue_Octavo"/>
				<updated>2016-06-15T20:38:05Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Scene&lt;br /&gt;
|Date=2015/03/18&lt;br /&gt;
|Location=Sacramento&lt;br /&gt;
|Venue=Mage&lt;br /&gt;
|STs=User:Casitive,&lt;br /&gt;
|Cast2=Star, July, Arthur, Avis, Crowley, Einstein, Pepper&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Blue.Octavo.Message.jpg|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
A Double murder. A major crime. Possible Occult links.  That’s what draws [[Star]] to the scene to investigate.  Under the cover of a student reporter Star gained entrance to the crime scene, led through it by Detective Barton.  Inviting [[Pepper]] and [[Einstein]] to the scene to assist, Star followed Barton inside to find the smell and sight of blood along with a nerve-wracking message on the wall written in Higher Speech disguised as gibberish.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inside Star found connections to corrupted versions of Prime and Spirit in the words, as well as a spiral of Death.  Outside, Pepper and Einstein tried to piece their own things together.  Pepper confirmed Molina’s role in the hierarchy as well as the location of the bodies in the van, while Einstein opened her eyes to the Twilight and the spirits.  What Einstein saw outside the house was a nightmarish spider-like spirit with a false human head and angler fish-like teeth that patrolled the front of the house like a guard dog.  Then, the spirit of violence and blood scratched at the door to the house, where the violence and blood had come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As he looked around, Star could see that the victims were an older couple, married for a long time, with no thoughts that their blood would one day be used to spell out a crazed message.  He could tell that the man was murdered in the living room while the woman was murdered in her own bed.  And Barton worried it would happen again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile Pepper witnessed the moment that the bodies were found, and the scream that followed it.  Einstein, at the same time, lured the spider-like spirit towards her. The words '''“Blood. Hate. White. Rage.”''' escaped the spirit's mouth.  Einstein asked why it wasn’t anchored, and all it said was '''“Opportunity,” “Mine”, and “Anchor”'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back inside the house, Barton revealed that the hearts of the victims were taken, ripped from their chest, while outside the Spider Spirit continued to approach Einstein before finally shambling away.&amp;lt;ref name=&amp;quot;Religions of Idolatry&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?32433-(Blue-Octavo)-Religions-of-Idolatry], Religions of Idolatry&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later, in Einstein’s van, Star wrote out the words written in victim’s blood on the walls and Einstein set to deciphering them.  What she uncovered was, first, that the words were part of a ritual, and second, that they contained fragments of different Arcana.  Prime ad Unmaking, with a spiral of death and perverted Life were present.  But the real Rune that stuck out, the calling card of the killer, was Compelling, Spirit, and Obrimos.&amp;lt;ref name=&amp;quot;Planning Time&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?32980-(Blue-Octavo)-Planning-Time], Planning Time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soon after, Star brought [[Arthur]] and [[July]] into the investigation where July connected the writing to the Demiurge.&amp;lt;ref name=&amp;quot;A Friend in Need&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33294-(Blue-Octavo)-A-Friend-In-Need], A Friend in Need&amp;lt;/ref&amp;gt;  After reaching out to their contacts, July and Arthur both received notifications of another murder.&amp;lt;ref name=&amp;quot;Intel Smintel&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33483-(Blue-Octavo)-Intel-Smintel], Intel Smintel&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Around that same time, Einstein had brought [[Crowley]] in and the two of them went back to the first crime scene for another look. After many minutes of crashed entrances and neighbors nearly missing Crowley, the duo finally got inside the house.  Crowley became overcome with the smells emanating from the room of death, so Einstein decided to look around and found a flyer that said:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:''''“Recover Your Lives. Change it. Take Charge of It. Let us Show you The Way.'''&lt;br /&gt;
:'''Ever Forward“'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back in the murder room, Crowley recovered from his aversion to the smells and slowly looked back in time, finding the sight of a man in shadows over the body of the woman, her heart in his hand.  Upon a further look, Crowley could make out a tall, broad, Caucasian man with a very particular nose.  Hopefully he could remember the pieces he saw.&amp;lt;ref name=&amp;quot;CSI Sacramento&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33295-(Blue-Octavo)-CSI-Sacramento], CSI Sacramento&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In another part of the city, a down and forgotten area, July, Arthur, and Star arrived to find a new victim.  Talking to Detective Barton, Star discovered that the new victim was a Jane Doe, found in an alleyway and most likely a prostitute, with no clear connection to the first victims.  Protesters against the violence in their streets stood beyond the police line, disinterested in talking to former marshals about their fears.  The same words were scrawled on the wall of the alley in the victim’s blood and this victim too had heart taken. &amp;lt;ref name=&amp;quot;Crusing for Leads&amp;quot;&amp;gt;[http://nwod.org/forum/showthread.php?33505-(Blue-Octavo)-Crusing-for-Leads], Crusing for Leads&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Scenes===&lt;br /&gt;
{{taggedthreads|octavo|3}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
{{Bibliography}}{{footer|mta}}[[Category:Mage Stories]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-06-07T00:12:37Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: /* Bleak Annals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven|Nosferatu}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento. He has even managed to get The [[Deep Kingdom]] recognized as a Tenurial Domain. While there is a great deal of overlap between the Underground and the Necropolis, one must tread with care, for they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|275px|right|Dark Temple]][[File:Trash_pit.jpg|thumb|275px|right|Trash Pit]][[File:Small_Caldarium.jpg|thumb|275px|right|Caldarium]][[File:Catacombs.jpg|thumb|275px|right|Catacombs]][[File:Bleak_Annals.jpg|thumb|275px|right|Bleak Annals]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
In a dilapidated house without windows there's set of stairs leading below ground. Light filters down the concrete stairs, barely enough illuminating the pile of dead animals rotting in the middle of the floor. Moldering corpses of rats, cats, and occasionally dogs fill the air with the awful scent of decay. If you can stand to look around more, you see a metal door with a padlock hidden in shadows beyond the grisly scene. It serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. The pure water of a pool glistens serenely, reflecting the golden lights set into the wall. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
===Catacombs===&lt;br /&gt;
While still under construction, the catacombs are a twisting, damp maze of sewer passages. In several sections, controlled cave ins have allowed access to the more cramped and harder to navigate older Sacramento run offs, that have sunk naturally over time as cities tend to do. Trick walls have been added. Built at angles so as at a distance, by flashlight, it looks as though the wall is solid. Apparent dead ends that actually lead to a destination. The savvy Kindred might also recognize that such spots offer great kill boxes. Then of course, there's a few closed down tunnels nearby that where any intruders would simply wander off into the dark forever. The whole mess is the idea of [[Jack Carrigan]] and he frequently is found working and wandering the confusing halls of the Catacombs. &lt;br /&gt;
&lt;br /&gt;
===Bleak Annals===&lt;br /&gt;
To feed the needs of research and the mind Joseph [[Greenberg]] developed the Library of the Necropolis.  The space is stone, as if carved out of the walls itself, with shelves that tilt slightly at unusual and yet, artistic angles. There's a cold unnaturalness to the space that is only offset ever so much by it's attempt at a modern tone. The ceiling though, for both the upper and lower floors, are just a little too short for one to comfortably stand. Good thing the room contains several couches to enjoy the books or tomes in. If only the light in the room was more conducive to reading, or if the couches were...fresher.&lt;br /&gt;
&lt;br /&gt;
*Bleak Annals Specialties: Sacramento Kindred History&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-06-03T13:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven|Nosferatu}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento. He has even managed to get The [[Deep Kingdom]] recognized as a Tenurial Domain. While there is a great deal of overlap between the Underground and the Necropolis, one must tread with care, for they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|275px|right|Dark Temple]][[File:Trash_pit.jpg|thumb|275px|right|Trash Pit]][[File:Small_Caldarium.jpg|thumb|275px|right|Caldarium]][[File:Catacombs.jpg|thumb|275px|right|Catacombs]][[File:Bleak_Annals.jpg|thumb|275px|right|Bleak Annals]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
In a dilapidated house without windows there's set of stairs leading below ground. Light filters down the concrete stairs, barely enough illuminating the pile of dead animals rotting in the middle of the floor. Moldering corpses of rats, cats, and occasionally dogs fill the air with the awful scent of decay. If you can stand to look around more, you see a metal door with a padlock hidden in shadows beyond the grisly scene. It serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. The pure water of a pool glistens serenely, reflecting the golden lights set into the wall. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
===Catacombs===&lt;br /&gt;
While still under construction, the catacombs are a twisting, damp maze of sewer passages. In several sections, controlled cave ins have allowed access to the more cramped and harder to navigate older Sacramento run offs, that have sunk naturally over time as cities tend to do. Trick walls have been added. Built at angles so as at a distance, by flashlight, it looks as though the wall is solid. Apparent dead ends that actually lead to a destination. The savvy Kindred might also recognize that such spots offer great kill boxes. Then of course, there's a few closed down tunnels nearby that where any intruders would simply wander off into the dark forever. The whole mess is the idea of [[Jack Carrigan]] and he frequently is found working and wandering the confusing halls of the Catacombs. &lt;br /&gt;
&lt;br /&gt;
===Bleak Annals===&lt;br /&gt;
The space is stone, as if carved out of the walls itself, with shelves that tilt slightly at unusual and yet, artistic angles. There's a cold unnaturalness to the space that is only offset ever so much by it's attempt at a modern tone. The ceiling though, for both the upper and lower floors, are just a little too short for one to comfortably stand. Good thing the room contains several couches to enjoy the books or tomes in. If only the light in the room was more conducive to reading, or if the couches were...fresher.&lt;br /&gt;
&lt;br /&gt;
*Bleak Annals Specialties: Sacramento Kindred History&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-06-01T15:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven|Nosferatu}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento. He has even managed to get The [[Deep Kingdom]] recognized as a Tenurial Domain. While there is a great deal of overlap between the Underground and the Necropolis, one must tread with care, for they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|275px|right|Dark Temple]][[File:Trash_pit.jpg|thumb|275px|right|Trash Pit]][[File:Small_Caldarium.jpg|thumb|275px|right|Caldarium]][[File:Catacombs.jpg|thumb|275px|right|Catacombs]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
In a dilapidated house without windows there's set of stairs leading below ground. Light filters down the concrete stairs, barely enough illuminating the pile of dead animals rotting in the middle of the floor. Moldering corpses of rats, cats, and occasionally dogs fill the air with the awful scent of decay. If you can stand to look around more, you see a metal door with a padlock hidden in shadows beyond the grisly scene. It serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. The pure water of a pool glistens serenely, reflecting the golden lights set into the wall. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
===Catacombs===&lt;br /&gt;
While still under construction, the catacombs are a twisting, damp maze of sewer passages. In several sections, controlled cave ins have allowed access to the more cramped and harder to navigate older Sacramento run offs, that have sunk naturally over time as cities tend to do. Trick walls have been added. Built at angles so as at a distance, by flashlight, it looks as though the wall is solid. Apparent dead ends that actually lead to a destination. The savvy Kindred might also recognize that such spots offer great kill boxes. Then of course, there's a few closed down tunnels nearby that where any intruders would simply wander off into the dark forever. The whole mess is the idea of [[Jack Carrigan]] and he frequently is found working and wandering the confusing halls of the Catacombs. &lt;br /&gt;
&lt;br /&gt;
===Bleak Annals===&lt;br /&gt;
'Under construction'&lt;br /&gt;
*Bleak Annals Specialties: Sacramento Kindred History&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-05-13T18:12:37Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven|Nosferatu Haven}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|Dark Temple]][[File:Trash_pit.jpg|thumb|Trash Pit]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
In a dilapidated house without windows there's set of stairs leading below ground. Light filters down the concrete stairs, barely enough illuminating the pile of dead animals rotting in the middle of the floor. Moldering corpses of rats, cats, and occasionally dogs fill the air with the awful scent of decay. If you can stand to look around more, you see a metal door with a padlock hidden in shadows beyond the grisly scene. It serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-05-13T18:06:45Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{Show Haven}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|Dark Temple]][[File:Trash_pit.jpg|thumb|Trash Pit]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
In a dilapidated house without windows there's set of stairs leading below ground. Light filters down the concrete stairs, barely enough illuminating the pile of dead animals rotting in the middle of the floor. Moldering corpses of rats, cats, and occasionally dogs fill the air with the awful scent of decay. If you can stand to look around more, you see a metal door with a padlock hidden in shadows beyond the grisly scene. It serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Necropolis_of_Sacramento</id>
		<title>Necropolis of Sacramento</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Necropolis_of_Sacramento"/>
				<updated>2016-05-13T14:57:15Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|vtr}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
[[File:Necropolis.jpg|285px|Center]]&lt;br /&gt;
{{Show Necropolis}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
The [[Necropolis]] of Sacremento was formed by former Reeve [[Arnold Culler]] and former Heirophant [[Dirge]]. These two kindred grew tired of the political life and the alienation of there clan by the other, more glamorous, clans of Sacramento.  With the disappearance of Culler and Dirge, the secrets of the Necropolis were lost.&lt;br /&gt;
&lt;br /&gt;
Recently, [[Kenneth Gilroy]] has begun making a new home for the Haunts of Sacramento.&lt;br /&gt;
&lt;br /&gt;
==New Necropolis==&lt;br /&gt;
[[File:Dark_Temple.jpg|thumb|Dark Temple]][[File:Trash_pit.jpg|thumb|Trash Pit]]&lt;br /&gt;
===Haven Entrance===&lt;br /&gt;
In a dilapidated house without windows there's set of stairs leading below ground. Light filters down the concrete stairs, barely enough illuminating the pile of dead animals rotting in the middle of the floor. Moldering corpses of rats, cats, and occasionally dogs fill the air with the awful scent of decay. If you can stand to look around more, you see a metal door with a padlock hidden in shadows beyond the grisly scene. It serves as the main entrance to the Necropolis.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: auto; border: 1px solid #337799;&amp;quot;&lt;br /&gt;
|+'''Nosferatu Haven'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;&amp;quot;| '''[[Kenneth Gilroy]]'''&lt;br /&gt;
|style=&amp;quot;&amp;quot;| '''[[Garrick Marlon]]'''&lt;br /&gt;
|style=&amp;quot;&amp;quot;| '''[[Greenberg]]'''&lt;br /&gt;
|style=&amp;quot;&amp;quot;| '''[[Jack Carrigan]]'''&lt;br /&gt;
|style=&amp;quot;&amp;quot;| '''[[Robert Cross]]'''&lt;br /&gt;
|style=&amp;quot;&amp;quot;| '''[[Alice Hart]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Location&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Security&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Size&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Caldarium===&lt;br /&gt;
Just beyond the door there is another flight of metal stairs. From there you can over look the jewel of the Necropolis, the Caldarium. It may not seem like much, only a concrete bench with dim lighting. However, there is a peace to location that goes beyond the simple accouterments. Here, the curses of the Nosferatu don't seem as grating or fearful and guests are welcome. [[Alice Hart]] oversees the construction of this area, while also acting as Caretaker for all of the Haunts' underground kingdom.&lt;br /&gt;
===The Dark Temple===&lt;br /&gt;
An altar of wax stands as the centerpiece to this site dedicated to the Dark Father. A shallow pool surrounds it with a narrow walkway leading up to the pale dais. There are candles that can be lit and set floating on the water, where they can cause the Beast to twist in fear. It is a place where only the Sanctified can truly be comfortable. [[Kenneth Gilroy]] built this chamber before he even became Bishop. It was here that became a priest in fact. You can still see the holes in the altar where his hands and feet were nailed down.&lt;br /&gt;
&lt;br /&gt;
===The Trash Pit===&lt;br /&gt;
A nexus forms at this spot in the sewers. It may look like standing water but there is a constant and slow flow. Unfortunately, that doesn't clear away any of the refuse that collects here. It's just builds up, creating a place where the Haunts can hunt for supplies. All you have to do is be willing put your arm in the putrid soup and fish around. You're bound to find something of value if you search long enough. [[Garrick Marlon]] maintains the ebb and flow of the Trash Pit and the Nosferatu Priscus has 'recommended' he be shown gratitude if a Haunt rifles through the muck for items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Necropolis==&lt;br /&gt;
===Sewer Entry===&lt;br /&gt;
: ''The trio proceeds into the sewer, and... it's a concrete tube. Which is pretty all that can be said about such a thing, other than the steady flow of water. That's a rippling black ribbon that reflects light, at times things float by; flotsam, jetsam, dead rats, small toys, clumps of paper... Definitely nothing you'd want to investigate more thoroughly.''&lt;br /&gt;
&lt;br /&gt;
: ''Eventually they find where Ajax began. The sewer opens into a transverse connecting several drainways, and overhead is a metal grate. It's impossible to hear much with the soft echoes of running and dripping water, but things seem calm 'topside'. The transverse connects on the other side to two sewer tunnels. ''&lt;br /&gt;
&lt;br /&gt;
: ''Again, [[Brenn Lawrence|Brenn]] notes the green and blue alphanumerics labeling the tunnels&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=149723&amp;amp;viewfull=1#post149723 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train Station===&lt;br /&gt;
: ''The tunnel opens into an unusual scene that [[Conner Greyson|Conner]] and Brenn have seen before; the ceiling rises and the walls widen into a large underground chamber, in which an old railroad car sits to one side. The room is pitch black; A worn, dirty couch is next to the train, and there's a piano&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?12546-Rats-in-the-Sewers&amp;amp;p=150956&amp;amp;viewfull=1#post150956 Rats in the Sewers]&amp;lt;/ref&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Nosferatu}}{{footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Ventrue</id>
		<title>Ventrue</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Ventrue"/>
				<updated>2016-05-06T17:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|vtr}}{{Vampire/Index}}&lt;br /&gt;
{{Quote|Among the Kindred we are the masters. Understand this, resign yourself to it. It is as true now as it was when the world was young and it shall be so until the stars burn out. We are the Lords of all.|#800000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The will to power drives every Ventrue from the moment of their Embrace until the final death. Pride is the besetting sin of every member of the Clan. In every city, every domain, in every covenant, you will find Ventrue among the leaders. They are the movers and shakers, the driving force behind almost every political activity among the Kindred. Often a member of another clan will attempt to rise to a position of power only to discover that all her plots and plans have been anticipated, manipulated and, ultimately countered by a rival Ventrue. The Ventrue are born to win at all costs. &lt;br /&gt;
* [[Clan]] [[Disciplines]] are '''[[Affinity::Dominate]]''', [[Affinity::Resilience]], and either [[Affinity::Animalism]] or [[Affinity::Vigor]]&lt;br /&gt;
* Favored Attribute is Presence or Resolve&lt;br /&gt;
* The [[Priscus]] of [[Clan]] [[{{PAGENAME}}]] is {{#ask: [[Clan::Ventrue]] [[Character Status::Active]] [[Clan Title::Priscus]] }}&lt;br /&gt;
* The [[Whip]] of [[Clan]] [[{{PAGENAME}}]] is {{#ask: [[Clan::Ventrue]] [[Character Status::Active]] [[Clan Title::Whip]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VHR|[[Ventrue]] may optionally replace [[Animalism]] with [[Vigor]] as an in-Clan [[Discipline]].  Please notify the Vampire Storytellers at character creation if this option is exercised.}}&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred’s moral bearings. Over time, some Ventrue grow paranoid, ever more wary of rivals’ desires (real or imagined) for their own holdings. Others become willing to do whatever it takes to acquire the smallest iota of additional power. Still others turn inward, delude themselves as to their ability and importance, or trouble their minds with other maladies. Ventrue Kindred suffer a -2 penalty to [[Humanity]] rolls to avoid acquiring [[Derangements]] after a failed degeneration roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Askpc/Clan|Ventrue}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Ventrue|Scenes}}{{clear}}{{Footer|vtr}}&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mekhet</id>
		<title>Mekhet</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mekhet"/>
				<updated>2016-05-06T17:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|vtr}}{{Vampire/Index}}&lt;br /&gt;
{{Quote|Sure, I can find that out for you, but you better make it worth my while.  I’m sure he’d love to know you were asking about him….|#800000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mekhet's connection to shadows and darkness is stronger than other Kindred's resulting in a greater susceptibility to sunlight and fire -- just as shadow cannot exist without light, so too does light banish shadow. The often called Shadows are superb spies and information gatherers. Stealthy and quick, masters of Auspex, the Kindred discipline of supernatural perception, the Mekhet are unsurpassed when it comes to uncovering the secrets of the world. &lt;br /&gt;
* Clan Disciplines are '''[[Affinity::Auspex]]''', [[Affinity::Celerity]], [[Affinity::Obfuscate]]&lt;br /&gt;
* Favored Attribute is [[Affinity::Intelligence]] or [[Affinity::Wits]]&lt;br /&gt;
* [[Clan]] sourcebook is [[Mekhet Shadows in the Dark]]&lt;br /&gt;
* The [[Priscus]] of [[Clan]] [[{{PAGENAME}}]] is {{#ask: [[Clan::Mekhet]] [[Character Status::Active]] [[Clan Title::Priscus]] }}&lt;br /&gt;
* The [[Whip]] of [[Clan]] [[{{PAGENAME}}]] is {{#ask: [[Clan::Mekhet]] [[Character Status::Active]] [[Clan Title::Whip]] }}&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
As creatures of darkness even more sensitive to light than most of the Damned, the Mekhet suffer certain banes of vampiric existence more acutely than do their fellow Kindred. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of [[Aggravated]] damage from that source. Just as shadow cannot exist without light, so too does light banish shadow.&lt;br /&gt;
&lt;br /&gt;
{{Askpc/Clan|Mekhet}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Links|Mekhet|Scenes}}{{clear}}{{Footer|vtr}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Daeva</id>
		<title>Daeva</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Daeva"/>
				<updated>2016-05-06T17:21:44Z</updated>
		
		<summary type="html">&lt;p&gt;Matrixchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|vtr}}{{Vampire/Index}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
* The [[Priscus]] of [[Clan]] [[{{PAGENAME}}]] is {{#ask: [[Clan::Daeva]] [[Character Status::Active]] [[Clan Title::Priscus]] }}&lt;br /&gt;
* The [[Whip]] of [[Clan]] [[{{PAGENAME}}]] is {{#ask: [[Clan::Daeva]] [[Character Status::Active]] [[Clan Title::Whip]] }}&lt;br /&gt;
&lt;br /&gt;
The Clan of passionate and seductive Kindred, the Daeva represent everything that is physically desirable in mortal terms. Daeva Sires often look for childer who are charming, attractive and passionate, at least from their point of view. Nicknamed Succubi for their predatory charm and supernatural magnetism, the Daeva often toy with other's feelings to achieve whatever end they have in mind, mainly due to their unique Clan discipline, Majesty. The greatest downside of being a Daeva is the Clan Weakness, which coerces them to commit acts of deeply personal Vice whenever the chance arrive. &lt;br /&gt;
* [[Clan]] [[Disciplines]] are [[Affinity::Celerity]], '''[[Affinity::Majesty]]''', [[Affinity::Vigor]]&lt;br /&gt;
* Favored Attribute is Dexterity or Manipulation&lt;br /&gt;
* [[Clan]] sourcebook is [[Daeva Kiss of the Succubus]]&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
Perhaps out of some deep longing for the true passions they lost after the Embrace, the Daeva have difficulty steeling themselves against the hedonism they allow themselves as members of the Damned. Any time a Daeva has an opportunity to indulge her [[Vice]] but does not do so, she loses two points of [[Willpower]] (as opposed to gaining one by partaking in its pleasures).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Active Members==&lt;br /&gt;
{{Askpc/Clan|Daeva}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Daeva|Scenes}}{{clear}}{{Footer|vtr}}[[Category:Vampire: The Requiem]]&lt;/div&gt;</summary>
		<author><name>Matrixchild</name></author>	</entry>

	</feed>