Mages Situation Personalities Conventions Iteration X New World Order Progenitors Vanderbilt Since its inception, the Progenitors have taken an interest in Vanderbilt's School of Medicine and medical research facilities. Within the last 30 years, a separate Medical Research Building and multiple new facilities have been constructed. With this expansion has come a greater Progenitor presence. The Convention has been actively recruiting through the research departments, each of which has its own cabal. Of course, most of the faculty is only aware of the Progenitors as a group of particularly brilliant resaerchers who wield considerable political and monetary clout. They get the big grants. The primary work of the Progenitors at Vanderbilt is paradigm refinement. In order for this tedious and painstaking work to succeed, the entire institution must operate strictly by the extant paradigm. If any law, physical or statutory, is broken, experimental results all across the campus would be skewed. Constant monitoring both internal and external ensures compliance with all regulations, laws, and proven theories. This intense scrutiny will inevitably reveal the existence of the Virtual Adepts at Stevenson, as their work progresses further outside the paradigm. Just three hours to the north is Louisville, KY, the site of the first artificial heart transplant to a Sleeper. The medical complex there occupies a large percentage of the downtown area, and wields great power in both Awakened and Sleeper circles. The Progenitor factions there are in direct competition with Nashville, as the two are in the same funding district. As a result of this rivalry, both groups are working hard to push the envelope on what the paradigm will accept. Occasional bouts of Paradox are explained away when possible, contained when not, but are inevitable in the face of what is essentially an arms race. When labs are pressed for results, errors occur. The recent woes of the Vanderbilt team, with a class-action lawsuit over the use of radioactive materials in experiments in the 1950s, would never have occurred if the teams had not pressed the constraints of the paradigm. The tension between the need to remain within the paradigm so that experimental results are valid, and the stress on producing those results in a short time and a glitzy fashion that sells to the Masses, provides most of the conflict at the heart of Nashville's branch of the Convention. Dr. C. Leon Arnaway Leader of the Microbiology/Microcellular Processes division, Dr. Arnaway has been comfortably esconced in his position for the past twelve years. He worked his way up like all Progenitors, getting his degree from Harvard, working at Progenitor facilities in Chicago and St. Louis before coming to Vanderbilt to head up the department. Dr. Arnaway specializes in intracellular processes. His chief direction of research right now deals with mitochondria and intracellular energy conversion. If successful, he could theoretically produce a turbocharged Hit Mark, or new forms of non-amphetamine speed that actually speed up physical reactions. Dr. Arnaway is a thin, round-shouldered man in his late 50s, with narrow, long features and gray, thinning hair. His wire-rimmed glasses are usually perched well down his nose. His eyes are dark, and constantly in motion, never missing a single details. He normally weras very conservative clothing, dark colors, solids instead of prints, school ties, and a tailored white lab coat with his name embroidered on the pocket. He carries a battered steel clipboard, the kind with a hinged cover, with his current working papers. Dr. Arnaway is an accomplished politician, as adept in committee meetings and faculty infighting as he is at the lab bench. He has ties to the Pharmacopeists through his interest in compounds that affect the mitochondria. Essence: Pattern Convention: Progenitors Nature: Architect Demeanor: Visionary Cabal: FACADE Engineers Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 4, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 5, Wits 3 Talents: Alertness 1, Brawl 1, Dodge 2, Expression 1, Intimidation 3, Intuition 1, Subterfuge 2 Skills: Drive 2, Etiquette 3, Firearms 2, Leadership 3, Meditation 1, Melee 1, Research 4, Technology 3 Knowledges: Computer 2, Culture 2, Enigmas 2, Investigation 3, Law 1, Linguistics 1, Medicine 4, Occult 1, Science 4 Languages: Latin Backgrounds: Allies 2, Avatar 3, Destiny 2, Influence 3, Library 4, Node 3 Spheres: Entropy 2, Forces 1, Life 5, Mind 3, Prime 2, Time 1 Arete 7, Willpower 8 Dr. Thad McLean A very large man, once muscular but now going to fat. Bluff, frank, not given to holding back his opinion. Dr. McLean is the Director of the Genome Project, partially a route of releasing Progenitor information into the dominant paradigm, and partially a research facility dealing with applications of genome reconstruction. Currently, Dr. McLean is developing new variants of Hit Marks that can pass for human and operate independently for extended periods. He's also directing a project for human enhancement by genetic recoding. He and Dr. Arnaway are in direct competition for human enhancements monies from the Convention. Essence: Questing Convention: Progenitors Nature: Autocrat Demeanor: Caregiver Cabal: Genegineers Physical: Strength 2, Decterity 2, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 3 Mental: Perception 4, Intelligence 4, Wits 4 Talents: Alertness 2, Awareness 2, Brawl 1, Dodge 1, Intimidation 3, Intuition 2, Streetwise 1, Subterfuge 2 Skills: Drive 2, Etiquette 3, Firearms 1, Leadership 3, Melee 1, Research 4, Technology 3 Knowledges: Computer 2, Cosmology 1, Culture 2, Enigmas 1, Investigation 3, Law 1, Linguistics 1, Medicine 4, Occult 1, Science 4 Languages: Greek Backgrounds: Allies 3, Avatar 1, Destiny 1, Influence 3, Library 4, Node 2, Talisman 2 Spheres: Correspondence 2, Entropy 2, Forces 2, Life 4, Matter 2, Mind 3, Prime 2 Arete 6, Willpower 8 The Study Group The group meets in a room ostensibly part of the Medical Library, but actually in the Progenitor Horizon Realm. This prevents intrusion by Sleepers, as well as reducing the difficulty of Progenitor magickal effects. Also, highly advanced techniques can be discussed, even demonstrated, with substantially less risk of Paradox. Access to the room requires carrying a talisman, in the form of a key. These talismans are tightly controlled, requiring signed authorization from a supervising faculty member. There is no access from the study room to the remainder of the Horizon Realm without breaking through a wall, or using severe conjunctional effects, which would set off all sorts of alarms. Li Tseng A slender, attractive Chinese woman, Li speaks English without much of an accent. She is carefully polite, maintaining a bit of distance between herself and the world. She dresses in very plain Western fashions that are reminescent of the old Maoist uniforms, with a worn but clean and pressed lab coat. Skilled in debate, Li is familiar with dialectics and both Eastern and Western philosophies. She has her Masters in Biology and is working toward a doctorate. She also has ratings in Life, Forces and Prime, which gives her an edge in working with Dr. Arnaway. Li was Awakened four years ago, when she showed great promise in medical school at Vanderbilt. She is fiercely competitive, but will not sabotage an opponent. That would be dishonorable, and would be an admission that she could not win without cheating. Instead, she puts in longer hours than others in her department, checks her work three times instead of two, and has no social life to distract her. She is determined to become a major power in Progenitor circles, not through politics, but through respect for her work. Being fiercely loyal to her Convention, she will of course immediately report anything potentially dangerous to Dr. Arnaway. Todd Izbecki A skinny man in his early 20s, barely out of his teens, with bad acne scars, unruly short brown hair, and a gleam in his eye that's either a fanatical devotion to his work, sleep deprivation, or both. He tends to wear faded dress shirts and jeans, with a host of pens and colored pencils wedged into his shirt pocket. Todd carries a portfolio full of anatomical sketches on both art tablets and graph paper, along with diagrams of the genetic structure of the subjects. Many of his works show an influence by H.R. Giger and Clive Barker, nightmarish organic killing machines with parts from unrelated species smoothly grafted together into a sleek and deadly whole. His specialty is genetic manipulation and design. Currently, the lab he works in is waiting for the results of Dr. Arnaway's work on mitochondrial accelleration before developing the next generation of BioMarks, the Progenitors' organic answer to the IXers' cyborgs. Todd has ben putting in long hours at the lab, totally discarding the idea of a social life, to ensure his inclusion on the BioMark development team. His work in recombinant design has caught his superiors' attention. Recently, he's been allowed access to the Shard Realm where all work that pushes the Paradigm is done. Todd has a few small creatures in cages in his lab and at home that he grew as test subjects for some of his ideas. The carnivorous mice would make a great burglar deterrent if they were just a little more controllable... Essence: Primordial Convention: Progenitors Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 4, Appearance 2 Mental: Perception 4, Intelligence 4, Wits 3 Talents: Alertness 1, Awareness 2, Dodge 1, Intuition 2, Subterfuge 1 Skills: Drive 1, Firearms 1, Research 4, Stealth 1, Technology 3 Knowledges: Anatomy 3, Biology 2, Computer 2, Cosmology 1, Enigmas 1, Genetics 3, Investigation 3, Medicine 3, Science 3 Backgrounds: Allies 3, Avatar 1, Library 1, Mentor 3, Node 1 Spheres: Correspondence 2, Life 5, Matter 3, Mind 1, Prime 2 Arete 5, Willpower 6 Shawonda Taylor An elegant dresser with a collection of suits that contrast nicely with her well-kept brown skin tones, and a fondness for colorful blouses of Caribbean origin, Shawonda wears her hair in a braid down her back, usually held with a gold cloisonne clasp. She carries herself with an icy professional detachment overlying an intense interest in the people around her -- as clinical specimens. Only other Progenitors, other Technocracy Mages, and other Awakened beings rate as persons in her book, in descending orders of existence. Keenly aware of the competition for standing within the Convention, she regards her fellow students as predators on her patch. Shawonda carries her predatory attitudes over into her social life, only pursuing relationships with people that she can gain something from, or prove herself by dominating. Her specialties are psychiatry and pharmacology, and the relationship between the two. The use of mood-altering drugs has long been studied. Shawonda is more interested in psychoactives that alter basal brain functions. Not one to neglect any potential avenue, however, she has developed skill in psychoanalysis, therapeutic hypnosis, and standard pharmacological treatments. In the process of studying the human mind, Shawonda has become adept in the Sphere of Mind, and frequently supplements her skills at analysis with telepathic probes. Shawonda has been using intelligence-enhancing drugs for the past year, and has become dependent on them. She uses her knowledge of psychoactives and her access to Progenitor laboratory facilities to produce her own supply. So far, she has been able to cover her activities and reagent use, but if her superiors found out about her drug problem, they would be highly displeased. If she were deprived of the drugs, her mental abilities and her control of the Spheres would be greatly reduced for several weeks, due to withdrawal symptoms. Essence: Dynamic Convention: Progenitors Nature: Competitor Demeanor: Director Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 4, Appearance 3 Mental: Perception 5, Intelligence 5, Wits 4 Talents: Alertness 3, Awareness 2, Intimidation 2, Intuition 2, Sense Deception 2 Skills: Etiquette 1, Hypnosis 2, Interrogation 2, Leadership 1, Psychoanalysis 3, Research 3, Technology 2 Knowledges: Biology 2, Computer 2, Culture 1, Enigmas 1, Investigation 2, Law 1, Medicine 3, Pharmacology 3, Psychology 3, Science 2 Backgrounds: Allies 3, Library 2, Mentor 3 Spheres: Entropy 1, Life 4, Matter 3, Mind 4, Prime 2 Arete 5, Willpower 8 Merits/Flaws: Twisted Upbringing, Addicted (intelligence enhancing drugs), Dark Secret (misuse of lab), Rogue Progenitor Francesca DiBaggio Francesca DiBaggio is an amazingly cute little girl, apparently six years old. She has sharp features in a heart-shaped face, with flawless olive skin, wide dark eyes and straight black hair down between her shoulder blades. Being found cute is an annoyance to her. Being thought six seriously irritates her, especially considering that she's actually 35. Two years ago, Francesca was a promising endocrinologist, working with a Progenitor cabal in St. Louis. Her primary line of inquiry dealt with aging, working toward controlling and possibly stopping the process. Francesca developed what she thought would be an effective antiagathic -- an antiaging drug. Anxious to prove her theories, she tried it on herself. The drug was far too effective at both stopping the aging process and reversing its effects. She's now trapped in the body of a six year old, and does not age. Her superiors shook their heads, blamed the incident on poor laboratory procedures and refused to help her. Francesca was denied lab access, lost her position at the facility and was relegated to the status of a curiosity, an example of the wrong approach. Enraged, she left the cabal and went rogue. Since then, she's been searching for a way to either reverse the process or at least re-establish her aging mechanism, so that she can grow up again. Being taken for a small child has seriously cramped her ability to continue her work. She's currently living on the street, and has taken to outright theft to obtain what she needs. Francesca nurtures a deep hatred of her Convention for their abandonment of her. She will take any opportunity that does not interfere with her own research to harass them. A good deal of her equipment has been stolen from Progenitor labs, usually with a lot of vandalism in the process. She delights in saying outrageous things, to shock people who mistake her for a child. Her parents, she says, are dead; she ate them. Gory and anatomically correct details are provided on request. Sex, or the lack of it, preys on her mind. Her body has no sexual drives, but she remembers from her adult life. The desire is no less great for being purely mental. Francesca takes out her frustrations any way she can, from giving bad directions to people on the street to violent rages. Essence: Questing Convention: Ex-Progenitor Nature: Fanatic Demeanor: Child Cabal: Pharmacopeists Physical: Strength 1, Dexterity 4, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Athletics 1, Awareness 2, Brawl 1, Dodge 3, Intuition 1, Streetwise 3, Subterfuge 3 Skills: Etiquette 1, Firearms 2, Meditation 1, Melee 2, Research 3, Stealth 3, Survival 2, Technology 3 Knowledges: Computer 2, Cosmology 1, Culture 2, Enigmas 2, Investigations 3, Law 1, Linguistics 1, Medicine 3, Occult 2, Science 3 Languages: Latin Backgrounds: Arcane 1, Avatar 2, Talisman 3 Spheres: Correspondence 2, Entropy 2, Forces 2, Life 3, Mind 2, Prime 1, Time 3 Arete 6, Willpower 9, Quitessence 4, Paradox 7 Syndicate The Syndicate is loosely encouraging the Ventrue, but watching the music industry in case it turns profitable again. The Economi$ts want to push Nashville along with the rest of the South, losing the arts for commerce. The Bu$inessmen are still invested heavily in the recording and publishing combines and do not like the idea of a localized paradigm shift. Everyone is watching the recent boom in gospel music with suspicion, wary of Chorister infiltration. The Syndicate took over Opryland a few years ago. The amusement park was originally a Sleeper operation, hence its rudderless drifting for so many years. Now, it's a major money maker, and the Syndicate is expanding its influence. Devon Langley Devon is a Prognosticator, one of the forecasters of the Technocracy. He makes his mundane living as an actuary, forecasting probabilities for insurance companies, skewing his results and choosing his clients to further the aims of the Syndicate. Most Prognosticators work in large teams. Devon works alone, partially because he is delving into the sphere of Spirit. Devon is on the trail of a breakthrough, attempting to work with spirits and the Umbra to see into the future, using a loophole in the paradigm. The Council has forbidden direct research into Spirit as the sphere does not fit well into the paradigm. However, there are loopholes, especially in the realm of predictions. The average person has no grasp of actuarial methods, and considers them a form of magick. As well, seeing into the future by the use of semi-vulgar methods such as scrying with a crystal is generally accepted by the Masses, despite the best efforts of Technocracy debunkers to close th eloophole. Thus, the use of spirits and other old-style methodology for prognostication has little risk of paradox. Devon is a practical man. If the method works, and is available, it should be used. Failure to exploit an available resource is a breach of the fundamental ethic of the Syndicate. He sees himself as a visionary, who is upholding the core beliefs of his Convention and methodology by pursuing a line of research with tremendous possible value. A fatherly sort, Devon considers his methodology one of the guiding lights of the Technocracy. Everyone comes to him for advice, and he's happy to be able to provide the answers. Of medium height, Devon is in good physical condition, trim and neat in appearance. He wears conservative clothing, tweed jackets with suede elbow patches, muted ties and dress shirts with fine pinstripes or other subtle patterns. His hair is silver, cut short but not quite military spec. Devon is clean-shaven, keeping his sideburns above the middle of his ear. He speaks clearly, in a warm but not effusive manner, taking the time to explain carefully anything he feels isn't understood. Devon does not talk down to people, but believes that clarity of communication is vital to the purposes of the Syndicate and the Technocracy. Roleplaying tips: Lean forward slightly when making a point. Spread your hands, never point your finger. Wait for others to conclude their sentences, never interrupt. Explain concisely and clearly, and if you disagree, attack the issue calmly and logically, never resorting to personal assaults, ad hominems or cheap tactics. Essence: Questing Convention: Syndicate Nature: Architect Demeanor: Pedagogue Cabal: Prognosticators Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma (fatherly) 4, Manipulation (erudite) 5, Appearance 3 Mental: Perception (intuitive) 5, Intelligence 4, Wits (precognitive) 4 Talents: Alertness 3, Awareness 4, Brawl 1, Dodge 2, Intimidation 4, Intuition 3, Subterfuge 3 Skills: Drive 2, Etiquette 2, Firearms 4, Leadership 2, Meditation 3, Research 3, Technology 3 Knowledges: Computer 4, Culture 3, Enigmas 5, Finance 5, Investigation 4, Law 3, Mathematics 5, Occult 4, Science 3 Backgrounds: Allies 4, Arcane 3, Avatar 5, Influence 4, Library 4, Node 5 Spheres: Correspondence 3, Entropy 4, Life 2, Mind 3, Prime 4, Spirit 1, Time 5 Arete 7, Willpower 9 Merits/Flaws: Driving Goal, Dark Secret, Allergic (synthetic materials), Concentration, Judicial Ties, Political Ties Void Engineers Vanderbilt The Engineers present are recruiters, nothing more, a couple of older members of the Convention whose lines of research petered out years ago. They've been more or less put out to pasture as teachers, with their only real duty to the Technocracy being to spot potential new Engineers and bring them into the Convention. Disillusioned, frustrated, burnt-out, they've taken an interest in the Virtual Adepts, seeing them as the new blood the world so desperately needs. The Adepts don't have the same Dream as the Void Engineers, but they have a vision. The Technocracy has become an end in and of itself, instead of the means to bring about Ascension. It strangles people who are actively working for the Dream. No wonder the Adepts broke away. It was that or suffocate, their potential squashed by the over-cautious and paranoid Council. The Engineers have cautiously opened relations with the Adepts, and are protecting them by assuming official responsibility for the Adepts' experiments. Marauders Robin Lockwood, aka Robin Loxley A Virtual Adept Marauder, trying to help out Sleepers by dropping large amounts of money in their accounts, sending them files, enhancing their gear, etc., Robin is constantly screwing with people's lives, and really hard to trace. Robin is convinced that he's no longer a person, that he's evolved into the latest implementation of the Robin archetype. He's hung up seriously on the Sherwood thing. The Technos, especially the Syndicate and NWO, are seriously after him. He has an Arcane of 4, due largely to his eradicating his own records. He stands about five and a half feet tall, and dresses normally in brown trousers, moccasin boots, and a deep green Errol Flynn shirt with a leather jerkin (reinforced with Kevlar) over it. His long, unruly brown hair is caught back in a rough ponytail with a bit of string or whatever was handy -- he's been known to use a bread tie when he couldn't find anything else. Way overly wired, between too much caffeine and far too much excitement, Robin gets extremely enthusiastic when showing off technology, especially to Sleepers. "Man, do you have any idea what this can really do?" Essence: Dynamic Tradition: VA Marauder Nature: Architect Demeanor: Gallant Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 4, Wits 4 Talents: Alertness 2, Awarness 2, Dodge 3, Expression 1, Intuition 3, Streetwise 3, Subterfuge 3 Skills: Drive 1, Firearms 2, Melee 2, Research 4, Stealth 2, Technology 4 Knowledges: Computer 4, Culture 3, Egnimas 3, Finance 3, Investigation 2, Law 1, Science 2 Backgrounds: Arcane 4, Avatar 3, Dream 4, Node 3 Spheres: Correspondence 4, Entropy 2, Forces 2, Matter 3, Mind 1, Prime 3, Time 3 Arete 7, Willpower 8 Nephandi Verbena Barabbi Originally from New Orleans, the Nephandi coven ran afoul of the Cult of Ecstasy and had to move. They went to Oklahoma, but found themselves facing stiff opposition from Garou and Garou-allied Mages. Nashville had a lower population of both, appearing to be a much easier target. Initially, the high priestess and her three primary assistants moved in, got mundane jobs and started ingratiating themselves with the local Pagan community. They made quite a splash as the New Trad in Town, attracting a lot of people to their recruiting coven. One by one, the rest of the barabbi coven arrived in the city. When their circle was complete, they made their first move, destroying a promising Verbena recruitment group by coven-raiding (stealing away members to their own recruitment group with promises of rapid advancement and deep initiatory secrets, always a potent lure). They have since progessed to more direct attacks on the city's Verbena, including magickal assaults and the destruction of a Verbena's Avatar with an Awakened virus stolen from the Progenitors. The Verbena suspect who some of the Nephandi might be, but thus far the Nephandi have made no serious errors, and have left very little in the way of evidence. Coven Leader Standing just under five feet tall, Deirdre makes up in attitude what she lacks in size. Arrogant, outspoken, Deirdre dominates every conversation, leads every circle, dictates the Way for her coven. You have a right to her opinion. She claims a Third Degree (the high priest/ess rank in NeoPagan traditions), but is evasive when questioned about its origins. Her coven members refer to her as the trad leader, giving her a position beyond Third Degree as the leader of not just a coven but a tradition. Deirdre refers to her trad as the Indiana Jones School of Magic -- make it up as you go along, keep what works, toss out what doesn't. Apparently somewhere along the line, deals with Dark Umbra entities got her what she wanted. Deirdre's hair is jet black and down to her thighs in a straight fall. She wears mascara and dark eyeliner, but no other makeup. A little foundation would help hide her acne scars. She prefers jeans, loose silk blouses, and boots, but will adjust her clothing to the situation. On a silver chain around her neck she wears a truly massive pentacle, a unique focus for Mind. Deirdre runs her coven with a tight fist, holding absolute authority over who achieves advancement. Her Third Degrees defer to her as the Trad Leader. Rituals are very definitely the Deirdre Show, even when she's not presiding. Her control extends into mundane life, governing employment, social contacts, and even sexual relationships. It's an open secret that nobody achieves Third Degree in her trad without sleeping with her, regardless of gender. Her coven members never question her orders, being infatuated with the power she represents. Roleplaying tips: Tilt your head back so that you're looking slightly down your nose, even if the person you're speaking with is taller than you. Toss your head every so often to keep that mane of black hair in order. Express your opinions as if they were basic truths of Reality -- after all, they are. If someone else offers an opinion, fold your arms across your chest to fend it off, and make your next point with a raised finger. Probe for weaknesses, but don't exploit them immediately. Save them for later, when they can be used to greater effect. Quote: "We don't write down our quarter calls. People learn best by example. By the time they're ready to call quarters themselves, they've learned everything they need to know from example. Other trads could profit from us the same way." Forces 3, Mind 4, Life 3 Coven Member Standing just a bit over five feet tall, Spencer is round: overweight, moon-faced, circular lensed glasses, and an oblique mode of speech that approaches everything by encirclement. His usual garb consists of a white dress shirt, jeans and sneakers, although he has a good collection of conservative suits and ties. He dislikes loose ends, especially when they may spring up later to either contradict his views or interfere with his plans. This is a person who took The Prince to heart, whose life philosophy was strongly shaped by Sun Tzu. Spencer drifted into NeoPaganism after independent work convinced him of the power of blood magick. His initial contacts with a student group at MTSU led him to a budding Celtic group in Nashville, and through them he met Deirdre. At the end of the coven-raid, he left the Celtic group for the Nephandi, rising swiftly through their ranks. Within two years he made Third Degree, was handfasted to the trad leader and become the second in command of the organization. Amoral, ruthless and cunning, Spencer has worked hard to keep his conversion from Pagan to Verbena barabbi secret, even from his parents. He still occasionally clerks for them in their law offices, although less and less as his own law studies progress. In a year, he'll graduate from Vanderbilt Law School and present himself for the bar. Already he's planning a career in tax law, with strong activism in conservative political circles, leading eventually to a run for election to the Metro Council. Once in the government, his rise would be limited only by his ambitions and his ability to keep enough of the voting populace convinced that he's the right man for the job. Roleplaying tips: Keep an even temper, and argue from a cold, rational standpoint, no matter what the provocation. The first to lose his temper loses the war. Position is every bit as important as force of arms; don't be afraid to sacrifice an edge of strength to gain a vital bit of territory, or vice versa. Always think of the long term, keeping in mind what the outcome of the current situation will do to the overall structure. Lecture to the uninformed, but be careful not to alienate your audience. Quote: "I don't think you completely understand. As cited in Ap Gawr's Reconstructions from the Barrows, the symbol of the triskel is substantially more than a representation of the Three Worlds. Similar to the legal concept of ..." Traditions Akashic Brotherhood The Akashic Brotherhood operate primarily out of Ellington Center, a women-only health spa in the affluent Green Hills area. The Center teaches a holistic approach to health, balancing mind, body and spirit. Aerobics are matched with meditation and dietary counseling. The Center employs two registered nurses, one of whom is also certified as a dietician, to comply with licensing standards. Especially promising students are introduced to the basics of Do. Those who Awaken are brought into the Tradition. About half of the staff at Ellington Center are Tradition members, including the Center director, Julie Howse. Junior members take turns staffing the reception desk. Staff who are not Tradition members are carefully shielded from discovering the real purpose of the Center. The Tradition functions are referred to as meetings of a private womens' studies group led by the Director. The Akashics are also active with the Buddhist temple. They have ties to a number of martial arts dojos and meditation centers, including the Denton Karate Schools and the Unitarian Church. The Akashic Brotherhood has only one male representative in the city. Morgan Osborne, a Master of the Tradition, lives quietly in the Donelson neighborhood. He makes his living as a carpenter and cabinetmaker, passing on the wisdom of his experience to his apprentice. He takes only one apprentice at a time, sending away those who fail to Awaken within two years. Miriam Stetzner A forty-ish, slender woman with curly black hair and olive skin, Miriam is of Sephardic Jewish stock. Her husband, a stockbroker, died during open- heart surgery five years ago at Vanderbilt, the procedure being a risky one to begin with, and complicated by a congenital defect and a high-stress lifestyle. The insurance settlement was sufficient for Miriam to open a cookware store at Green Hills Mall. She's only there about half the time, spending the rest of her time at the Center and on various chairty works. She usually strikes people as a bit fluffy, fun to be with but not a very serious person, and maternal witout being overbearing. Miriam is an Adept of Mind, having a natural affinity for people. She's careful of Paradox, but makes use of her telepathic and thought-probe abilities constantly. Essence: Pattern Tradition: Akashic Nature: Traditionalist Demeanor: Caregiver Cabal: Ellington Center Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 3, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 1, Athletics 1, Awareness 2, Brawl 2, Dodge 3, Intuition 4 Skills: Cooking 3, Drive 2, Etiquette 2, Melee 2, Stealth 1 Knowledges: Accounting 3, Bureaucracy 1, Computer 1, Culture 1, Finance 2, Law 1 Backgrounds: Allies 2, Avatar 1, Influence 1, Resources 4 Spheres: Life 1, Mind 3, Prime 2, Spirit 1 Arete 6, Willpower 6 Camilla "Cammy" Dobroviska Standing a few inches over six feet tall, with red hair to her waist when braided, Cammy is a former police officer, now working for a private security company. She would have stayed a Metro cop if they hadn't reacted so poorly to her sex change. The powers that be would have reacted even more poorly if they knew that the gender change was done with magic, not Sleeper surgical techniques. Unlike most male to female transsexuals, Cammy has a complete set of functional female organs, eliminating the need for hormone supplements, electrolysis and other maintenance therapy. The story of how it happened is complex, involving a gender dysphoria support group, a Verbena Marauder and a Virtual Adept who created the necessary records to indicate the transformation being done by static practices. Cammy prefers not to discuss it. Julie knows the entire story, including Cammy's owing the Adept several very large favors. Strong and fast, but not terribly graceful, Cammy has been working determinedly on her agility and balance. She came to the Sisterhood through a support group at the Center, the only womens' group she could find that would allow her as a member. Once there, the abilities her previous experience had Awakened brought her to Julie's attention. Since then, Cammy has been one of the Sisterhood's best front-line warriors. Cammy is a tenacious person, unwilling to give up on anything until it becomes obviously a lost cause. She's gone through a lot of pain for her beliefs, and has been tempered by the experience. She stands by her friends as long as they remain true to her, and to her ethical code. The law used to be her yardstick of morality, but she's become disenchanted with it of late. She has no current lovers, and hasn't seemed terribly interested in pursuing the issue. Her proclivities are something of a mystery. Essence: Questing Tradition: Akashic Nature: Perfectionist Demeanor: Avant Garde Cabal: Ellington Center Physical: Strength 4, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 2, Athletics 3, Awareness 1, Brawl 3, Dodge 2, Intuition 2, Intimidation 3, Streetwise 3, Subterfuge 1 Skills: Blind Fighting 1, Drive 2, Firearms 3, Melee 3, Police Procedure 3, Research 1, Stealth 3, Survival 1, Technology 1 Knowledges: Computer 1, Culture 2, Enigmas 1, Investigation 3, Law 2, Medicine 1, Occult 1, Science 1 Backgrounds: Allies 2, Avatar 2, Destiny 3, Node 1 Spheres: Correspondence 1, Entropy 1, Forces 2, Mind 2 Arete 5, Willpower 8 Kyoshi A five-nothing Japanese woman with delicate skin tones and noticeably large brown eyes, Kyoshi prefers bright colors and loose, comfortable clothing. She can be very reserved when appropriate, but finds life too amusing to be serious when she doesn't have to. Kyoshi lives in a cluttered apartment on Elliston Place, decorated in a patchwork of styles with a rhyme and reason only she understands. She doesn't seem to do anything she doesn't enjoy, including working for a living. Where her money comes from is a puzzle to some of the Sisterhood. The rest know the truth about her. Kyoshi is a kitsune, a mischievous fox-spirit from Japan, holder of three tails. She masquerades in human form for amusement. Society among Oriental spirits can be deadly dull. Humans are an endless form of entertainment. Once she comes to trust someone deeply, she will eventually show herself in her true form, but she's very hesitant about who knows her secret. Even her lovers don't always see her as she really is, which, considering the casual approach with which she handles physical relationships, is probably a good thing. Celestial Chorus Long a strong force in Nashville, over the past fifty years the Syndicate has been corrupting the structure from both within and without. The Progenitors have been waging a steady war with organized religion. In Nashville, the struggle has become obvious enough that the Masses are getting involved. The Christians of Nashville are under assault from all sides. It doesn't help that some of the more strident factions can't seem to recognize the real enemy, attacking symptoms instead of causes, battling other faiths and frequently themselves. If Nashville's Christians ever got over their differences with each other, they'd be a force to be reckoned with. The rise in popularity of gospel music has helped the Choristers substantially, allowing them to spread their message in lyrics and subliminal masking. Unfortunately, they're not the only group using those tactics. As well, the Syndicate has created scandals recently to discredit the performers and thus reduce the effectiveness of their message. Name: Claude Dupree Essence: Questing Tradition: Celestial Chorus Nature: Judge Demeanor: Traditionalist Cabal: Knights Templar Physical: Strength 4, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 3 Mental: Perception 4, Intelligence 3, Wits 4 Talents: Alertness 1, Athletics 2, Brawl 2, Dodge 2, Intimidation 1, Intuition 3, Streetwise 2 Skills: Drive 2, Etiquette 2, Firearms 3, Leadership 2, Meditation 2, Melee 2, Research 4, Stealth 2, Technology 2 Knowledges: Computer 1, Cosmology 2, Cultutre 2, Enigmas 3, Investigation 4, Law 2, Linguistics 3, Medicine 2, Occult 2, Science 2 Backgrounds: Allies 3, Avatar 3, Destiny 2, Dream 2, Mentor 4, Node 3 Spheres: Forces 3, Life 3, Matter 3, Prime 4, Spirit 2, Time 2 Arete 8, True Faith 3, Willpower 8 Merits/Flaws: Potent Blood, Foe from the Past, Intolerance (Kindred), True Faith Cult of Ecstasy The Cult of Ecstasy, while prevalent in Nashville, is no better organized here than anywhere else. Oddly enough, it has little power in the music scene, which is primarily controlled by the Toreador and the Syndicate. The Celestial Chorus and the CoX have been at odds for decades over the power of music and the resources available for applying that power. When brothers quarrel, enemies step in to widen the gap. The Syndicate has used the strife between the gospel and rock markets to keep both from making a major impact for a long time. The recent boom in gospel popularity annoys both the Syndicate and the CoXers, although the latter more than the former. The Syndicate has reformulated its plans, and has used a recent scandal involving a gospel singer to take much of the message value out of Nashville gospel. The CoXers, meanwhile, are planning a rock revival, to re-energize the medium. They may be working with the Toreador on this, but neither side really has it together well enough to make it work without help of some sort. The CoXers have maintained a steady presence in Nashville for a long time now, having some minor influence in the music industry. Unfortunately, lately they've had troubles both from the Celestial Chorus and the ascent of gospel and from the fall of the Toreadors from powers, as the Ventrue move in. Both have worked to reduce the CoX influence, already made difficult enough by the Syndicate and their control over most of the entertainment industry. A few notable CoXers include Captain Argent, an itinerant who passes frequently through the Nashville area, Bill Ritchie, a power behind the scenes in the music industry, and Tivu Diwonean, a student at Vanderbilt University. Captain Argent Argent is an anime fan who has made it a way of life. Dressing usually in a frilly white shirt, brown jodhpurs, high black cavalry boots, a blue cutaway tailcoat and a red silk ascot, Argent has red hair in a style reminiscent of pre-Revolutionary France, poufed up on the top and pulled back on the sides and back into a waist-length braid, tied off with a black silk ribbon. Travelling the countryside in a converted tour bus, Argent does the convention circuit, selling videotapes, movie scripts, and anime collectibles, as well as doing the occasional movie night for local clubs. Due to a Paradox flaw, Argent is a fully functional, although sterile, hermaphrodite. This results in no facial (and little body) hair, a smooth genderless tenor voice, and a notable lack of secondary sexual characteristics. Argent does not appear to really be of either gender. Clothing is another matter - it all has to be customized to some extent, as Argent's build is somewhere between masculine and feminine, and nothing fits quite right. Considering Argent's preferred mode of dress, most of the outfits are custom-tailored anyway. Argent's tour bus, the Argon Destiny, looks a bit run-down on the outside, but inside is plush and state of the art. The security and computer systems were wired up by a Virtual Adept and include a net.spirit to oversee operations. The Destiny is armored and has triple-layer Lexan windows, capable of resisting small arms fire at close range. While not a tank, the Destiny is nonetheless quite sturdy. It also gets terrible mileage, requiring large fuel cells (not tanks, they're vulnerable to explosions, cells only explode if the enemy is willing to take Paradox) and frequent visits to the truck stop for diesel fuel. The bus has a number of well-concealed hiding places, some of which can defy even a trained narcotics dog. Argent carries a laser pistol as a focus for Forces, an item that wavers between coincidental and vulgar depending on the area and the onlookers. Some people will readily believe in its power, while others (usually people who don't see a lot of sci-fi type movies) will not believe that someone like Argent could have access to that kind of technology, or that it even exists. Argent has a Safe Place sticker on the door of the Destiny, and will take in runaway kids unquestioningly. The only rules applied are 1) no tobacco, it gives Argent headaches and 2) no stealing. If you need something, ask for it, and it's probably available. Argent is driven to intervene on the behalf of troubled kids, especially those who have been abused in any way. A frequently-contacted ally is a lawyer who spends a lot of time getting Argent out of trouble, charges ranging from alienation of affection to kidnapping to molestation. Not everyone reacts well to a hermaphroditic space pirate. Argent has never met Bill Ritchie. Tivu and Argent have met a couple of times at parties, and regard each other as interesting. There's all sorts of ramifications to be explored in a relationship between the two of them, but Argent isn't around enough to go as deeply into it as Tivu would like. Essence: Dynamic Tradition: Cult of Ecstasy Nature: Caregiver Demeanor: Cavalier Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 2, Athletics 2, Awarness 1, Brawl 2, Dodge 2, Intimidation 1, Intuition 2, Streetwise 2, Subterfuge 2 Skills: Carousing 2, Diesel Mechanic 2, Drive 3, Etiquette 2, Firearms 2, Haggling 4, Meditation 1, Melee 1, Research 2, Stealth 1, Survival 1, Technology 2 Knowledges: Anime 4, Computer 1, Culture 2, Enigmas 2, Investigation 2, Law 1, Linguistics 1, Medicine 1, Occult 1, Science 1, Video Technology 3 Backgrounds: Allies 3, Avatar 2, Library 1 Spheres: Correspondence 1, Forces 3, Mind 3, Time (ring) 3 Arete 4, Willpower 7, Quintessence 6, Paradox 4 Bill Ritchie Bill is the oldest member of the CoX in Nashville, having been a music industry insider since the 1960s. In the heyday of the CoX and the Toreador, he Awakened to the power of music while playing bass in a rock group. From there he moved to working as a session musician, then as an engineer, and finally as an agent and producer. As one of the insiders controlling the sound emerging from the studios, he does his part to bring about universal Ascension through music that enlightens. His taut, spare style of arrangement is designed to allow the work of the artist to show through. He detests the "wall of sound" approach that so many studios use, layering so many backup instruments into the track that the composer's vision and uniqueness are lost. Bill stands a little over six feet tall. He keeps himself in decent physical condition, spending some time every day on a workout machine in his office. His hair is brown, going to grey, and in a reasonably neat ponytail to the middle of his back. He wears jeans and denim shirts by preference, and sandals with no socks. He has a large BMI signet ring on his right hand that he uses for a focus. Generally laid back, Bill can get really worked up, taking on a reverent, fanatical tone, when talking about artistic vision and the power of music, or about all the BS that goes on in the music industry. Bill has a small independent label, Frenzy, that releases work by small- time musicians with a sound too different to get picked up by the commercial labels, or by established artists looking to experiment. As well, Bill produces albums for artists in other labels' studios, a not-uncommon practice. He has decent connections, more with artists than with the money people, and manages to stay one step ahead of the Syndicate. So far, professional jealousy has kept the Syndicate from asking the Progenitors to replace him with a clone, and clean living and occasional help from the Virtual Adepts has kept the IRS from shutting down his operation. As long as he doesn't make any wave bigger than a ripple, he'll probably survive. Bill has met Tivu, but considers her way out on the edge and likely to either burn out or explode in the near future. He avoids her whenever possible. He is not acquainted with Argent. Lately he's been preoccupied with tracking an influence in the music industry that's neither Technocracy nor Kindred. Somebody organized is encouraging antisocial trends in lyrics, including violent rap and stereotypical cheatin' spouse country songs. He hasn't quite sussed out who these people are and what they're really about, but he's sure they're up to no good. Essence: Dynamic Tradition: Cult of Ecstasy Nature: Architect Demeanor: Reveler Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Awareness 2, Brawl 2, Dodge 1, Expression 3, Intuition 2, Streetwise 2 Skills: Drive 2, Etiquette 2, Fast Talk 2, Firearms 2, Haggling 3, Leadership 2, Meditation 2, Research 1, Sound Engineer 2, Technology 2 Knowledges: Accounting 3, Computer 2, Cosmology 1, Culture 3, Enigmas 1, Investigation 2, Law 2, Music Production 3 Backgrounds: Allies 3, Avatar 1, Destiny 2, Dream 1, Influence 3 Spheres: Correspondence 2, Entropy 2, Matter 3, Mind 4, Prime 2, Time 3 Arete 6, Willpower 8 Merits/Flaws: Hunted (Syndicate), Driving Goal (Fix the music industry from inside) Tivu Diwonean A junior at Vanderbilt University, majoring in ???, Tivu lives in McGill, the Philosophy dorm (where else?). Tivu Awakened during a group sex experience while under the influence of drugs and alcohol. She experienced an expansion of consciousness through the sensory overload. Afterwards, she had a second revelation while showering, shaved her head and swore herself to the path of the Deltans, modelled after something she saw on Star Trek about a race that sought out extreme experiences. Since then, she's developed her knowledge of Life through study, meditation and biofeedback techniques, and gained substantial control over her own body. Among other things, she's toughened her connective tissues, eliminated her appendix, improved her calcium retention and dissolved all of her skin's hair follicles. Shaving had become irritating, and a waste of valuable time. She's also taken up a rigorous exercise program, combining running, aerobics and martial arts for whole-body improvement. She alternates periods of extreme physical indulgence with periods of rigorous ascetism. If you do not take the time to cleanse your system, allow your neurons to recharge, you will not be able to fully appreciate the next experience. She takes virtually everything to extremes, physical, mental, and spiritual. Her studies have actually improved, as she spares no effort in her pursuit of intensity of experience. Her papers are deeply researched, her arguments plotted with a tactical ruthlessness worthy of a Roman general, and her work triple-checked before she turns it in to her professors. In her quest for spiritual experiences, she's gone through a dozen churches, a Pagan coven, and a New Age group, and is currently working with a drumming circle at Centennial Park that includes two Dreamspeakers. Thus far, she has not found the level of experience in the spiritual plane that she's been able to achieve in the physical and mental, a situation that has cuased her a great deal of frustration. "It was then that I realized the Path. I had an epiphany. I was literally stunned by the sensory glut, left dazed and confused by the waves of orgasmic bliss, set into an ecstatic state where time stopped and I spread out through my own existence. I achieved an expansion of consciousness like the legends of the Sixties say you used to get from really good acid. That night I shaved my head and swore myself to the Deltan Path, Intensity of Experience. "Jim Morrison had a partial understanding of the Dionysian, but his vision was limited. He failed to appreciate the totality of the human sensorium. You can get just as incredible high from a good workout as from good drugs. Also, if you fail to allow your neurons to recharge, and fail to purge your system of toxins, you will not be able to fully appreciate the next experience. That's why I work out so hard, why I get rid of a hangover by running laps. Sweat out the toxins, cleanse the system, reset and be ready for the next experience. "What shocks me is that there are people in the Tradition who don't understand the basis of its philosophy. Ecstasy does not always involve the use of psychotropic drugs or loud music. I've seen nuns in a transport of ecstasy achieved through the contemplation of their relationship with God. The Cult is supposed to be made up of people who have learned to manipulate Time, among other Spheres, through the attainment of ecstatic states. Instead, too often the means becomes the end. CoXers get so wrapped up in the party they forget the reason for it. It's like getting drunk. There's a point where your inhibitions break down just enough that a lot of deep philosophy suddenly makes sense. Just beyond that is the point where you make an idiot of yourself, ralph all over your best friend's stereo and pass out in the middle of the road. Way too many people don't stop when they ought to, and cross the line. I've got no use for'em. The point was not to get drunk, it was to attain Ascension. You can't expect your soul to rise when your brain is tripping over its own feet. Essence: Questing Tradition: Cult of Ecstasy Nature: Perfectionist Demeanor: Bon Vivant Physical: Strength 3, Dexterity 4, Stamina 4 Social: Charisma 3, Manipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Athletics 3, Brawl 3, Dodge 3, Streetwise 3 Skills: Carousing 4, Dancing 3, Drive 2, Etiquette 1, Meditation 3, Melee 2, Research 3, Stealth 2, Technology 2 Knowledges: Anthropology 3, Computer 1, Cosmology 1, Culture 3, Enigmas 2, History 3, Investigation 2, Law 1, Medicine 2, Psychology 2, Science 2 Backgrounds: Avatar 3, Destiny 1, Dream 2 Spheres: Correspondence 3, Entropy 2, Forces 2, Life 3, Mind 1, Prime 1, Time 3 Arete 6, Willpower 7 Merits/Flaws: Driving Goal (Seek intensity of experience), Compulsion (Try anything that looks like it might be fun), Disfigured (Hairless) Dreamspeakers Nashville has very few, the most noteworthy being three who are involved with the drumming circle that meets at Centennial Park. Between weekends, they meet out in the woods between Nashville and Murfreesboro, way off the beaten track. They have alliances with the Verbena and the Fianna, sharing access to the Centennial Park Node. Active with the environmental movement, the Dreamspeakers use their magic to prevent the Technocracy from destroying the movement with arcane methods. None of the three are in the public eye, preferring that they gain no fame. Bowen Jones An itinerant musician and dance instructor, Bowen makes his base of operations in Nashville. He has a couple of cassettes out of folk dance music, and one of basic drumming instruction. Bowen stands well over six feet tall, carrying himself with a perpetual stoop both from ducking through doorways and crouching around his instruments. He plays guitar, both six and twelve string, but prefers more esoteric instruments like the balalaika, sitar and lute. His hair is light brown and explodes out from his head like dandelion fluff. His beard is well-trimmed but equally bushy. Bowen's eyes are bright blue, set in a well-tanned and weathered face. He prefers t-shirts, jeans and a denim jacket with well-worn hiking boots. He's never without some sort of musical instrument, stringed, drum, or just a pennywhistle in his pocket. Bowen is quiet when not performing, keeping his sharp insights for people who are willing to be calm and quiet themselves. He has a mystic's outlook on life, but is by no means a crystal waver -- rather, he reminds people of Eastern monks, or of people who have spent time in Tibet. Well- centered and calm, Bowen doesn't shake up easily, nor does he become angry without extreme provocation. Essence: Dynamic Tradition: Dreamspeakers Nature: Maker Demeanor: Lone Wolf Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 1, Awareness 1, Brawl 1, Dodge 2, Expression 4, Intuition 2, Streetwise 3 Skills: Dance 3, Etiquette 2, Meditation 3, Sound Gear 2, Stealth 2, Survival 2, Technology 2 Knowledges: Cosmology 3, Culture 2, Enigmas 3, Investigation 2, Linguistics 2, Medicine 1, Occult 2 Languages: Gaelic, Greek Backgrounds: Arcane 3, Avatar 2, Destiny 1, Dream 2 Spheres: Correspondence 3, Life 2, Spirit 3 Arete 6, Willpower 7 Merits/Flaws: Enchanting Voice, Faerie Affinity R. D. Bloom A radical ecowarrior and former 60's general radical, R.D. is very nearly Bowen's opposite. Loud, strident, fond of provocative questioning and in-your-face debating tactics, R.D. sees himself as a Socratic-style gadfly, making people think by challenging their beliefs. Most people find him annoying. He does lead people to argument, but most of the time defending their territory only strengthens their beliefs. Standing only five-six, R.D. makes up for his lack of height with attitude. He hair is black, down to his shoulders, and usually in need of a wash. He wears a toboggan or African cap at all times to cover an incipient bald spot. Like Bowen, he prefers jeans, a denim jacket, boots and a t-shirt. R.D. carries a bamboo flute in a fringed leather shoulderbag, a unique focus for his magic. Nearsighted, he wears heavy-lensed glasses with black plastic frames. Overall, R.D. looks like someone who's been out on the road for quite some time. Essence: Primordial Tradition: Dreamspeakers Nature: Fanatic Demeanor: Curmudgeon Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Telents: Alertness 2, Awareness 1, Brawl 1, Dodge 3, Expression 3, Intuition 2, Streetwise 3 Skills: Debate 3, Fast Talk 3, Meditation 1, Research 1, Survival 1, Technology 1 Knowledges: Cosmology 3, Enigmas 3, Investigation 1, Law 1, Medicine 1, Occult 3 Backgrounds: Arcane 4, Avatar 1, Destiny 1 Spheres: Entropy 2, Mind 1, Prime 1, Spirit 2, Time 2 Arete 5, Willpower 9 Merits/Flaws: Driving Goal (Awaken everyone), Charmed Existence, Intolerance (Lack of shared vision), Overconfident Rowan Tankersley A quiet man who helps run a food closet and shelter from the Unitarian Church, Rowan is gay and not currently in a relationship. He dislikes the bar scene and is looking for something permanent. Standing a bit under six feet tall, Rowan is trimly built, with light brown hair and a mustache, both a bit bushy and extravagant but well-trimmed. He favors a light tan jacket with suede elbow patches over a dress shirt, jeans and deck shoes. Rowan is a convincing speaker when not interrupted, taking his time to make his points in a methodical way, carefully explaining his thoughts and dissecting the opposition's flaws politely in a non-confrontive manner. Believing in the fundamental good nature of humanity, Rowan doesn't consider anyone beyond hope. After all, the same Spirit is present in all, even if suppressed. By raising hopes, Rowan believes that he can raise belief in Gaia and bring about a new era of respect for the planet and its Spirit. The food closet runs on the ancient theory that nobody listens to politics when they're hungry. Fill the belly if you want considered decisions. Essence: Pattern Tradition: Dreamspeakers Nature: Caregiver Demeanor: Mediator Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 3, Manipulation (charming) 4, Appearance 3 Mental: Perception 4, Intelligence 3, Wits 3 Talents: Alertness 2, Athletics 1, Awareness 2, Expression 1, Intuition 3, Streetwise 2, Subterfuge 3 Skills: Dancing 3, Etiquette 3, Leadership 3, Meditation 2, Public Speaking 2, Research 2, Technology 1 Knowledges: Computer 2, Cosmology 1, Culture 2, Enigmas 2, Investigation 2, Law 2, Medicine 1, Occult 1, Sociology 2 Backgrounds: Allies 3, Avatar 2, Destiny 1, Dream 1, Influence 2 Spheres: Life 1, Mind 3, Prime 1, Spirit 3 Arete 5, Willpower 6 Paradox Flaw: Hemophiliac Euthanatos Currently there are no members of this Tradition in Nashville. The Chantry was wiped out to the last mage many years ago in a battle with the Progenitors. No one has been able to found a new Chantry, or even a cabal, since then. Some say that the lack of Euthanatos is why the city is so heavy with Kindred and holdovers from the past. Perhaps a highly committed member of this Tradition could survive the opposition and restore balance and progression to the city. Hollow Ones Requiem The oldest member of his Tradition in Nashville, Requiem was one of the founders of the movement in the region. His Awakening came during a time of intense repression of the underground movement, and led him to organize an unlicensed club. Currently, Requiem has the highest cool rating of any member of the Hollow Ones, but is cautious in the exercise of his power. He was close to some of the Euthanatos, and was deeply upset by their deaths at the hands of the Progenitors. Eventually, there will be a reckoning, but Requiem will bide his time, waiting for the perfect moment for vengeance. He has a collection of souvenir t-shirts from executions all across the country. His favorite is Gary Gilmore. Requiem also has a complete collection of Serial Killer trading cards, books about deviant psychology, bios of people like Vincent Bugliosi etc. Seriously into the deathpunk thing, he might have made a good Euthanatos. Requiem dresses as a Victorian undertaker to host the club, and carries an ebony sword-cane. Essence: Dynamic Tradition: Hollow Ones Nature: Architect Demeanor: Cynic Physical: Strength 1, Dexterity 3, Stamina 2 Social: Charisma 3, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 1, Brawl 1, Dodge 2, Expression 1, Intimidation 2, Intuition 3, Streetwise 3, Subterfuge 2 Skills: Etiquette 2, Firearms 3, Leadership 1, Melee 1, Research 3, Scrounge 3, Stealth 2, Survival 1, Technology 2 Knowledges: Computer 1, Cosmology 1, Culture 3, Enigmas 2, Investigation 3, Law 2, Linguistics 1, Medicine 1, Occult 4, Science 2 Languages: French Backgrounds: Allies 1, Arcane 2, Avatar 1, Influence 2, Library 1, Node 1, Resources 3 Spheres: Entroppy 2, Forces 2, Matter 2, Mind 1, Prime 2, Spirit 3, Time 2 Arete 7, Willpower 8 Requiem's A combined Goth/Rave club, dating back to Cantrell's on Broadway by Vanderbilt, considered the epitome of cool back in the early 80s. The Progenitors began to find the close proximity of a Mage club uncomfortable and disruptive to their work, however, and the Technocracy decided that Cantrell's had to go. The club scene went underground when Cantrell's was closed by the Metro government, buried in an avalanche of ordinance violations. Numerous attempts by the Technos and the Sleepers to set up legal clubs for the underground/alternative scene failed. Requiem's is now located in an abandoned snuff factory north and west of downtown, over by a tire recycling plant and the Salvation Army central warehouse. Requiem and other cabal members have invoked conjunctional effects on the club to keep it from coming to the notice of the Sleeper government. The Technocracy is aware of its existence in a peripheral way, but thus far has not taken any action against the club. Carter At the age of 19, Carter is still living with his parents, a couple of aging hippies, and attending art school while he decides what to do with his life. Self-sufficient, he took over running the family kitchen at 15, and learned to comparison shop and clip coupons when his parents told him he could keep whatever was left of the weekly kitchen budget for his own use. His dreadfully thin frame usually draped in baggy black, Carter has a mane of shaggy dyed-black hair with last week's hairspray still in it. He speaks in a low mumble while staring at the ground. Once in a great while, he gets in a bad mood, and screams obscenities at anyone who approaches him. His search for purpose in his life led him to Awakening and to the Hollow Ones. While he still lacks focus, screwing with the Technos gives him something to do besides hang out at the park and the club. Essence: Questing Tradition: Hollow Ones Demeanor: Curmudgeon Physical: Strength 1, Dexterity 3, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 3 Mental: Perception 4, Intelligence 4, Wits 3 Talents: Alertness 1, Awareness 2, Dodge 1, Expression 3, Intuition 2, Streetwise 2, Subterfuge 2 Skills: Cooking 2, Etiquette 1, Firearms 1, Meditation 1, Research 2, Stealth 2, Technology 2 Knowledges: Computer 1, Cosmology 1, Culture 3, Enigmas 2, Finance 2, Investigation 2, Law 1, Medicine 1, Occult 3, Science 1 Backgrounds: Arcane 1. Dream 2, Library 1, Node 1, Talisman 1 Spheres: Entropy 2, Life 2, Mind 2, Prime 1, Spirit 2, Time 1 Arete 5, Willpower 6 Jonathan In his early 30s, Jonathan is regarded as something of a relic by the other Hollow Ones. He supports himself largely by dealing hallucinogens, with occasional odd jobs at places that don't care about appearance. His artwork is of high quality, but he has not applied himself to its sale. In his early teens, Jonathan was brought to America from London by his parents, such great country music fans that they immigrated to Nashville. The shock of being taken from his native land to a place slightly lower on the cool scale than Passaic, New Jersey, Awoke his avatar and sent him into the underground. Jonathan is a Blood Doll, with a long reputation for being a feeder and a vampire wannabe. He sneers at anyone whose ideas of vampirism do not match his own, New Romantic influenced visions. He considers The Hunger to be one of the finest movies ever made. Jonathan claims to have slept with several influential Gothic musicians in the early days of the movement. While most of the older members of the underground dismiss this as vainglory, the younger ones are awed by his boasts. His dress varies wildly, dependent on his mood. One day will find him in a white poet shirt, with his hair caught back by a black silk ribbon, declaiming Byronic verse, while the next day he could be garbed in Blood Doll black with silver chains. He prefers womens' panties to mens' briefs. One thing is always certain: Jonathon goes to extremes for effect. He has a strong hatred of the Technocracy, focused on the Syndicate and the music industry. Jonathon believes that the world would be a better place if the country-western genre were eradicated. He has caused trouble for concerts, clothing stores and music shops. One of his great dreams is to destroy Opryland in a grand spectacle of explosions and fire. Essence: Primal Tradition: Hollow Ones Nature: Cavalier Demeanor: Avant Garde Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 4, Manipulation 4, Appearance 2 Mental: Perception 2, Intelligence 3, Wits 3 Talents: Brawl 2, Dodge 2, Expression 3, Intimidation 1, Intuition 1, Streetwise 4, Subterfuge 1 Skills: Firearms 1, Melee 2, Research 1, Stealth 3, Survival 3, Technology 1 Knowledges: Computer 1, Cosmology 2, Culture 3, Enigmas 2, Investigation 1, Law 2, Lingistics 1, Occult 3, Science 2 Languages: Gaelic Backgrounds: Arcane 3, Avatar 1, Destiny 1, Node 1 Spheres: Entropy 3, Forces 2, Mind 3, Prime 1, Time 2 Arete 6, Willpower 9 Trenchcoaters There's only one member of this Orphan group in Nashville, Alton Louis. Two others used to live here, Palmer Sorrow and Keisha McNeill, but they were lost in action not too long ago. The Bar is a seedy dive out on Nolensville Road, Cappy's, frequented by bikers, amphetamine dealers and conspiracy theorists. Its redeeming features are an Arcane rating of 4, so that the bar itself escapes official notice, and its selection of draft beers and ales, which includes Mackeson Triple Stout, Market Street Bock and Newcastle Nut-Brown Ale, but does not include anything with the word "Light" in its name. Jack Mingus, the proprietor, is a former gun smuggler who retired after getting shot in the throat. He survived, but his voice was damaged, and he speaks in a raspy whisper. Alton Louis A tall man who wears an OD green trenchcoat of recent design and a beat- up camo Aussie hat, Alton prefers black fatigue shirts, grey dress pants and biker boots, with a black leather pouch hanging off his belt. He keeps his mostly-grey hair in a ponytail, wears round lensed glasses, and is clean shaven. He drives a red pickup truck licensed in the name of Doug MacLaren, a fictitious identity carefully created by a Virtual Adept to repay a favor. His knowledge of Time and Correspondence lets him know when and where the nasty stuff is going to happen. He also has knowledge of Forces and Spirit to assist when his martial arts training, his saber or his .32 automatic don't work. Alton has a touchy digestive system, a low-level Paradox flaw that causes him embarassment and occasional acute discomfort. He's never sure of what will set it off, and so is frequently surprised by a deep gurgling rumble from his abdomen, the early warning sign that he should find a bathroom quickly. Al's truck has an Entropy 3 - Prime 2 conjunctional effect laid on it, as a favor paid. This protects the truck against coincidental magick effects by strongly reducing the probability of random mischance, accidents and breakdowns (Entropy 3 countermagick, Prime 2 Strengthening the Pattern). His keys are a Forces 3 talisman, keeping anyone from opening the truck by other means. Without the keys, the doors will appear stuck, and the windows made of Lexan. "Lot of freaky shit goin' down, all right? Somebody's gotta clean it up. Everything that you know is real. That's the first part of the deal." "You got two kinds of people can do stuff like this. Those with the bucks to buy alibis, lawyers, judges, stuff like that. I look like I've got that kind of money? No. I don't exist. See, that's the other kind. People who can move through a situation without leaving any tracks. It's kind of an attitude. You know, like when you walk through a crowd, if you don't meet anybody's eyes, nobody remembers you. Takes some practice, but it's worth it. I don't come up in any police data files, no computer searches, no paper records. What I left being born and all that, I got rid of. Considering how dependent on records and files this culture is, I might as well not even exist. That keeps me alive, keeps me a step ahead. Of who? The bad guys. Don't look at me like that. You saw that, back in the alley. There's worse shit than that out there. People who can twist up reality like a piece of taffy. And some of them are in charge. You think Congress runs the country? Bullshit. Who runs Congress? Yeah, I know, I sound like some kind of conspiracy nut. Just you wait. You'll see. You'll see a lot more than you ever wanted to. Why you? Why me? Why anybody? You were in the right place at the right time. You got chosen. What by? Man, if I knew the answer to everything, I wouldn't be muckin' around doin' this the slow way." Essence: Pattern Tradition: Trenchcoaters Nature: Judge Demeanor: Cavalier Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 4, Appearance 3 Mental: Perception 4, Intelligence 4, Wits 5 Talents: Alertness 3, Awareness 2, Brawl 3, Dodge 1, Intimidation 3, Intuition 3, Streetwise 3, Subterfuge 3 Skills: Drive 2, Etiquette 2, Firearms 3, Meditation 2, Repair 2, Research 2, Security 3, Stealth 2, Technology 2 Knowledges: City Secrets 2, Computer 3, Culture 2, Enigmas 3. Investigation 3, Linguistics 2, Medicine 1, Occult 4, Politics 2, Science 2 Backgrounds: Arcane 3, Destiny 2 Spheres: Correspondence 3, Entropy 2, Forces 2, Mind 1, Spirit 1, Time 3 Arete 4, Willpower 7, Quintessence 4, Paradox 3 Merits/Flaws: Bad Sight, Selective Digestion (unpredictable), Driving Goal, Charmed Existence, Occult Library Palmer Sorrow Palmer had been a forklift operator at a warehouse until one night when an Order of Hermes mage, fleeing two Tremere, took refuge in the building. Palmer was taking a lunch break, having moved to the night shift for the extra pay, and saw the entire battle from his atop the shelving. His reality shaken to its roots, he Awakened, his first effect using Entropy to drop a shelf unit on one of the Tremere. The Hermetic took care of his other opponent swiftly, once no longer outnumbered, and attempted to recruit Palmer into his Order. No, said Palmer, this is wrong, there's something fundamentally wrong with messing with reality like that. I don't care if I can do it too, I'd prefer not to. He quit his job soon after, to spend the rest of his life finding out what was really happening in the world. "I mean, how could you miss all that? I felt like some kinda moron. I'd suspected there was more ot the world than I knew about, but geez, doesn't everybody? But to have it shoved in my face like that ... Well, a man can only take so much, you know? I had to know what else I'd missed seeing, and who these people were, and why nobody else knew about them." Palmer soon dropped into the network of conspiracy theorists, anarchists and Hunters who sought similar knowledge. It was there, in a bar reputed to be a hangout of some truly strange and knowledgeable types, that he met Alton. The two of them worked together off and on for several years, sometimes with Keisha joining in, until the Warner node blew. In the aftermath of that magical catastrophe, during the cleanup, Palmer met up with a dark fay, or a Wyrm construct, or something similar. There were no witnesses. Only half of his body was found. Alton reconstructed the situation as best he could, scrying out the event with a crystal, but couldn't get a good enough look at the culprit to determine what it was. Palmer is buried at Nashville Memorial Gardens. His crypt has been broken into twice, once by someone who stole his trenchcoat, the second by unknown beings that added his left arm to the bones at rest. Verbena Nashville's Verbena, already under a great deal of pressure from the Celestial Chorus and the general attitudes of the Bible Belt, are also having trouble with a coven of Nephandi Verbena that moved in from Oklahoma a year ago. Seems the Nephandi have it in for real Verbena, or anything that looks even vaguely similar. The Nephandi are passing themselves off in the local Pagan community, but are beginning to draw suspicion due to shaky ethics. The real Verbena are still disorganized from the initial assault, and are having trouble regrouping due to suspicion of who is or might be in league with the Nephandi. The Verbena coven is led by Pat, a woman who runs an occult supply store in the Market Street Emporium. Pat's shop recruits for several NeoPagan covens, including her own, and her outer coven recruits for the Verbena. She believes in a slow, patient approach, having cultivated political relationships through the District Merchants' Association, the Chamber of Commerce, and the mayor's office. Her coven has alliances with the Dreamspeakers and the Fianna, sharing access to the Centennial Park Node. Hopefully, these will be sufficient to help her people weather the storm, and eventually rid the city of the Nephandi. The Verbena have just lost a member, Sarah Kendall, victim of an Avatar-destroying Progenitor virus the Nephandi slipped her. She's currently in counseling and under suicide watch. The Verbena have to recruit at least one new member quickly, to help deal with the magical assaults of the Nephandi. Pat and Fox, who's the head Verbena barabbi, are at odds in NeoPagan circles over philosophy and methodology. Pat suspects that Fox's group are the Nephandi, but has no hard evidence as yet, just a bad feeling. Saxifrage Formerly the high priest of a coven based in a small town midway between Knoxville and Gatlinburg, Saxifrage struck out on his own after a quiet breakup with the high priestess. Neither one will talk about it. Since then, he's resided far back in the woods, taking only those students determined enough to find him and to live without electricity, running water or a phone. He's won the friendship of the Children of Gaia and the Bone Gnawers, helping them out in return for the odd bit of Tass from their caerns. Laid back, he doesn't do flashy. Essence: Primordial Tradition: Verbena Nature: Caregiver Demeanor: Bon Vivant Cabal: None Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 2 Mental: Perception 5, Intelligence 4, Wits 5 Talents: Alertness 3, Awareness 3, Braw; 2, Dodge 2, Expression 2, Intimidation 2, Intuition 4, Streetwise 4, Subterfuge 3 Skills: Drive 1, Etiquette 2, Firearms 3, Leadership 3, Meditation 4, Melee 2, Research 3, Stealth 2, Survival 3 Knowledges: Cosmology 4, Enigmas 4, Garou Lore 3, Investigation 2, Law 2, Linguistics 3, Medicine 2, Occult 3, Spirit Lore 3 Backgrounds: Arcane 2, Avatar 3, Destiny 2, Dream 3, Influence 2, Node 2 Spheres: Correspondence 2, Entropy 2, Forces 3, Life 5, Matter 2, Mind 3, Prime 3, Spirit 4, Time 2 Arete 8, Willpower 9 Dandelion Once she was a cost accountant who did science fiction conventions on the weekend. She started hanging around with a group of NeoPagans, joined them and initiated. Then they introduced her to the Verbena. Working further into the lifestyle, she quit her job, took up busking at RenFaires, acting as a grog for the Verbena until finally winning her Awakening. She heard of Saxifrage through the rumor mill, and decided that he could help her find the next piece in the puzzle of her life. She's not sure what she's evolving into, but the journey's been interesting thus far. She's a petite woman with curly dark hair of mixed Korean/Caucasian ancestry, who plays more instruments well than most people ever attept. Her specialty is Mind effects using songs for coincidental carriers. All of her gear has a dandelion on it somewhere, painted, embroidered, or in the case of herself, tattooed. Essence: Questing Tradition: Verbena Mentor: Saxifrage Cabal: Saxifrage Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 4, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 2, Athletics 1, Awarenewss 2, Brawl 2, Dodge 2, Expression 4, Intuition 2, Streetwise 3 Skills: Drive 1, Etiquette 1, Firearms 1, Meditation 2, Melee 2, Research 3, Stealth 2, Survival 2, Technology 2 Knowledges: Bureaucracy 2, Computer 2, Cosmology 1, Culture 2, Enigmas 2, Finance 2, Investigation 2, Medicine 1, Occult 2, Science 2 Backgrounds: Avatar 3, Dream 3, Mentor 4, Node 1 Spheres: Entropy 2, Life 4, Mind 3, Prime 2, Spirit 2 Arete 6, Willpower 7 Virtual Adepts Virtual Adepts at Vanderbilt, operating carefully due to Void Engineer, Progenitor and NWO presence at the same institution When the Virtual Adepts left the Conventions, their shop at Stevenson Center was mothballed and handed over to the Void Engineers. The Council had decided that research into Correspondence was to be suspended for the most part. There seemed to be something about the Sphere that led people in directions the Technocracy did not approve of. The Void Engineers were left as caretakers of the labs and equipment, against the day when investigations might be reopened. Years later, two of the Engineers were sent to Vanderbilt University as a form of retirement. Walt Zagrebski and Urich Schmidt had both been caught in internecine politics. Although both were highly intelligent and skilled in their work, neither had the social abilities or contacts to allow them to survive in the vicious infighting among the Conventions. Disillusioned, declared burn-outs, they were put out to pasture as recruiters for their Convention, given tenured positions at Vanderbilt's School of Engineering. Zagrebski and Schmidt were supposed to watch their students for potential, notifying their Convention if any seemed ripe for Awakening. Bitter over their fall from grace, frustrated over their previous lines of research being blocked, the two decided not to report it when one of their students did indeed Awaken, experiencing an epiphany while working on one of the mainframe systems and developing an awareness of Correspondence. They encouraged the young woman, Shulamith Cohen, in her studies. They took responsibility themselves for the mainframe time and supplies she was using, claiming (correctly) that an inventory of the old Adept equipment had never been properly done. After all, the Technocracy had to know what it was in possession of, and the only way to determine that was to fire up the equipment and see what it did. Shulamith inevitably made contact with the Virtual Adepts. She was initiated into their Tradition once she developed sufficient ability to transit herself into the Digital Web and to the Crystal Palace Chantry. Her Engineer teachers again did not report the incident, finding a spark of rebelliousness within themselves, a streak of defiance. Most of the Technocracy denied the reality of The Dream. The Void Engineers were often maligned, rarely understood. Zagrebski and Schmidt themselves had been victimized by petty-minded power mongers who had no vision, no goals beyond expanding their pocket kingdoms. Enough was enough. Between the three, they managed to rig the systems at Stevenson Center to report proper status to the Council monitoring devices, while allowing Shulamith to pursue her studies and her contact with her Tradition. A Chantry was out of the question. There once had been a major center at Vanderbilt, but that was before the Adepts broke from the Technocracy. A few Adepts, however, carefully recruited from within the student population, or brought in as students under elaborately constructed cover, could do a lot with the available equipment. They could do enough to make Zagrebski and Schmidt feel that they were finally making a difference. These students could redeem their teachers. The Technocracy does not at this point know of the Engineers' treachery. The Council does suspect that something semi-illicit is being done with the facilities at Stevenson. The School of Engineering has recently added a Robotics department. The mainframes at Stevenson are a focal point, a major node, in the Internet for Nashville and its environs. The Conventions lack the talents required to monitor properly for Adept presence, having no group that specializes in Correspondence. Three more Adepts have joined Shulamith, herself now a graduate student working on her Masters. The Engineers have restricted the cabal from recruiting any more members. Any student, however, who Awakens on their own, without prompting or assistance, will be evaluated. Those whose thinking is along conventional lines will be routed into the Void Engineers. Those rare souls who understand the fundamental interconnectedness of all things, and who can successfully maintain the dangerous deception, will be told of the Adepts, and invited to join their ranks. Zagrebski and Schmidt are thought to be attempting to resurrect their old research. This is felt to be harmless, something that will keep the two occupied and out of trouble. If only the Technocracy knew. Shulamith Cohen Tall for a woman, Shulamith stands five-eleven in her bare feet. Her hair is jet black, her eyes dark and her features decidedly Sephardic, despite her Ashkenazic Jewish name. She prefers baggy, oversized clothing, usually sweaters and cotton pants from a South American import store, and sandals when the weather allows. She's friendly, outgoing, and a genuinely caring individual, but not careless. Anyone meeting her for the first time will be carefully assessed before Shulamith makes a judgement. She does not make friends quickly, but she is rarely, if ever, betrayed by them. Shulamith specializes in higher mathematics, working toward proofs that the power of computers is an open-ended function. If she can get her work into the dominant paradigm, she will pave the way for major developments by her Tradition. Thus far, she's been careful to show her work only to her fellow Adepts and to Walt and Urich. If word of her work leaked out prematurely, the Technocracy could make a pre-emptive strike, publishing work that would staunchly refute hers. Shulamith carries a more powerful notebook than the other members of her cabal, as befits her position as its leader. She keeps a series of rotes precompiled and iconed on the desktop for emergencies. She's been very careful about establishing a rep online, so as not to give away her physical location. Tetsuro Mishima Tetsuro is 19, but looks much younger to Western eyes. His youth is emphasized by his advanced placement, two years ahead of anyone else his age due to hard work and a brilliant mind. Having come to Vanderbilt from Kyoto University in Japan, he prepared for the move by learning English, but still has a noticeable Japanese accent and formal speech patterns. Slender but not thin, Tetsuro has the fine bone structure and high cheekbones of Japanese aristocracy. He wears silver metal-framed glasses with rounded lenses. For class, he normally wears a plain dress shirt and dark slacks, but outside of class prefers loud Hawaiian shirts and beat-up jeans with hightop sneakers. A quiet, intense young man, Tetsuro is nonetheless friendly enough in small groups. Crowds cause him to withdraw, and make him acutely uncomfortable. Tetsuro has very few affectations and quirks, odd for someone as intelligent as he is, although he does insist on referring to Tokyo as Edo, and refuses to use the English name for his country, referring to his homeland as Nippon. Tetsuro Awakened two years ago, after working with Shulamith on a particularly difficult problem in network integration. In a flash of the True Tao, he realized the metaphor of interconnectedness, and worked out the logical extension of connectivity, discovering the Digital Web. Shulamith took him to Zagrebski, and then to the Crystal Palace, formally bringing him into the Virtual Adepts. Since then, he's developed a hypothesis that's taking up most of his time. If all things are one, then it should be possible to affect any other realm, produce any effect desired, through remote manipulation. Correspondence is not only the universal connectivity, it is the underlying link between all of the Spheres of magickal knowledge. With the right code, and tying in fundamental chaos theory, you should be able to exert influence on natural forces and bend them to your will without directly creating the effect. Likewise, it should be possible to venture into the spirit realms and deal with the beings there without spending serious amounts of time mucking about with old-style talismans, charms, etc. Whether Tetsuro is on the verge of a great breakthrough or is heading down a dead-end path in his research remains to be seen. Shulamith is quite taken with him. Amir thinks that his hypothesis is interesting, but is waiting for experimental results before passing judgement. Ryszard thinks Tetsuro is only one step up from a r0dent. "Sure, all things may be one, but that doesn't mean you can substitute a wrench for a screwdriver, and expect it to work because it's longer."