Wraiths Nashville is most definitely Haunted. While spirits are not as thick as Atlanta, like any Southern city, there are many legends about spooks and presences in the Nashville environs, most of them with a grain of truth. Some of the wraiths present are native to Nashville, and returned there upon death, while others died there and remained. Unlike nearby Atlanta, however, there is no great Necropolis, and only a minimal Hierarchy presence. This does not imply that the Renegades or Heretics are exceptionally strong. On the contrary, Nashville is regarded as a backwater by most of Wraith society. Situation Personalities Hierarchy Representatives Jacques de Bouillon Hierarchy Citadel Master Cause of Death: Heart Attack Year of Death: 1682 Nature: Martyr Demeanor: Traditionalist Life: Petty Bureaucrat Death: Disease Regret: Failure Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 4, Appearance 2 Mental: Perception 4 (diligent), Intelligence 4 (methodical), Wits 3 Talents: Alertness 2, Awareness 1, Brawl 1, Dodge 2, Intimidation 3, Streetwise 2, Subterfuge 3 Skills: Etiquette 2, Firearms 3, Leadership 1 Knowledges: Bureaucracy 4 (player), Enigmas 1, Investigation 4 (patient), Law 2, Linguistics 2 (English, Latin), Occult 2, Politics 3 Backgrounds: Allies 3, Contacts (Restless) 2, Haunt 3, Mentor 3, Notoriety 2, Status 2, Wealth 3 Passions: Advance Status (Greed) 3, Be Remembered (Lust) 2, Dominate Others (Greed) 3, Enforce the Code (Faith) 3 Arcanos: Argos 2, Castigate 2, Fatalism 3, Lifeweb 4, Usury 4 Fetters: Gravesite in Languedoc 1, Antique Desk from life 3, Godfrey's Tomb (resolved), all others destroyed Willpower 6, Pathos 7 Shadow: Parent Dark Passions: Punish Others (Anger) Thorns: Angst: 5/6 Agenda: Browbeat Jacques about his failures. Correct him at every opportunity. He screwed up his first chance. Don't let him blow this one. Background: De Bouillon was a direct descendent of Godfrey de Bouillon, the first leader of the Latin Kingdom of Jerusalem and a major figure in the First Crusade. Unfortunately, in seventeenth-century France, that and a sou would get you a cup of tea. Jacques lived his entire life in obscurity as a petty bureaucrat in the Languedoc region. He never married, nor had much experience with women at all, and when he died in his sleep of heart failure, his body wasn't discovered until three days later, when the smell became noticeable. The Hierarchy snapped him up and put him to work in the great clerk-halls of Stygia. Over the course of the centuries, Jacques rose slowly through the ranks, from assistant clerk to clerk to chief clerk, and finally drew sufficient notice from his superiors to be considered for promotion beyond clerk. When the previous Hierarchy district officer in Nashville succumbed to his Shadow and was Harrowed into Oblivion, the dour, pinched clerk was immediately named to the position. After all, where better to send an ambitious nonentity than a backwater like Nashville? certainly, the Hierarchy wouldn't send someone with the potential for further advancement to such a dead-end post. Jacques understood the situation, having been adept in the workings of bureaucracy in life, his time in Stygia only serving to hone his skills. He decided to make the best of it, and determined to bring himself to the notice of his superiors by strict attention to his duties. Jacques enforces every clause in the Code of Charon to the letter -- when he can get anyone to pay attention to him. In person, he can be quite intimidating, not hesitating to use his Arcanos to sever a Fetter or drain Pathos, or to order in the Centurions. However, he's only one Wraith, with a very small contingent of troops, in a provincial backwater. The likelihood of the Hierarchy sending in major reinforcements is low, as long as nobody takes direct action against Jacques. Image: A pinched-looking man of below average height with grey hair drawn back severely in a clerk's ponytail, tied off with a black ribbon. He wears dark clothing of late 17th Century French styles, a little threadbare, and has a pair of pince-nez perched on the end of his thin nose. He carries himself with an air of arrogant dignity. Roleplaying Hints: They can't do anything without your approval, and you'll only consider their case if all of the appropriate forms have been filled out in triplicate, filed with the appropriate people, and reviewed by the courts. Anyone even attempting anything vaguely out of line must be lectured as to the strictures of the Code of Charon, and if they won't listen, well, that's what the troops are for. Never dirty your own hands if you can possibly avoid it. Let the Centurions deal with the physical side of things. Only speak to people who address you properly. Ignore anyone who fails to treat you with the respect you so richly deserve. Beware the wrath of the bureaucrat in office -- by enforcing the Code to the letter, you can make Oblivion preferable to their existence. Quote: "I really can't help the situation. You failed to adhere to chapter seventeen, paragraph twelve, subsection two, which quite specifically stipulates that this sort of behavior is not allowed. I'm afraid the Centurions are quite within their duty to send you to the forges." Shadow: Parent Agenda: Browbeat Jacques about his failures. Correct him at every opportunity. He screwed up his first chance. Don't let him blow this one. Winston Packard Railroad Agent/Hierarchy Agent Cause of Death: Run down by train Year of Death: 1882 Nature: Traditionalist Demeanor: Bravo Life: Railroad Agent Death: Accident Regret: Failure Physical: Strength 3, Dexterity 2, Stamina 4 (determined) Social: Charisma 2, Manipulation 3, Appearance 1 Mental: Perception 4 (distrustful), Intelligence 3, Wits 4 (cynical) Talents: Alertness 2, Athletics 2, Awareness 1, Brawl 3, Dodge 3, Intimidation 3, Streetwise 3, Subterfuge 1 Skills: Crafts 1, Etiquette 1, Firearms 2, Melee 3, Repair 2, Stealth 2 Knowledge: Bureaucracy 2, Enigmas 1, Investigation 3, Law 2, Occult 2, Politics 2, Science 1 Backgrounds: Allies 1, Haunt 3, Mentor 2, Memoriam 1, Status 2 Passions: Complete Warning (Duty) 4, Stop Trouble on Railroad (Duty) 3, Make Trouble for Renegades (Anger) 2, Enforce the Law (Faith) 2, Gain Status in Hierarchy (Greed) 1 Arcanos: Argos 2, Embody 2, Outrage 3, Moliate 3 Fetters: Mount Juliet Railroad Crossing 4, Red Lantern 3, Badge 2, Portrait in RR Offices 1 Willpower 7, Pathos 6 Shadow: Monster Dark Passions: Harass Everyone (Lust) 3, Kill Criminals (Anger) 4 Thorns: Tainted Touch, Shadow Relic, Shadow Arcanos (Usury) Angst: 5/4 Agenda: Take out anger on pretty much anybody. They're all scum, they all deserve to be obliterated. Convince Winston of the truth of this. Background: Winston was a railroad agent in a rough and turbulent time. He did his best to keep the hoboes off the trains, hold down thefts from the boxcars, and keep the workers from unionizing. One night, he discovered unionist saboteurs messing with a switch down in what later became Mount Juliet. He tried to stop them, but one got behind him and hit him with a rock. Dazed and with blurred vision, Winston tried to fix the switch after the saboteurs left, but couldn't. In desperation, he took a red lantern and went staggering down the tracks, trying to warn the train. The engineer didn't see him until too late. The train struck Winston, pulping him instantly, and while the engineer was frantically trying to stop the train and find out who had been hit, he missed seeing the damage to the switch. The train derailed. Most of the people aboard were killed, and the cargo, which included a shipment of grain for Northern mills and supplies for Nashville's city hospital, was destroyed. Winston has spent the decades since then repeating his last act, trying to warn oncoming trains of danger, and stop unlawful acts near the railroad. The Hierarchy recruited him as an enforcer, an easy task considering his allegiance to the cause of order, and love of being on the most powerful side. Winston identifies the Renegades with the unionizers and saboteurs that caused his death. Jacques just wishes he had a dozen more like Winston. He'd have fewer problems trying to run the Nashville necropolis. Image: Winston is a tall, broad man with short hair parted in the middle and slicked down, and great waxed moustaches partially hiding his pockmarked, weathered complexion. He wears a white shirt with a detachable collar, a grey vest, black trousers and coat, heavy brogans and a black derby hat. He carries a truncheon and a bullseye lantern, both Relics, the lantern being one he scavenged in the Shadowlands, not his Fetter. Roleplaying Hints: If they're upright citizens, be clumsily polite, especially to the ladies. If they look cheap or common, treat'em like the dirt they are. If they break the law, beat some respect into them. Order has to be maintained, and for some people that takes a big stick and a strong arm. Quote: "You best not be messin round on my railroad. You got a reason for bein here? I got a nice piece of timber here wants to make your acquaintance." Shadow: Monster Agenda: Take out anger on pretty much anybody. They're all scum, they all deserve to be obliterated. Convince Winston of the truth of this. Independents Janice Donovan In life, Janice was a nature activist, who died in front of a bulldozer trying to stop the exploitation of the nesting grounds of the East Tennessee screech owl. After passing the Shroud, her investigation into the development company revealed its owner to be Pentex. Now she's working with the Garou, who regard her as a spirit. Janice was a strong-willed woman in life, and managed to survive her Enfancy as an independent. She has convinced the Garou pack she runs with that the Hierarchy are Banes. Janice appears as a thin, athletic woman of medium height, with short brown hair and plain features. Besides her Relic jacket, she manifests a plain t-shirt, jeans and hiking boots. Her determination to save the owls and the forest in general is balanced off by her Shadow's determination to convince her that her quest is hopeless in the face of industrial might. Janice carries an Owl feather Artifact (braided into her hair) imbued with Phantom Wings (Argos 2). The Artifact costs her 1 Pathos for each use of Phantom Wings, and provides no other Argos effects. She has one Relic: her Forestry Service jacket. It has no powers, but does serve to remind her of her previous existence. Shadow: Rationalist. Agenda: Destroy Janice's Passions by convincing her that she cannot succeed. What good can one person, and not even living, do against a corporation the size of Pentex with Oblivion itself backing the enemy? Nature: Caregiver Demeanor: Architect Life: Activist Death: Murder Regret: Mission Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 4, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 1, Athletics 2, Awareness 2, Brawl 1, Dodge 1, Streetwise 1, Subterfuge 3 Skills: Crafts 2, Leadership 1, Repair 2, Stealth 2 Knowledges: Bureaucracy 2, Computer 1, Investigation 3, Law 1, Occult (Garou Lore) 4, Politics 3, Science 2 Backgrounds: Allies (Quick) 4, Artifact 2, Haunt 1, Memoriam 2 Passions: Avenge Death (Anger) 2, Stop Pentex (Hate) 3, Perserve Forest (Love) 3, Assist Activists (Faith) 2, Reconcile w/Family (Love) 1 Arcanos: Embody 5, Inhabit 3, Pandemonium 2, Usury 4 Fetters: Screech Owl 4, Grave Site 3, Sister 1, Pentex 2 Willpower 8 Shadow: Rationalist Dark Passions: Abandon Cause (Despair) 2, Kill'em All (Hate) 4, Dump Family (Envy) 2, Destroy Grave (Rejection) 2 Thorns: Dark Allies (Banes) 2, Trick of the Light Angst: 3/5 Peggy Caswell Peggy was born in Rogersville, Tennessee, in 1949. She started performing in her early teens, with the school chorus and then in talent shows. At 19, she was discovered while singing for tips in a bar, and moved to Nashville. At 21, she had her first gold record. In 1963, at the age of 24, she died in a plane crash that also killed her manager and her best friend, Gayle Crockett. Peggy's posthumous album went double platinum. Her fans put up a shrine to her at the Country Music Hall of Fame. The Ryman Auditorium hosts a stage show about her brief life on a regular schedule, which includes many of her songs in the performance. To the current day, her music is still remembered as inspiring, elemental country that set a standard for female vocalists in the field. Peggy is proud of her accomplishments, but truly wishes she could have continued her career. Her Haunt is the Hall of Fame, which gives her a double home court advantage. Peggy feels guilty about the death of her best friend, and has made herself the protector of her family. Over the years, she's intervened whenever possible to make up for the loss of a wife and mother, helping out John Crockett, Gayle's husband, and Jeremy and Sheila, Gayle's children. Recently, Sheila's marriage has turned sour, with her husband being laid off and beginning to take out his frustration in emotional abuse. Gus hasn't hit Sheila -- yet. If he does, Peggy may have to intervene directly. Peggy also keeps watch over Annabelle Gleaves, an aspiring songstress who found Peggy's first guitar in a pawn shop, and bought it for $20 from a man who didn't know what it was. Annabelle has yet to be discovered, and doesn't have a lot of talent herself, so Peggy has been inspiring her from time to time, and learning the Arcanos of Puppetry. She tells herself that she's learning to Skinride to assist Annabelle, but her Shadow knows better. She was deprived of her fame, and her shadow intends to eventually take over Annabelle and recapture her lost glory. A slender, short woman, Peggy has decidedly East Tennessee features, and a great mass of curls worn in the Tennessee Big Hair style. She manifests a worn gingham dress with a frill down the front seams, and penny loafers. She's managed to scrounge a Relic guitar, although not a very good one, and is in search of a better instrument. Passions: Take care of Friend's Family Nature: Survivor Demeanor: Bon Vivant Life: Musician Death: Accident Regret: Success Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma (Charming) 4, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Alertness 1, Awareness 1, Brawl 1, Dodge 1, Empathy 3, Expression (lyrics) 4, Streetwise 2, Subterfuge 1 Skills: Crafts 1, Etiquette 1, Firearms 1, Performance (C&W) 4, Repair 1 Knowledge: Bureaucracy 1, Investigation 1, Law 1, Occult 1, Politics 1 Backgrounds: Contacts (Quick) 1, Contacts (Restless) 2, Haunt 3, Memoriam 5, Noteriety 1 Passions: Protect Friends/Family (Love) 4, Watch Guitar Inheritor (Envy) 3, Enjoy Fame (Greed) 3 Arcanos: Embody 2, Keening 3, Phantasm 2, Puppetry 1 Fetters: Shrine 3, Guitar 2, Best Friend's Family 4, Ryman Auditorium 1 Willpower 7, Pathos 10 Shadow: Leech Dark Passions: Take Advantage of Fame (Greed) 2, Get Guitar as Relic (Greed) 3, Take Mortal Lover (Lust) 2 Thorns: Shadow Life Angst: 1/0 Laura Shipley The Civil War claimed more victims than just those slain on the battlefield. In 1862, Ashford McLaren marched off to the defense of the South, and was in the Xth Regiment, X Company, at the Battle of Nashville. Word came back to his betrothed that his regiment had been slaughtered to the man. In despair, Laura decided to join her lover in the next world. She went down to the Cumberland River and flung herself off a boulder at the top of a cliff into the waters far below. The next day, as her family was mourning her passing and preparing for her funeral, Ashford turned up at the house. He had been lightly wounded early in the battle, and had been pulled from the front lines by his commanding officer to carry a dispatch to the central command. Wild with grief, he nearly dispatched himself with his pistol, but Laura's father stopped him. Laura was buried in the Old City Cemetary. The rock that she had leapt from was moved to the cemetary as her grave marker. She had been afraid of the dark, so Ashford had a lantern installed on her grave. Ashford moved in with the Shipley family, and spent the rest of his days as a member of Laura's clan. He never married nor took another woman. When he died, Laura was waiting -- but to no avail. Her lover was enslaved by the Hierarchy. Laura's Mentor, a powerful Renegade, kept her from the same fate. For the last hundred years, Laura has sought a way to free her true love from bondage in Stygia. Her determination to be reunited with Ashford is her primary drive, her central Passion and the force behind most of her actions. She's learned a tremendous amount about the workings of Wraith society and the structure of the Hierarchy, developed numerous contacts among the Restless and spent years studying the Arcanos she felt useful all to further her quest. Shadow: Abuser Agenda: Laura's Shadow focuses on her pain over the untimely loss of her life. It browbeats her about her mistake in committing suicide, using that error to cast doubt on all her other decisions. The recent destruction of her family home and an attempt at vandalism of her gravesite have given her Shadow ample material to work with. Laura's not making the sort of progress she had hoped for in rescuing Ashford, and she's been neglecting her other responsibilities in the process. By leading her to doubt the rightness of her dominant Passion, her Shadow hopes to lead her into despair and Oblivion. Passions: Free Lover (Hope) Flaws: Phobia (Darkness) Nature: Visionary Demeanor: Traditionalist Life: Society Belle Death: Suicide Regret: Despair Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 3, Appearance (winsome) 4 Mental: Perception (paranoid) 4, Intelligence 3, Wits (determined) 4 Talents: Alertness 2, Awareness 2, Brawl 1, Dodge 1, Empathy 3, Intimidation 1, Streetwise 1, Subterfuge 4 Skills: Crafts 1, Etiquette 3, Performance 1, Stealth 1 Knowledges: Bureaucracy 3, Enigmas 1, Investigation 3, Linguistics 2, Occult 3, Politics 3 Backgrounds: Contacts (Restless) 3, Eidolon 1, Haunt 2, Mentor 2, Memoriam 2 Passions: Rescue Lover (Hope) 5, Preserve Past (Love) 1, Protect Romance (Envy) 2, Prevent Suicide (Hope) 2 Arcanos: Argos 2, Embody 2, Lifeweb 3, Phantasm 2, Usury 4 Fetters: Lantern on Grave 3, Fan (resolved) 2, Shipley Home (gone) 2, Engagement Ring 4 Willpower 9, Pathos 6 Shadow: Abuser Dark Passions: Destroy Past (Sorrow) 2, Destroy Ashford (Anger) 4, Destroy Hope for Love (Anger) 1 Thorns: Shadow Trait (Intimidate), Shadow Arcanos (Pandemonium) Angst: 4/0 Stephen Merrick Steve was a teenage Blood Doll who died of anemia after being tapped one time too many by Jonathon and Melinda. They had led him on with promises that they could change him into a vampire, but it took several goes. Stephen is outraged that they lied to him, especially since he's seen an Embrace since passing the Shroud. Now Stephen is searching for a way to regain a body and become Kindred. He knows there has to be a way for him to evict a soul and take the body, then lock himself into it with the Embrace. In the meantime, he's determined to stay up with the Goth crowd, and not let death outdate him. He's also desperate for entertainment, a shallow personality with all of eternity staring him in the face. Lately Stephen has been listening to the Renegades. They talk a good game, and fighting the Hierarchy could provide eons of something to do. Shadow: Perfectionist Charisma: Weirdly Fascinating Agenda: Stephen failed at his primary goal in life. Now his Shadow harasses him constantly, driving him to attempt greater and wilder chances at fulfilling his goals. Stephen's Shadow is also furious about his betrayal by the Kindred, and is determined to hurt them in any way possible. Being Goth is not enough. Stephen's Shadow goes to great lengths to out-Goth anyone in the immediate area. Beyond that, wierding out people brings his Shadow a perverse delight, especially if it involves crossing the Shroud or breaching the Code of Charon. Nature: Martyr Demeanor: Conformist Life: Blood Doll Death: Overdrain Regret: Failure Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 4, Manipulation 3, Appearance 3 Mental: Perception 2, Intelligence 3, Wits 3 Talents: Alertness 2, Awareness 1, Brawl 1, Dodge 2, Empathy 1, Expression 1, Streetwise 2, Subterfuge 2 Skills: Crafts 1, Meditation 1, Performance 1, Repair 1, Stealth 1 Knowledges: Computer 2, Enigmas 2, Investigation 1, Law 1, Occult (Kindred) 4, Politics 1, Science 2 Backgrounds: Artifact 3, Contacts (Kindred) 2, Contacts (Restless) 2, Haunt 2, Memoriam 1 Passions: Become Kindred (Envy) 3, Remain Cool (Faith) 2, Maintain Haunt (Sorrow) 2, Avoid Ennui (Lust) 3 Arcanos: Argos 3, Embody 2m Moliate 2, Pandemonium 1, Puppetry 1 Fetters: Ankh Necklace 2, Dragon Park 3, Elliston Place 2, Jon & Melinda 3 Willpower 7, Pathos 6 Shadow: Perfectionist Dark Passions: Expose Kindred (Anger) 2, Outdo other Goths (Pride) 3, Freak Out Quick (Pride) 2 Thorns: Tainted Touch, Freudian Slip, Shadow Trait (Stamina), Shadow Trait (Manipulation) Angst 3/0 Keith Hobgood Keith was your typical Nashville construction worker: a hard worker, fan of Reba Macintyre, drove a pickup, married with one child. After work, he stopped off at a bar witha few of his buddies for a beer, and on the weekends, he took his son fishing. He hated OSHA with a passion, loved his country and carried a picture of his wife in his wallet. All of this came to an abrupt end when a substandard building collapsed and he was crushed in the rubble. Keith wasn't done with life yet. He hung on tenaciously, managing to fend off the Hierachy Reapers and survive long enough to fall in with a group of Renegades. While his association with them remains peripheral to the current time, they taught him a great deal of useful things. Keith is frantic to let his wife and son know that he's still around. Thus far, though, he hasn't found anyone who will teach him Embody. He's had to make do with the small effects his low expertise with Outrage provides. Keith is also concerned about what will happen to his family when the insurance money runs out -- it won't last forever, and his wife isn't skilled enough to get a decent job. Hanging around the construction site where died, Keith learned that his work wasn't at fault. The building collapsed because the suppliers were selling substandard materials. This made Keith furious, especially since the initial investigation had blamed the workers, and some of his friends had lost their jobs. He's determined to see that the suppliers pay for the grief they've caused. He's also holding the OSHA inspectors at fault, for not catching the problem when they should have. If there have to be OSHA inspectors, the least they could do is do their job right. The inspectors on this particular job have found their lives much more complicated since the collapse. Keith manifests as a muscular but trim man of medium height, with short unruly brown hair and weathered features. His clothing consists of a badly-stained white t-shirt, worn jeans, work boots and a hard hat. Shadow: Pusher Agenda: Keith's Shadow represents his indulgent side, lazy, greedy, preferring to lay back and have another beer rather than put forth any effort. It also represents his outrage at his death, and is determined to take it out on the entire world of the Quick. When Keith grows angry, or debates about an action, his Shadow starts whispering, encouraging him to extremes of action or inactivity. His basic nature is impulsive, so his Shadow finds it easy to egg him on under most circumstances. Nature: Judge Demeanor: Bravo Life: Laborer Death: Accident Regret: Destiny Physical: Strength 4, Dexterity 3, Stamina 4 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 2 Talents: Alertness 1, Athletics 2, Awareness 1, Brawl 3, Dodge 2, Intimidation 2, Streetwise 2, Subterfuge 1 Skills: Crafts 3, Drive 1, Firearms 1, Melee 1, Repair 3, Stealth 1 Knowledges: Bureaucracy 1, Computer 1, Investigation 1, Law 1, Politics 1, Science 1 Backgrounds: Contacts (Quick) 2, Contacts (Restless) 1, Haunt 2, Memoriam 2 Passions: Screw with OSHA (Anger) 2, Protect Family (Love) 3, Protect Co-workers (Hope) 2. Make Contact w/ Quick (Hope) 3, Get Revenge/Suppliers (Anger) 2 Arcanos: Inhabit 2, Outrage 2, Pandemonium 2, Puppetry 1 Fetters: Wife and Son 4, Truck 3, Beer Buddies 2, OSHA 1 Willpower 5, Pathos 7 Shadow: Pusher Dark Passions: Screw w/ Everybody (Envy) 3, Bring Down Buildings (Anger) 3, Drink (Lust) 1, Avoid Work (Sloth) 2 Thorns: Bad Luck, Doppleganger Angst: 4/0 Nilufer Nilufer (the name means "pond lily") was an attendant to the wife of a minor noble in the court of Osman I, one of the early Ottoman sultans of what is now Turkey. Since the Ottomans were Muslims, she was not a slave, but rather a family retainer who worked for her room and board. As well, the woman she attended occasionally gave her gifts -- clothing she no longer wanted, inexpensive jewelry, and the like. Nilufer had an easy life, especially compared to others at the time, but she longed for something more. Being an attendant kept her indoors most of the time. She hardly ever saw anything besides the walls of her home. Guests at dinner would tell stories of their travels, and Nilufer would wish devoutly that she could go and and see the world. There is an old saying: Be careful what you wish for. During the Antebellum years of the American South, an antiquities craze swept the upper class. Artifacts from ancient civilizations suddenly became de riguer for a properly decorated parlor. Egyptian items were strongly preferred, but nearly anything could be passed off as Egyptian to a dilettante by an unscrupulous dealer. One such sold a statuette of a harem dancer to the Willingham family of Nashville. Placed on the mantel of their parlor, the Willinghams proudly told all of their friends about the amazing find they'd made, of a Seventh Dynasty sculpture and for only fifty dollars, never knowing that the statuette was Turkish and several centuries newer than they thought. The Civil War came and went, the Willinghams put the statuette in storage in their attic to preserve it when the Union quartered soldiers in their house, and the knicknacks from the mantel were forgotten in the war's aftermath. To this day, the statuette lies in a wooden box at the back of a cluttered attic of a stately home in Nashville, and Nilufer, whose Fetter the statuette is, haunts the manse. The Willinghams have joked for several generations about their family ghost, never once suspecting that instead of an ancestor, the wraith could be a foreign import. Nilufer has taken a more active role in her own existence since being brought to America. She maneuvers carefully in Restless politics, walking a fine line between the Hierarchy and the Renegades, and avoiding the Heretics whenever possible. Still a devout Muslim, she prays five times a day at the Nashville mosque, makes an annual pilgrimage to Mecca, and tries to avoid deriving Pathos during the daylight hours during Ramadan. A wise man once told her that being dead could be considered an illness, and thus exempt her from the fasting, but she clings tightly to her faith, the one point of stability in an ever-changing world. Appearance: Nilufer is a slender, short woman, just an inch over five feet tall, with graceful limbs and long, flowing black hair. She normally manifests clothing appropriate to the current day, holding to Islamic standards of modesty and allowing only her hands and face to show. When she's unsure of the situation, she wears a chador, a great square of black fabric that drapes over her head all the way to the ground, with just a small triangular opening for her face, and that filled with black lace. The chador is an artifact that provides two extra dice against Usury attempts and has an Armor rating of 2. Shadow: Rationalist Agenda: Get Nilufer to face up to the facts: she's dead, she's never going to have children of her own, and if Paradise exists, why isn't she there? This is it, this is what happens to women when they die. There's nothing else to look forward to. Give up. Nature: Visionary Demeanor: Traditionalist Life: Lady's Attendant Death: Disease Regret: Children Physical: Strength 2, Dexterity 4, Stamina 3 Social: Charisma 4, Manipulation 3, Appearance 4 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Awareness 2, Brawl 1, Dodge 3, Empathy 3, Expression 4, Subterfuge 3 Skills: Crafts 1, Etiquette 3, Firearms 1, Meditation 2, Melee 1, Performance 4, Stealth 1 Knowledges: Bureaucracy 1, Enigmas 2, Investigation 2, Law 1, Linguistics 3, Medicine 1, Occult 3, Politics 2, Science 1 Backgrounds: Artifact 4, Contacts 2, Eidolon 2, Haunt 3, Notoriety 2, Status (Hierarchy) 1, Status (Renegades) 1, Wealth 3 Passions: Adopt Children (Love) 4, Find True Love (Hope) 2, Be True to Islam (Faith) 4, Find Paradise (Hope) 2 Arcanos: Argos 4, Embody 2, Fatalism 4, Keening 3, Lifeweb 3, Puppetry 4, Usury 2 Fetters: Statuette 3, Nashville Mosque 1, Mecca 3, Willingham Family 3 Willpower 9, Pathos 8 Shadow: Rationalist Dark Passions: Discard Faith (Anger) 2, Drive Away Love (Envy) 2, Overthrow Authority (Anger) 3 Thorns: Freudian Slip, Tainted Touch Angst: 2/0 Psyche Willpower 9 Renegades Priscilla Meacham Suffragette Activist Cause of Death: Old Age Year of Death: Nature: Visionary Demeanor: Architect Life: Suffragette Death: Old Age Regret: Injustice Physical: Strength 1, Dexterity 3, Stamina 2 Social: Charisma 4 (gracious), Manipulation 4 (reasonable), Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 (understanding) Talents: Alertness 2, Awareness 2, Dodge 1, Empathy 3, Expression 3, Streetwise 2, Subterfuge 3 Skills: Crafts 1, Etiquette 1, Leadership 2, Performance 2, Repair 1 Knowledge: Bureaucracy 2, Enigmas 2, Investigation 2, Law 2, Linguistics 1, Medicine 1, Occult 1, Politics 3 Language: French Backgrounds: Contacts (Quick) 1, Contacts (Restless) 2, Eidolon 2, Haunt 2, Memoriam 2, Notoriety 1 Passions: See Justice Done (Anger) 3, Take Care of Family (Love) 4, Equal Rights for All (Faith) 3 Arcanos: Argos 2, Embody 2, Keeing 3, Outrage 2, Pandemonium 3 Fetters: Hat 1, Hotel 3, Locket 4, Legislative Plaza 2 Willpower 6, Pathos 7 Shadow: Leech Dark Passions: Get Revenge (Anger) 3, Direct Family (Envy) 3, Destroy Heirarchy (Anger) 2 Thorns: Shadow Life Angst: 3/3 Agenda: Have everything that Priscilla passed up in life, and hold onto everything she had. Nuts to justice -- get revenge, it's much more satisfying. Control is always better than participation. Seize the reins. Background: Priscilla was a suffragette from the local arena, who joined Carrie Chapman Catt and the drive for the 19th Amendment early in the game. She attended the rallies, worked at the headquarters when Tennessee became the key state to ratification, and met with numerous members of the state legislature to argue for her cause. Through it all, she also took care of her family, emerging as a model of what a woman with the vote should be: dutiful to her family and her country in equal measure, diligent and responsible. Later awarded an honorary doctorate by Fisk University for her work, Priscilla believed in quiet resistance to injustice, that patience could overcome all obstacles. She died comfortably in her bed of old age, but was disturbed by how little the cause of women had advanced. Her passion for equal justice, together with a drive to see her daughter and her granddaughter be treated as well as any man, kept her from moving on, and anchored her as a Wraith. Once settled into Wraith society, however, she found that she was also disturbed by the tyranny of the Hierarchy. When approached by the Renegades, she joined their cause. Priscilla still advocates quiet resistance, her philosophy being that if we don't play by their rules, maybe they'll take their ball and go home. Armed response is only permissable when attacked. It's best if we do not use their methods against them. We're trying to be better than that anyway. Image: An elegant black woman dressed in late 1800s styles, Priscilla keeps her hair up in an elaborate bun and moves with ladylike grace. She wears a gold wedding ring (a Relic), and occasionally touches her upper chest where a necklace would hang, usualy when reminded of her family. Roleplaying Hints: Be gracious but be firm. Do not confront, but stand your ground. Right will prevail. Set an example by your behavior of what properly civilized adults should be. Always argue from a carefully thought-out position, and be quietly persuasive. Quote: "We won the vote but not the war. I cannot rest until the work is done and all people, regardless of differences, stand on an equal footing as far as the law is concerned." Angst: 3/3 Shadow: Leech Agenda: Have everything that Priscilla passed up in life, and hold onto everything she had. Nuts to justice -- get revenge, it's much more satisfying. Control is always better than participation. Seize the reins. Note: Priscilla and Amalie Puckett knew each other in their living days, and have kept in touch since Priscilla's death and Amalie's Embrace. Keisha McNeill Former Trenchcoater Mage, Renegade Cause of Death: KIA Year of Death: Nature: Judge Demeanor: Fanatic Life: Trenchcoater Mage Death: War vs IX Regret: Lack of Life Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Athletics 1, Awareness 3, Brawl 2, Dodge 2, Empathy 1 Intimidation 3, Streetwise 3, Subterfuge 1 Skills: Crafts 1, Drive 1, Firearms 3, Melee 1, Repair 2, Stealth 2 Knowledge: Bureaucracy 1, Computer 2, Enigms 3, Investigation 3, Law 1 Medicine 1, Occult 4 (Mage Lore), Politics 1, Science 2 Backgrounds: Allies 1, Contacts (Quick) 3, Haunt 2, Memoriam 2, Notoriety 1 Passions: Avenge Death (Anger) 4, Destroy Iteration X (Anger) 3, Ensure Racial Equality (Faith) 2, Bring Down The Technocracy and the Traditions (Sorrow) 1 Arcanos: Argos 2, Inhabit 3, Outrage 2, Pandemonium 3, Puppetry 1, Usury 2 Fetters: Trenchcoat 3, Cat 2, Alton Louis 2, Iteration X 3 Willpower 9, Pathos 7 Shadow: Freak Dark Passions: Do Big Magic (Lust) 3, Expose Losers (Anger) 2, Kill Bigots (Anger) 2 Thorns: Shadow Relic (Trenchcoat), Shadow Life, Death's Sigil (Darkness) Angst: 5/6 Agenda: All her life, Keisha held back out of some outdated moral code. You've got power, use it. Expose people who won't use their power for what they are -- losers, sheep, the ignorant masses who wallow in their stupidity. Racists are even worse, so locked up in their tiny little minds that the truth about their views can't get in. They're wasting oxygen. Recycle them. Background: Keisha was a Mage, of the Orphan group known as the Trenchcoaters. Awakened by a street Orphan's use of magic in a gang fight, Keisha knew immediately that this was wrong. She had enough trouble trying to live her life, being black and female, without having magic in the equation. She set about finding out more about her world, and ran into the Technocracy. Keisha ha dalways suspected something like it. She devoted her life to stopping their interference, as well as anyone who used magic to screw with other people's lives. This eventually brought her into contact with Alton Louis and Palmer Sorrow. They introduced her to the Bar and to the Trenchcoaters. Like many of the Orphan group, Keisha preferred to work alone, but knowing there were people of like mind available for backup was a great relief. For several years, Keisha fought the Technocracy, and occasionally the Traditions and the street Orphans. She interfered on behalf of the normal population in the plans of the Kindred and the Garou. Finally, she took on one opponent too many. In a battle with Iteration X over their expansion into Smyrna, Keisha was killed by a Hit Mark. Al kept her trenchcoat as a memento, and would have started wearing it if it had been his size. Keisha didn't allow being dead to stop her, though. She still fights for the right of the people to live their lives free of supernatural interference, recognizing the irony of the situation. Iteration X remains her primary target, but she happily interferes with anyone who she feels is abusing their abilities -- Kindred, Garou, Mage, or Wraith. This puts her squarely in the Renegade camp, although she's usually too busy with her affairs among the Quick to attend to conflict between the Restless. Image: A muscular black woman of medium height, Keisha wears her hair short and in a natural, no makeup and no jewelry. She manifests a plain black t-shirt, camouflage military-style trousers, and combat boots. Her Shadow manifests a relic trenchcoat, especially when taking violent action. Where the trenchcoat originally came from, Keisha has no idea, as hers was not brought across the Shroud. Roleplaying Hints: The IXers caused your death. Make them pay for it. Use your Arcanos to screw up their plans. Use their own life energies to power their destruction -- Usury 2 to tap an IXer for Corpus, and Usury 4 to convert it to Pathos. Other Technocracy types deserve the same fate, but not as much as the IXers. Stop anybody who goes screwing with reality. This is a crusade, a holy mission. Convince others of the rightness of your goals. Anyone who abuses power must be brought down. Quote: "Oh, Mister Big Man can toss a fireball! Like screwing with other people's lives, do you? Managed to avoid getting eaten by Paradox? Well, you can't avoid me. Who am I? I'm justice." Shadow: Freak Agenda: All her life, Keisha held back out of some outdated moral code. You've got power, use it. Expose people who won't use their power for what they are -- losers, sheep, the ignorant masses who wallow in their stupidity. Racists are even worse, so locked up in their tiny little minds that the truth about their views can't get in. They're wasting oxygen. Recycle them. Ruth Woodell Former Prostitute Cause of Death: Murder Year of Death: 1985 Nature: Judge Demeanor: Caregiver Life: Prostitute Death: Murder Regret: Sin Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 3, Manipulation 4 (assertive), Appearance 3 Mental: Perception 2, Intelligence 3, Wits 3 Talents: Alertness 2, Athletics 1, Awareness 2, Brawl 1, Dodge 2, Empathy 2, Expression 1, Intimidation 2, Streetwise 3, Subterfuge 2 Skills: Drive 1, Etiquette 2, Firearms 1, Melee 1, Performance 3, Stealth 2 Knowledge: Bureaucracy 1, Computer 1, Investigation 3, Law 1, Occult 4 (technocracy), Politics 2 Backgrounds: Contacts (Quick) 3, Contacts (Restless) 1, Contacts (Kindred) 1, Contacts (Mages) 2, Haunt 3, Mentor 1 Passions: Avenge Death (Anger) 3, Stop Syndicate (Anger) 2, Prevent Prostitution (Hope) 3, Protect Women (Faith) 2 Arcanos: Argos 2, Embody 2, Inhabit 3, Outrage 2, Pandemonium 3 Fetters: Executive Suite 3, Opryland Conservatory 3, Former Pimp 3, Lincoln Continental 2, Prostitutes 2 Pathos: 5 Willpower: 7 Shadow: Director Dark Passions: Expose Truth (Envy) 4, Enjoy Sex (Lust) 3 Thorns: Trick of the Light, Freudian Slip, Shaodw Arcanos (Puppetry) Angst: 5/4 Agenda: Show Ruth that her anger is misplaced. She went along with every step of her journey. Nobody forced her. She has only herself to blame. She should accept the responsibility for her own shame. Ruth turned off her sexual gratification while she was whoring. All that available, and she took no pleasure from it. Make up for lost opportunities. Background: Ruth was an attractive woman in her late teens, attractive enough and with enough poise to get into a modelling agency right out of high school. After her first show, though, she found out the real price, when her agent handed her over to a buyer for the evening. Outraged, she confronted her agent the next day and was told to play the game or get out of the business. Feeling trapped, Ruth went along. She had no fallback, other than a job at a fast food place that wouldn't cover even half her car payment, much less her rent and living expenses. For the next several years, Ruth modelled during the day, and slept with whoever her agent picked by night. Then she went cold, surpassed by newer, fresher talent. Her agent routed her to an escort agency, which Ruth found in this case to be a euphemism for a prostitution ring. She became a high-priced call girl, sucked ever deeper into the world of whoring. While her tricks paid a lot for her, she didn't see even half the money, continuing to live in a cheap apartment and having to dress for the evening at the agency offices from a rack of clothing shared by the other hookers. Finally, it all came to a sudden end. Ruth's last trick had a scarf fetish, and in the heat of the moment twisted one around her neck with far too much enthusiasm. Ruth was strangled while her trick satisfied himself. On the far side of the Shroud, her caul was stripped off by Priscilla. Her new mentor left the Enfant in the hotel room to watch as her lifeless body was carted off by security, while a hotel staffer reassured the frantic john that no trace of the incident would ever come to light. After all, wasn't this an executive suite? For the price of the room, discretion came as part of the package. Blackmail, however, was not excluded. As Ruth planned her vengeance on her last trick, her plans were disrupted by the staffer's revelation that the hotel was owned by the Syndicate, and that the erstwhile john was now in their service. If silence was to maintained, certain favors would have to be done. The trick promised to go along, desperate for his career and his life. Ruth vowed herself to vengeance, not just on the john who'd killed her, but on this Syndicate that was exploiting her death for their own ends, whoever they might be. Ruth bears primary responsibility for the presence of Void Engineer ghost hunters at the Opryland Hotel and other major hotels in Nashville. Her activities have become sufficiently disruptive to the plans of the Syndicate that they have called in help from another Convention. Image: Ruth is a tall, elegant woman, manifesting upper-class evening dress from the mid-80s. Her makeup and jewelry are a little overdone, but not garishly so. A long scar across her throat, where the wire cut in, ruins the effect a bit, but until she resolves her anger over her death, she's stuck with it. She disdains the Haunter's cloak, and uses her Argos primarily in the Shadowlands, thus avoiding the typical Harbinger eyes. Roleplaying Hints: Anything that exploits women severely ticks you off. Men who take advantage of women are to be punished summarily. No woman should ever have to sell her body, and anyone involved in the trade is the enemy, except for the whores themselves, who need therapy rather than punishment. The Hierarchy is just one more pimp, exploiting people for their own ends and not caring about the damage they cause. Quote: "Oh, you're gonna get what you paid for, honey. That and a lot more.... Welcome to Hell. My name is Ruth, and I'll be your guide." Shadow: Director Agenda: Show Ruth that her anger is misplaced. She went along with every step of her journey. Nobody forced her. She has only herself to blame. She should accept the responsibility for her own shame. Ruth turned off her sexual gratification while she was whoring. All that available, and she took no pleasure from it. Make up for lost opportunities.