by DJ Babb
WARNING: There are themes and "word choices" that may offend some readers.
Note: If you want more "happy mad-men" to throw around in your chronicle, with silly names and bizarre views on reality, GO AWAY!!! While some (the Eye Scream Truckers) fit this description (sorta'), there are other kinds as well. Also, I ignored the BoM in creating these characters, in order to explore a broader range of what defines a mage of chaos.
"The Schizo's Ballad"
The vizier eats the goat snout, As you must all now know. The bright side to the fall-out Is its radioactive glow. The children are all selling Yummy, urine lemonade. I will not now be telling How I saw your wife get spayed. Madness all around me, Of which I alone am ware. Can the monkeys not see? as I scream beneath my hair.
- San Dee Jota
Again, THEIR Ram repelled them. Again, they failed to take THEIR Ram away from the Builders. Mackgnash calmly watched as Lily beat her fists against her head, screaming as bruises already began to form on her dark skin. He grabbed her roughly by the wrist, pulling her up to look him in the face. She was silent for a moment, and then she yelled defiantly in his Mackgnash's face. He smiled as he threw her to the ground. Their spirit would not be broken!!!!
The Breakers of the Wall
The Breakers of the Wall tend to spend most of their time in the Umbra, trying to wrest control of the life-form known as Proteus away from the Technocracy. Currently they've been transferring their minds into the giant, hive-mind of Proteus, and trying to overwhelm "Him" from within. But as each mind is merged with Proteus, another member of the Shard (a group of Marauder mages) is lost.
The Breakers of the Wall were formed during the Age of Reason, in response to the ever-growing Gauntlet around Gaia. Their Shard was dedicated to the specific purpose of Breaking the Wall, that the Technocracy had constructed. They have waged a ceaseless war against the Technocracy since then, through a variety of means. For starters, during both World Wars, they siphoned vast reserves of quintessence from the bodies of dying soldiers, and were able to capture countless numbers of people. The largest case of this was when members of the Shard infiltrated the Allied "War Machine" by mentally possessing several key military officials, and having them sway the Technocracy protected Roosevelt and Churchill to destroy the strategically worthless city of Dresden.
The fates of those kidnapped by the Marauders (and declared dead by the Technocracy) is unknown, but by the 1960's, the Breakers of the Wall had grown to a membership of over thirty! Their actions for the next two decades remain unknown, but a handful Euthantos hint about a far-off realm, where the Breakers were teaching (and Awakening!) their new recruits. When the Breakers discovered Proteus in the early Eighties, they immediately realized the reality-shaping potential of the creature.
Since then they have been frantically trying to "infect" the hive-mind of Proteus with their own minds, and use "their Ram" to break down the Wall which prevents their brethren to freely roam Gaia. Now their numbers are less than two dozen, but many have merged with Proteus.
Members: Mackgnash I (Master), Lily (Master), Petep (*), Nina Vladovna (*), I'oseph (Adept), Mackgnash III (Verbena, Adept), Heinrich (Adept), GeeMm (Master), Mackgnash II (*), Pup (Disciple), Kit (Disciple), Noje (Adept), Chick (Disciple), The Valen (Adept), NOWONOW (Master), Breathe in the air, Split thine eyes in twain, Dance with the sun (Adept)
(a "*" indicates that this mage has been merged with Proteus)
Organization: Mackgnash I is the affirmed leader of the group, despite protests from Mackgnash III (which have stopped since Mackgnash II was ordered to merge with the Ram). Mackgnash I and Lily are in charge of monitoring the group, with Lily maintaining contact with those inside Proteus, and Mackgnash in charge of all).
Noje, Breathe, and NOWONOW are in charge of assassination and infiltration, but only Noje has been deemed able to blend in with the mages of Proteus at this point. Pup, Kit, and Chick are all preparing to take the place of ex-members of the group, while the rest are still trying to merge with Proteus.
Characters
Mackgnash I
Essence: Dynamic (?)
Nature: Architect
Demeanor: Fanatic
STR 4 MAN 5 PER 5
DEX 4 CHA 4 INT 3
STA 5 APP 3 WIT 4
Talents: Alertness 3, Awareness 4, Brawl 4, Dodge 5, Expression 5, Subterfuge 4
Skills: Firearms 3, Leadership 4, Meditation 3, Melee 5, Stealth 4
Knowledges: Cosmology 5, Enigmas 4, Languages (English, Russian, "K'li'toi") 3, Occult 5
Willpower: 8
Arete: 7
Backgrounds: Arcane 4, Avatar 3, Destiny 3, Dream 2, Talisman 5
Spheres: Correspondence 5, Entropy 2 (pain), Forces 4, Life 5, Matter 3, Mind 5, Prime 4 (pain), Spirit 4
Background: Mackgnash I (also called One, and Mackgnash), is the result of a temporal anomaly. As will be Mackgnash III, as was Mackgnash II. No one is exactly sure what happened, but it is known that at some time in the future, Mackgnash III will travel into the past, and become Mackgnash II (and slightly insane as well). Mackgnash II will then be merged with Proteus at the order of One, only to later escape to the past (his mind only partially intact), after Proteus' mind is "altered". After Mackgnash II escapes he will change his name and so become Mackgnash I. The temporal loopings confuse many, Mackgnash himself included.
However, Mackgnash I does not remember how he traveled through time (he remembers a machine), or whether or not his "Ram" sided with his cause. One can not even remember his life inside Proteus as Mackgnash II. His mind is riddled with so many holes, that he must create a past for himself, and in the process he creates his destiny.
One's tried to convince his still-sane "brother," Mackgnash III, that their past involved empires and great palaces (as he told himself once, due to temporal loopings); III refuses to agree with anything One says, and challenges One on every point. One knows that someday he too must leave the Breakers, but he can't remember why or what he's to do after.
Image: Average looking, on the good side, Mackgnash radiates an aura of authority and command. He is just a little over six feet tall, with an athletic build. He typically wears black power suits as both clothing and protection (see below). Any mage with an awareness of 3 or higher can immediately sense any of the Mackgnashes' avatar, and any mage with a Time of 1 or higher can immediately sense Mackgnash III as well.
Role-Playing Notes: You don't remember much. At one time you had a wife and kids but something happened to them. The woman was yelling and you heard glass breaking. Then you remember a joke that was so funny you cried. Then there was the Ram, your mighty Ram, and then you were where you are today. You remember that you HAVE to lead the Breakers of the Wall, and that alone reaffirms your doubts and misgivings, and helps you hide them from the rest. It's all too fragmented.
You try to convince your "brother," number III, that he doesn't want to go home, but he won't listen to you. Until you can remember why he doesn't want to go home (among other things), you'll lead the Breakers.
NOWONOW
Essence: Questing (?)
Nature: Bravo
Demeanor: Bravo
STR 4 CHA 1 PER 3
DEX 5 MAN 2 INT 3
STA 6 APP 2 WIT 4
Talents: Alertness 4, Athletics 5, Brawl 4, Dodge 3
Skills: Firearms 4, Meditation 1, Melee 3, Stealth 3, Technology 2
Knowledges: Cosmology 2, Enigmas 2, Occult 4
Willpower: 6
Arete: 5
Backgrounds: Arcane 2, Avatar 1, Contacts 3, Destiny 1, Dream 2
Spheres: Correspondence 3 ("thrashing"), Forces 4, Life 3, Matter 4, Mind 1 (meditation), Prime 3 (screaming), Spirit 5, Time 3 ("thrashing")
Background: NOWONOW was known as Jack Smith, and was once a normal person. He worked at an animal pound, burning the animals that had been put to sleep. While he hated his job, he feared how he would suffer if he quit it, and so he continued to work until the flames spoke to him.
They screamed at him, vomiting the charred corpses of the animals at him in wave after wave, Jack screamed as the creatures began to rend his flesh. When his supervisor arrived, she found Jack curled into a fetal ball, his eyes wide open but unseeing.
The doctors said that Jack had suffered a complete nervous breakdown, and that he had forced himself into a catatonic state. In reality, he had fallen into an incredibly deep state of Quiet after spontaneously awakening, and had yet to recover. When he did finally slip out of his catatonia, he had created a new persona. NOWONOW!
Image: NOWONOW likes to use Life to alter his appearance on a regular basis. Originally, he was a half black, half Native American, with dark skin and long black hair. He stood about six foot three, and had an average build. He always used to have a somewhat sad look on his pock-marked face. Currently, he tries to look like a caucasian punk, dressed in "fifties duds," with a green mohawk, and a sinister sneer.
Role-Playing Notes: you gotta' keep things moving. Change, change, change. You like to kill; it wakes people up! Shows them that hard work, happy thoughts, and an honest living don't mean shit! Just stay away from cats. They're creepy.
Noje
Essence: Primordial
Nature: Loner
Demeanor: Child
STR 5 CHA 1 PER 4
DEX 5 MAN 2 INT 3
STA 5 APP 2 WIT 3
Talents: Alertness 4, Athletics 3, Awareness 4, Brawl 5, Dodge 5, Stealth 4, Subterfuge 1
Skills: Melee 4
Knowledges: Cosmology 3, Culture 3, Occult 3
Arete: 5 Willpower: 8
Backgrounds: Arcane 5, Avatar 1, Destiny 1
Spheres: Correspondence 4, Entropy 4 (weapon), Forces 4, Life 4, Prime 2, Time 3 (weapon)
Background: Granddaddy said he always loved you, that you were a special little girl, and that it was for your own good. Grandmommy always stood there, nodding her head in grim disapproval. For the first fifteen years of your life you lived in the attic. You never left your little room, instead you stayed up in there, reading fairy-tales, and any other books they would give you. Then one day grandmommy stopped visiting you in the attic, and then granddaddy. You went downstairs to find them, but they were gone.
You stayed in the house for a few weeks before the strange man entered your house. He did bad things to your grandparents stuff, and then he came over to you. When he was done, he left, and you went up to the washtub in the attic to clean off the stains he made. As you sat in the tub, trying to wash away the blood, a strange man wearing a business suit appeared in front of you. You took his offered hand and left your attic.
Image: an unnaturally ugly child at birth, Noje hasn't gotten any prettier since then. Now 18 years old, Noje is a tall, scrawny woman. She rarely bathes or wears clean clothes, instead preferring to wear the same faerie tale costumes over and over.
Role-Playing Notes: Mackgnash likes you, and you'd do anything to win his respect. You like to get back at mean men like the one who hurt you, and that's why Mackgnash made you one of his best soldiers. You'd much rather be a princess.
Maybe all the stories you read about knights in shining armor were true, because you feel something in your heart everytime you see Mackgnash.
Rotes
NOW! (Forces 4, Time 3)
A truly devastating rote created by NOWONOW, NOW! allows the caster to increase the kinetic force of an brawling attack, and then allows him to rapidly repeat it. The end result is a hailstorm of punches and/or kicks with the strength of a sledgehammer.
[While only good for one attack before needing to be recast, NOW! increases the damage of an attack, and allows for multiple hits. The caster takes his total number of successes, and assigns them as follows: every two successes assigned to damage multiplies it by an additional +1; every two successes assigned to number of hits increases them by an additional +1.
For example, NOWONOW runs into a pair of police. He coincidentally casts this rote (they think he's pumped up on drugs), and rolls six success on his arete roll. He assigns four success to damage (meaning his puches do (normal damage x [1+2])), and two successes to his speed (allowing him two rapid attacks). He punches the first in the face, splintering his skull, and kicks the second in the ribcage, crushing the cop's lungs.
Sometimes, being psychopathic comes in handy.]
Schizo-Virus (Forces 2, Life 5, Prime 2, Mind 3/4)
Invented by Mackgnash I and Lily, the Schizo-Virus is the means by which the Marauders plan to gain control over Proteus.
[the caster of this rote, causes a being to be transformed into a biochemical electrical field (Forces, Life, and Prime) known as the schizo-virus. The transformed individual then enters his "host," and begins to try to dominate the mind either by subtle suggestion or outright domination (Mind 3 or 4 respectively). Since the subject has become a part of the "host's" bio-electrical field, wherever the "host" goes, so will the schizo-virus.
A combination Forces 2, Life 3 effect could be used to purge the hostof the schizo-virus, but due to the Mind effect required in this rote, the schizo-virus will become aware of any such attempt as soon as the host thinks of it. Since the schizo-virus is merged with its host's bio-electrical field, it can also control it, causing neural messages to be sent through the host's body, and stopping such messages (such as breathing, and heartbeat).
So far, only the enormous sizes of Proteus' mass and hive-mind have prevented the Breakers from gaining control. Which is why they continually try to infect Proteus with more of their members, until "He" reaches a "critical-mass," and becomes theirs. ]
Eat Me RAW! (Life 4, Correspondence 2)
A hideous rote developed by Breathe, "Eat Me RAW!" allows the caster to skin a target. The rote gets its name from Breathe's tendency to flay his enemies, and begin to eat their exposed, raw flesh.
[By using the rote, the mage perceives his target's Life Pattern, which is then flayed off of the body. This is VERY Vulgar, and does damage as listed for the Life Sphere.]
Talisman
Power Suit (*****) Arete: 6, Quintessence: 30
Looking like a normal, dark black suit, the Power Suit of Mackgnash I is anything but. While it does bear a strange resemblance to the suits worn by Mackgnash II and III, only One's suit radiate with power.
The suit possesses a number of powers. It can "reflect" any physical attack back onto it's attacker (Correspondence 4); the suit prevents magickal detection from afar by projecting a fake copy of Macgnash's Life pattern elsewhere, while hiding his own(Correspondence 4, Life 1, Prime 3); and finally, it can hold up to six spirits (its arete rating) that Mackgnash has summoned, and release them at One's request (Spirit 4).
While some among the Breakers desire the suit for themselves, most agree that it is a fetish of some sort. Also, Mackgnash frequently "improves the fabric" of the suit, and the full extent of the suit's powers have yet to be revealed.
Down the cold corridors of stone, deep below the pillars of steel and the paths of asphalt, the Acolytes whipped themselves into a frenzy. The Kindred assembled around them marvelled at how these Awakened kine could create so much of the precious vitae. As the assembled Malkavians drank of the magi's blood, they were exposed to new vistas of awareness. They saw the world that these magi would create for them, where they would form an army and rule as gods once again....
The Acolytes of Vitae
The House of Tremere isn't the only group of magi to see the Kindred as a way to defend the power of magic within the world. But whereas the Tremere became undead to continue their powers, the Acolytes of Vitae seek to return vampires to the world (and thereby return magick to the world).
Founded in shortly after the Inquisition, the Acolytes were once a group of simple Celestial Chorus members suffering from severe depression at seeing the evils that had been done by the Europeans they had wished to save. While roaming the Deep Umbra, looking for a way to stop their spiritual decline, they found a bizarre new world known as the Periphery by the natives, and an even stranger visitor stranded there.
The stranger, Roe, pleaded with the magi, knowing what they were, to return him to Gaia, and in return he would give them the Enlightenment they sought. While skeptical, and sensing that this was a Kindred before them, they still decided to take the undead with them back to Gaia. Some speculate that the Choristers felt intense guilt for all those (including Kindred) who suffered from "their" Inquisition, others say that Rox used his Disciplines against the already mentally uneased magi. For whatever reason, the magi returned Roe to Gaia, where he promptly forced each to take a "enhanced" drought of his vitae.
Upon drinking the blood of Roe, the magi immediately were exposed to the possibilities of Kindred existence. Gone were their self-doubtings, and guilt. They had seen the light of the One, felt the One's presence in this Kindred before them, and they would do anything their savior asked. They were blood-bound to a fourth-generation Malkavian, Roe, the creator of Dementation. Roe, their saving Angel.
Since that time, the Acolytes have been busily aiding Rox in his bids to gain control over the North-Western Part of the United States. They share his dream of a world ruled by the Malkavians (with Roe as king), a world where the Kindred, the fey, and the creatures of the Mythic Age would walk the earth freely once more.
In order to show their devotion to Rox (also known as Roe, and Malraux), the Acolytes have taken vows of silence (which they have held for over three centuries!), become flagellants, and offer their magickal aid to their Angel.
Deep within the American North-West, a great evil is brewing....
Members: Brother Francois (Master), Brother Luke (Adept), Sister Marie (Master), Sister Ophelia (Master), Brother Richard (Adept), Sister Tatiana (Adept)
Organization: the Acolytes have no fixed leader, instead operating on a basis of mutual cooperation. However, they are quick to follow ANY order given by Roe. The mages communicate with each other (and ONLY each other) using a simple mind/correspondence rote that they have permanently charged into themselves.
Characters
Brother Francois
STR 4 CHA 2 PER 5
DEX 3 MAN 2 INT 4
STA 4 APP 2 WIT 5
Talents: Awareness 3, Expression (oratory) 5, Subterfuge 5
Skills: Leadership 4
Knowledges: Cosmology 4, Language (Latin, Italian, Chinese) 3, Occult 5, Theology 5, Vampire Lore 4
Arete: 7 Willpower: 8
Backgrounds: Allies 6 (Roe, and the other Acolytes), Avatar 3, Destiny 5, Dream 3
Spheres: Correspondence 4, Entropy 2, Forces 4, Life 5, Mind 4, Matter 5 (touch), Prime 4
Disciplines: Auspex 5, Celerity 2, Dementation 5, Fortitiude 3, Obfuscate 5, Potence 2
Background: Brother Francois, was a young monk in Barcelona over five hundred years ago. He joined the Celestial Chorus, and truly felt as if he was in the light of the One. Then the Spanish Inquisition came, and the Kindred began to be destroyed, along with the Garou, and even his friends among the magi. Francois felt a great pain, and he and five others set out to see if they could find a way to atone for "their" crime.
In their wandering Francois and his fellow Choristers came across the Periphery and Roe. After being blood-bound and returning to Gaia, Francois and his fellows took their vows and formed the Acolytes of Vitae. Francois has been responsible for developing the "Living Chalice" rote, and the "initiation" of over two score of Kindred, Mortals and others into Roe's kingdom. But now Francois is beginning to have doubts, and is beginning to want to struggle against Roe, and Roe's plans for world rule.
Image: Brother Francois could be a dashingly attractive man, if it weren't for the numerous scars and starved frame he has. Francois believes wholeheartedly in the path of the flagellant, and that his suffering will atone for the crimes of himself and his brethren. He typical wears faded brown robes, and has a saddened look on his face.
Role-Playing Notes: Serve, serve, serve. There is no path save for Malraux. You must stop trying to fool yourself that there could even possibly be another way. Don't let the others catch your self-doubtings, and forget the prophecy your old mentor said lay in future about slaying a "great beast of eternal night."
Sister Tatiana
STR 2 CHA 1 PER 3
DEX 3 MAN 5 INT 4
STA 2 APP 3 WIT 4
Talents: Alertness 4, Awareness 3, Expression 4, Intimidation 4, Subterfuge 5
Skills: Meditation 2, Research 3
Knowledges: Languages (Latin, Russian, French) 3, Theology 2, Kindred Lore 3
Willpower 7 Arete 5
Backgrounds: Arcane 1, Avatar 2, Destiny 4
Spheres: Correspondence 3, Life 4, Prime 4, Spirit 3
Background: You were born the moment you tasted of Roe. He is your father, and you are his child. All memories from before are gone.
It has been the duty of Sister Tatiana to oversee the breeding pits from which the Roe's Kindred may feed freely. She must make sure that mother's successfully birth and raise their children (insuring a steady food supply), and that the gene pool doesn't degrade too much (due to the massive in-breeding among the human live-stock).
Image: A plain looking young woman, Tatiana has a large frame, and stands five feet five inches tall. She wears a pair of glasses dated back to 1823, and seldom combs her long brown hair. She is always dressed in clean robes.
Role-Playing Notes: Your father's breath is as the blood in your heart. His will be done. Some day, you hope he will guide you to the promised salvation, where you will receive eternal life from his Embrace.
Rote
Living Chalice (Correspondence 4, Life 4, Matter 4, Mind 4, Prime 3)
[By combining Correspondence with Life/Matter/Prime, the magi are able to transport Malraux's blood (stored in a large cauldron for this purpose) to the opened wounds across their bodies. The Mind spheer is also used to strengthen the feelings of loyalty inherint to the blood bound (which still occurs over three drinkings), and weaken the vampires' ability to realize that they aren't drinking true magi blood.
When cast by a cabal of five ancient Masters with the aid of an Antediluvian, this spell tends to be able to sway any Kindred.]
Billy Morgan drove his semi through the road-block, Megadeath blaring through his cab. "Megadeath's pretty good, but they ain't no Sinatra," Billy thought as the police scattered and tried to regroup. Happy Green Horticulture leapt from the passenger seat, eager to make new friends or gain fresh "merchandise" for Timothy to resurrect.
"After all, we DO have a business to run", Billy thought to himself....
Eye Scream Truckers
Now here's a story Kraton used to tell me.
"... Marauders? You want to know about Marauders?!? Only met one group of 'em once, and let me tell you, they were the most psychotic batch of cats I ever saw. They drove a weird-ass ice-cream truck around the world, trading all sorts of crazy shit for Technos' junk.
"I remember the time me and Starlight was hunting the people who had trashed her family's home and taken her folks. SHE figured the Technos had taken 'em, but I knew better. The place was trashed, and their weren't even any Progenitor Clones left to trick, or any wards or anything. They even left a trail for us to follow in my van!
"We had followed their path for about fifty miles when it just stopped in a parking lot. It wasn't until I used some simple magick to locate the truck, that we saw it sitting in the damn lot! My god! Here was this bright pink, ice-cream truck, and we didn't even see it! On each side was a giant eye with a screaming mouth where the retina should be, and painted underneath was "Eye Scream Enterprises".
"Me and Starlight knew we were dealing with some weird-ass shit; the truck was so Arcane, I had to wonder how even it's owners could find it. But Starlight wasn't going to be turned away without some answers. She walked up and pounded on the truck's side. She was pumped up on something, cause her banging was leaving dents in the side of the thing.
"The door opened, and we saw this little green teddy-bear thing stick his head out and say `we're closed, come back tomorrow.' Starlight ripped the damn door off, and I got a lightning bolt ready to toss. The bear jumped out with a sword bigger than him and whined about how we shouldn't have done that, and how he only wanted to be our friend. He even seemed sad when he hacked off Starlight's arm.
"I let him have it right then with my lightning. Let me tell you, it knocked him off his little, green ass. I heard a voice in the back ask 'what's going on,' as Starlight "fixed" her arm. I know I warned you about paradox, but there are times when you can't afford not to be vulgar.
"A friendly spirit I'd summoned a while back came up to us, and warned us that the Techno's were a-comin', so Starlight and I marched into the truck to see what was going on in there. I was too busy seeing the bear-thing get back on it's feet to notice Starlight gasp.
"It seems there was a boy in the back, playing a game of checkers with her folks. Her dead folks. Just then another boy, an albino, walked up to the car and started yelling at us. Now I know my speech aint' proper for a church, but this kid was teaching me a phrase or two!
"Starlight was hurting pretty bad, and she kinda' lost it seeing her folks dead and all. She was crying when she asked the kids to give her her folks back. The one playing checkers, a brunette, was kinda' upset, but the albino started bitchin' about all deals being final. I glared at him and said, `oh yeah?'.
"The next thing I knew I was picking myself up from the lot, my ribs broken in two places, and most of nerves yelling about how much they didn't like me at the moment. Starlight came out, smiling, and told me she had made a deal with the albino. They'd trade her folks for that beat up van that hadbeen following them."
And that was how old Kraton learned about Marauders and lost his van.
The Eye Scream Truckers are a small Shard of Marauders who have become the targets of Tradition, Technocracy, and even Nephandi forces. The Eye Scream Truckers, currently numbering two mages and their three Consors, travel Gaia collecting materials to "produce and sell." Among the products they make are zombies, magic items, and extremely bizarre ice-cream.
Hailing from the Periphery, the two mages of the group, Billy Morgan (an albino) and Timothy, were on hard times. All the other Eye Scream Truckers were stealing their customers. In the Periphery, death was so common, that people bought the re-animated corpses of the dead in order to keep themselves company (and have a "distraction" for any would-be attackers).
Billy convinced Timothy that they needed to expand their market to attract potential customers, and so they began buying items created by the other races of the Periphery. Along the way, a cybernetically enhanced cat named Mitzy, a Grummykin warrior/play-mate named Happy-Green-Horticulture (or Happy for short), and a small horde of the living dead began to travel with them.
When Timothy met with the strange man who claimed that the Periphery was just one world, a world where "Ma-raud-ers" had won the "Ass-cent-eon" War, Billy soon became intrigued with the idea of franchising his company. By devouring the weird man's mind, Timothy discovered a world called Gaia, which held things undreamnt of in the Periphery (and vice-versa).
Billy soon had a vision of an inter-dimensional market, where he would take goods from one world, trade them for enormous amounts of items, and then sell the items back in the Periphery at an even bigger profit. And so the Eye Scream Truckers came to Gaia.
Members: Billy Morgan (Master), Timothy (Master), Mitzy (Consor), Happy-Green-Horticulture (Happy for short, Consor), three zombies (Consors)
Organization: Billy rules by domination. Occasionally Mitzy will challenge his leadership, as will Happy, but Timothy is much too passive. Besides, they all know that Billy is only bluffing when he threatens to sell them to the Orb Beetles as "Shrines"...
Characters
Billy Morgan
STR 2 CHA 2 PER 3
DEX 4 MAN 4 INT 3
STA 3 APP 2 WIT 5
Talents: Alertness 3, Brawl 2, Dodge 3, Expression 4, Intimidation 5, Subterfuge 4
Skills: Drive 3, Firearms 2, Leadership 3, Stealth 3
Knowledges: Cosmology 5, Culture 3, Languages (too many to list) 5, Mage Lore 4, Occult 5, Vampire Lore 4, Wraith Lore 3, Werewolf Lore 3
Willpower: 10
Arete: 6
Backgrounds: Allies 4 (the other Truckers), Avatar 3, Contacts 3 (Orb Beetles, Grummykin, and a Hollow One)
Spheres: Correspondence 4, Entropy 3, Forces 4, Mind 4, Prime 3, Spirit 3, Time 4
Background: Unknown. Those among the Traditions who have met Billy suspect that he may have been a Syndicate mage, but has since "struck out" on his own.
Image: An average looking 16 year-old albino with a good build, Billy is five foot eight and always has ab estimating look on his face. Billy Morgan always wears a grey trenchcoat covered in buttons depicting various comic book characters from around the world.
Role-Playing Notes: "GET THE FUCK OUTTA' MY FACE!!!! Listen you pervoid scum, if you want the pretty zombies you gotta give me the pretty bucks! Now either pay, or get the HELL OUTTA' HERE!!!!"
Running a business is so hard these days, but with friends like Timothy and the others you'll be a billionaire in no time flat. Curse a lot, about everything, in as many obscene words as you can think of. You really need a vacation.
Timothy
STR 2 CHA 4 PER 5
DEX 2 MAN 1 INT 3
STA 2 APP 2 WIT 3
Talents: Alertness 5, Awareness 5, Dodge 3
Skills: Meditation 5, Stealth 3
Knowledges: Cosmology 4, Occult 5 (All Lores at 5)
Arete: 8
Willpower: 3
Backgrounds: Arcane 5 (he's the ultimate wallflower), Avatar 10, Mentor 10 (the Dreamer)
Spheres: Correspondence 5, Entropy 5, Forces 5, Life 5, Matter 5, Mind 4 (meditation), Prime 5, Spirit 5, Time 1
Background: (as told by Billy Morgan) "Be afraid. Be very, fucking, afraid. He's a real dip-shit, but he knows more about the bibbidy-boppity-poo-poo than any other SOB I've ever met. He mumbles something about a Dreamer in his sleep.
"As near as I've been able to figure, he is part of this Dreamer (a real schizo-god) who broke off the parts of its mind, and sent them out to become gods as well. Then this god absorbed these new gods, increasing his power as well. If my hunch is right, Timothy is the latest "offspring" of this god. Problem is, Timothy's power is growing, but he's afraid of it, and he's afraid he can't control it too well.
"Of course, Mitzy says I'm just fuckin' jealous of his 'greater destiny and natural power'. Damn know-it-all cat!"
Image: Average looking teen-ager, who wears simple clothes. However, the only real detail someone remembers about him (for more than two seconds), is the aura of melancholic happiness around him.
Role-playing Notes: Just blend in with the crowd and watch. You like Billy, and Mitzy, and Happy, and the Zombies, and all your other friends. Speak quietly, and in few words. Go to parties/events/whatever if your friends are going. If something goes wrong happens, do whatever is needed. Whatever is needed.
Happy-Green-Horticulture (Grummykin Templar)
STR 7 CHA 2 PER 4
DEX 5 MAN 1 INT 3
STA 8 APP 3 WIT 3
Talents: Alertness 3, Athletics 4, Brawl 4, Dodge 4
Skills: Firearms 5, Melee 5, Stealth 4
Knowledges: Botany 4, Cosmolgy 2, Mage Lore 2
Willpower: 6
Health Levels: Ok, -1, -2, -3, Happy (ie. nothing will ever make him sad again).
Backgrounds: Arcane 1, Contacts 2 (a Land Mime, and a fellow Grummykin)
Notes: can make two attacks per round without splitting dice pool. Regenerates one wound per turn (aggravated or not). Can only run/walk at half a normal person's speed, due to short legs.
Background: You joined the Eye Scream Truckers when Billy told you it would make him Happy if you would protect him when he tried to sell stuff. You didn't like leaving the Get Together, and maybe it wasn't the smartest move of your life, but Billy keeps telling you how unhappy he'd be if you left. And how you'd be turned into a green tupee if you tried to leave.
Image: A green teddy bear, covered in large muscular bulges, and various weapons that seem much too large for him. Happy stands just above three feet tall on short (but well muscled) legs. While Happy wears no clothing (besides a grenade bandolier and various rifle slings), he also lacks any sort of genitalia to hide (a feature Mitzy would like to research further).
Role-Playing Notes: The world is a scary place. People are unhappy and sad in it. You should help them get away from this place that causes them to be sad, so run a sword through their belly and make them happy! It is the Grummykin way after all; and don't forget to study the neat plants you find around you.
Mitzy (cybernetics designer, sex-researcher, and housecat)
STR 3 CHA 3 PER 4
DEX 3 MAN 2 INT 4
STA 3 APP 3 WIT 3
Talents: Alertness 4, Brawl 2, Dodge 3, Expression 5, Subterfuge 4
Skills: Research 4, Stealth 3, Technology 5
Knowledges: Enigmas 3, Science (Cybernetics) 5, Science (Genetics) 3
Willpower: 7
Health Levels: -1, -2, -3, Dead
Backgrounds: Arcane 1, Dream 2
Notes: due to cybernetic implants, Mitzy has heightened physical attributes, can make multiple actions without spliting dice pool (retractable tentacles, "that make great masturbatory aids"), and can see into the ultraviolet spectrum.
Background: You were a scientist in your father's palace. You studied the way your pet humans mated, and tried to create several cross-breeds, and new genders. But the secluded life of your father's palace left you hungry to explore, and so you set out on your own.
You soon ran into Timothy during one of Billy's zombie sales in a recently destroyed village. You joined up, and have become the only member of the group to stand-up to Billy's endless rants. Currently you are arguing with Billy over whether or not he has the right to retain his semen from albino breedings, or if it must be donated in the name of your scientific research. Maybe you'll just use a hypo-needle and steal some when he's asleep.
Image: Always doing something cute, Mitzy is just your typical little housecat. She's covered in white fur, with black points which make her look like a Siamese (which she is half). Of course, her eyes are made of metal, and she can have two 3 foot long steel cables extend from her back in time of need.
Role-Playing Notes: You live for three things: science, sex, and making people acknowledge your superior mind. It's not that you're arrogant; you just don't get the credit you deserve. And while you're at it, give Billy all the hell you can, without pushing him too far. He thinks he's as good as you!! Stupid human.
Timothy and Happy are good enough, always listening to your latest discoveries. But if truth be known, Billy may be right about Tim, and that bothers you (both Tim being a god, and having to secretly admit Billy being right).
Talisman
Eye Scream Truck (*****) Arete 6 Quintesence 30
Described earlier, the semi-truck of Billy and Timothy has a variety of strange abilities. For starters, it has an effective Arcane rating of 5, allowing it and it's contents to hide in the most crowded parking lot of New York, unseen! It seems to be able to travel from the Periphery to Gaia, and vice-versa (Spirit 5), as well as being able to repair damage to itself (Matter 4, Prime 2). The truck manages to keep its cargo preserved from the forces of Pardox, by channeling free Quintesence to its occupants (Prime 3). Finally, in times of need, the truck can animate itself and come to the aid of either Billy or Timothy (Spirit 2).
This truck contains hundreds of bizarre devices for sale, from "Heat-Seeking Throwing Knives" and plasma rifles, to the living dead and something called "Liquid Salvation." In fact, near the back of the trailor, Billy has stored dozens of artifacts from alternate dimensions all for sale to the highest bidder (STs, go wild).
Rote
Deal of the Century (Mind 3)
Billy created this rote in order to better persuade potential customers. While this spell is slow in its effect, it has a large radius, and produces great results.
[The rote works by influencing the emotional patterns of an individual, gradually weakening any resistance to Billy's sales pitches, and increasing the desire in a person to spend their money.
This spell doesn't have any game terms per se, but a person may try to resist by rolling Willpower at a dificulty of 9, with each success canceling one of the caster's (Billy's had a lot of time to perfect this rote).]