City NPCs



Mage


Traditions

Wendell Meister
Tradition: Order of Hermes
House: Flambeau
Nature/Demeanor: Plotter/Director
Essence: Pattern
Apparent Age: 42 Real Age: 68 Awakening: 1962
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 4, Appearance 2, Perception 3, Intelligence 4, Wits 4
Abilities: Alertness 2, Awareness 3, Dodge 3, Expression 2, Instruction 2, Intimidation 3, Intuition 4, Subterfuge 4; Drive 1, Etiquette 2, Firearms 1, Meditation 3, Melee 2, Stealth 1, Survival 2; Academics 4, Alchemy 3, Chantry Politics 4, Cosmology 3, Demon Lore 2, Enigmas 4, Enochian 4, Herbalism 2, Investigation 2, Kindred Lore 1, Law 1, Linguistics (german, greek, latin) 3, Medicine 1, Occult 4, Science 3, Spirit Lore 3, Technocracy Lore 1, Traditions Lore 3
Spheres: Correspondence 2, Forces 5, Life 3, Matter 1, Mind 2, Prime 4, Spirit 3
Backgrounds: Allies 4, Arcane 1, Avatar 3, Chantry 4, Contacts 2, Destiny 2, Library 4, Resources 3, Sanctum 4
Arete: 7
Willpower: 9
Merits/Flaws: Lightning Calculator, University Ties
Image: Wendell is always dressed in a simple suit, his meticulous appearance rendering an image of a scholar or university professor. He speaks with a cultured accent and rarely minds sharing his opinions. His blond hair is swept back and traditionally parted, blue eyes calming any he looks upon. Those eyes remind people of the ocean on a calm day, unless Wendell is angered: then those eyes are like a hurricane in the making.
Roleplaying Hints: You are as deep as the waters your spells can call upon. Everything is a plan within plan for you; you think that way, and expect anyone else to, too - just to be safe.
Background: Wendell Meister comes from a long line of educators and professors. He astounded his family with even greater scholarly achievements. And his mind expanded further still, til he himself did not know what was happening. He was contacted by the Order and he transferred out of Yale to attend their universities. There he was initiated into the first secrets of the occult, impressing the masters with his sharp mind. Like the choppy seas of the north, Wendell demonstrated natural proclivity for the elemental power of water and air. He saw the wisdom in the Order’s true purpose and sought to participate, becoming a professor of mathematics in Yale and other prominent universities. But the damnable Technocracy countered his attempts to influence his students. Burnt out by his failures, Wendell retreated to a “managerial” position within the Tradition chantries. He eventually came to Kansas City, where he does his best to keep the chaotic, mismatched Orphans from degrading the order of the Tradition chantry so much it collapses. Variety is the spice of life, agreed, but too much variety is a waste. Quality before quantity.
Magickal Style: Kansas City may be far from the seas and oceans, but there is a major river and large lake nearby, both of which Wendell would take advantage of in his Arts. He uses ancient mathematics and numerology especially to formulate his spells, calling up the ancient and surprisingly scientific tongue of Enochian when in a pinch. He uses many of the traditional foci of the sorcerer, including the scrying mirror and various occult symbols and wards.

Mia Silus
Tradition: Orphan
Nature/Demeanor: Visionary/Curmudgeon
Essence: Questing
Apparent Age: 37 Real Age: 48 Awakening: 1967
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 2, Manipulation 3, Appearance 2, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 1, Awareness 4, Brawl 2, Dodge 2, Expression 1, Instruction 2, Intimidation 2, Intuition 4, Streetwise 2, Subterfuge 3; Drive 1, Etiquette 1, Firearms 2, Leadership 1, Meditation 2, Melee 1, Stealth 2, Survival 1; Chantry Politics 3, Computer 2, Cosmology 4, Court Lore 1, Demon Lore 2, Enigmas 3, Herbalism 4, Linguistics (latin) 1, Medicine 1, Occult 4, Politics 1, Science 1, Spirit Lore 4, Stone Lore 5, Traditions Lore 2
Spheres: Entropy 1, Forces 2, Life 4, Mind 3, Prime 3, Spirit 5, Time 2
Backgrounds: Allies 4, Arcane 3, Avatar 3, Chantry 4, Contacts 4, Destiny 3, Familiar 4, Library 3, Resources 2, Sanctum 2
Arete: 7
Willpower: 8
Merits/Flaws: Spirit Magnet
Image: Mia is a well-defined woman apparently in her mid to late 30s. She prefers simple gowns and dresses -- nothing flashy, just comfortable. Her waist-length brown hair is usually drawn back out of the way, and she enjoys wearing lots of jewelry. Mia normally seems quiet and withdrawn, offering only sarcastic jabs to those who don’t know her well. And more often than not, her kind words are reserved for what seems to be thin air. Most of the Awakened, however, can tell that living spirits flock around her. A more prominent side-kick, however, is an ageless, irrepressible ferret. The ferret does not speak, but is quite empathic and intelligent. It’s assumed the playful animal is Mia’s familiar, but no mystical interaction between the two has ever been witnessed.
Roleplaying Hints: Just smirk at the unenlightened. You got where you are on your own two feet. And you’ll get where you’re going without the pride-ridden, jealous Traditions’ help. It hasn’t been easy, though, and so it’s only natural you sometimes withdraw into the world you know best, where such prejudices aren’t so evident.
Background: Crystals always interested Mia since she was a little girl. She always believed they held some magic. And one day, she found out she was right: her crystal collection began to talk back. Afraid her parents would think she was crazy, she nursed her private awareness and growing horde of “friends” from everyone’s knowledge. She isolated herself from others, learning the secrets of the living world of ghosts. She studied myths and old occult so much her normal studies suffered, and she dropped out of high school. She opened a shop that sold the crystals she loved so much, adding other occult paraphernalia. Her business eventually grew nation-wide, and she made quite a bit of money before selling it off. This was back in the 70s: Mia was one of the first if not the first “crystal witch”. And truth be told, Mia now despises the new age trend it has become. Despite this, she can’t help but feel proud of her achievement in light of the Ascension War. The Technocracy scarcely knew what to think of what she did, or even who started it. Now she hopes to punch another hole in the blind technological paradigm before her time is up, and is using the Crossroads Chantry as mere support until her opportunity arrives.
Magickal Style: Crystals, herbs, and “old god” incantations are the meat and potatoes of her magick. Though many practice the style she basically started, few who do are actually capable of the true magic. Unfortunately, it has taken such a banal appearance that few Awakened mages, Orphan or no, practice it. It’s still fairly popular among the Sleepers, however. Most of her spells are focused on the Umbra and its denizens, many of whom she can rightly call ally and friend.

Hastin Nabul
Tradition: Akashic Brotherhood
Nature/Demeanor: Confidant/Mediator
Essence: Dynamic
Apparent Age: 52 Real Age: 77 Awakening: 1940
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 5, Intelligence 3, Wits 3
Abilities: Alertness 3, Awareness 2, Do 5, Dodge 4, Expression 1, Instruction 3, Intimidation 2, Intuition 3, Subterfuge 1; Etiquette 2, Meditation 5, Melee 3, Performance 1, Stealth 2, Survival 2; Chantry Politics 2, Cosmology 2, Culture 1, Enigmas 4, Linguistics (burmese, hindi, sanskrit) 3, Medicine 2, Occult 2, Politics 1, Spirit Lore 1, Theology 2, Traditions Lore 3
Spheres: Correspondence 1, Entropy 1, Forces 2, Life 2, Mind 5, Prime 5, Spirit 1, Time 3
Backgrounds: Arcane 2, Avatar 4, Chantry 4, Sanctum 3, Talisman 2 (fix-sea staff)
Arete: 8
Willpower: 9
Merits/Flaws: Lifesaver, Poison Resistance
Image: A Burmese man apparently in his early 50s, older wisdom and infinite patience stay in his warm eyes. He typically wears the simple robes of a Buddhist monk, though when he walks in public - a rare event - he will wear a sharp suit. His head is shaved bald, and his physique is quite impressive for his age and priestly habits. He usually walks with a thick bamboo staff engraved with Sanskrit letters and adorned with the feathers of a crane.
Roleplaying Hints: Speak little, listen much. Everyone has a story to tell, wisdom to share. Everyone is a story. You are interested in hearing them all, and then retreating to secluded meditation for hours and sometimes days. Honestly, the tedium of chantry business bores you, but you never show it. You know your place on the Council - to keep the traditionalists and revisionists from each other’s throats, and they all respect your ability to do so with ease.
Background: Hastin was born in Rangoon a bastard child. His mother gave him up to a Buddhist monastery, and that was the life he knew thereafter. He was born and raised a monk in what was actually a home for the Akashic Brotherhood. When his yes Opened to the first level of Truth during a long period of meditation, he was inducted into their ways. Years passed and he faithfully served the sect. But an itch always tore at him, and the old Masters saw this. He was granted leave to wander Asia and the world as he wished. So he took up his staff - the first of many Kemian he created, his favorite, and the only one he’s kept for himself - and debarked. His wanderings eventually caught up with him in Australia, and after a long period of thought, he realized it wasn’t places he wanted to see, but the people. So he traveled on, eventually landing in America after a vision suggested he would be most useful in the Crossroads Chantry. And he has found a limitless number of people to visit with here, in this one place, and the monk is fairly content. All that troubles him is the selfishness of some of his chantrymates, and he is determined to help them overcome themselves.
Magickal Style: Many monasterial practices are the core of his magick. Meditation, asceticism, mantra chants, and of course the rigorous training of Do are all part of the Way. His Do, like his magick, is actually focused on instilling peace. His Do form resembles the Sleeper martial art, kalaripayit. He rarely causes violence or harm with his Arts, as that would surely bring bad karma and drive him further from Enlightenment. His most aggressive methods aim to incapacitate, not kill. There is too much a person must learn, and too much that can be learned from a person, to arbitrarily snuff out a life.

Technocracy

Xander Williams
Convention: New World Order
Methodology: The Ivory Tower
Nature/Demeanor: Caretaker/Manager
Eilodon: Questing
Apparent Age: 45 Real Age: 75 Empowerment: 1967
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 5, Appearance 2, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 2, Athletics 1, Awareness 2, Brawl 3, Dodge 3, Expression 1, Instruction 1, Intimidation 4, Intuition 3, Negotiation 2, Streetwise 1, Subterfuge 5; Drive 2, Etiquette 1, Fast-Draw 2, Firearms 3, Interrogation 4, Leadership 4, Meditation 2, Melee 1, Research 3, Stealth 2, Technology 3; Computer 3, Construct Politics 4, Covert Culture 3, Finance 2, Law 1, Media 2, Medicine 1, Politics 3, Power-Brokering 2, Propaganda 2, Psychology 3, Science 2, Subdimensions 1, Superstitionist Data 3
Spheres: Correspondence 2, Dimensional Science 2, Entropy 1, Mind 5, Prime 4, Time 2
Backgrounds: Backup 4, Cloaking 3, Construct 3, Destiny 4, Device 4 (PDNA), Genius 4, Influence 4, Library 3, Node 2, Resources 4, Spies 5
Enlightenment: 7
Willpower: 10
Merits/Flaws: Confidence
Image: Xander is an incredibly imposing man, both physically and socially. His physique fills out his business suit fully though he is not a hulk. His presence, however, commands everyone in the vicinity. It seems impossible to outdo this middle-aged Ascension War veteran. His cold and intense gaze is typically hidden behind a pair of sunglasses, his black hair swept back with simple style.
Roleplaying Hints: You are unshakably calm at all times. You’ve seen it all. And now you’re in command. Let all those around you recognize that. It is your experience and knowledge that will guide the Union and the Masses to victory over the senseless chaos abound in the world.
Background: Xander was born an adult. It’s not that he didn’t have childhood fantasies. It’s just that he was always sensible and mature. He wasn’t much shocked at all when after he left for the military, and after Special Forces training, he was brought into contact with a “secret agency”. The agency shocked him out of his mundane thinking. He began a more intensive academic study, and began to understand science on all levels - including Enlightened Science. He showed natural aptitude for understanding other people, and focused on psychology and Mind. It was natural that that NWO recruit him. He spent many years in the field as an MiB operative, battling all sorts of Reality Deviants and extra-dimensional entities seeking entrance into this world. Under all that stress, many would break. Xander hardened. He grew into a leader, and transferred to the Ivory Tower branch of the Order. When the corruption of former Symposium #WV3200 was exposed, Xander was at the forefront of the investigation and incrimination. And he was then placed in command, in Control, secretly charged by his masters to further purgation with Project: Invictus. And Xander remains the only Technocrat in the city privy to the ongoing work of that project.
Magickal Style: The intricacies of human thought are all predictable, logical patterns that Xander understands and exploits with subliminal suggestions, spoken or otherwise. All other fields of known Enlightened Science require the use of various patented Technocratic devices. Many of those devices come as weapons for this ex-field agent.

Ellis Parrnell
Convention: Syndicate
Methodology: Disbursements
Nature/Demeanor: Tycoon/Benefactor
Eilodon: Pattern
Apparent Age: 35 Real Age: 45 Empowerment: 1980
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 4, Appearance 3, Perception 3, Intelligence 4, Wits 4
Abilities: Alertness 1, Awareness 1, Dodge 1, Expression 2, Intimidation 2, Intuition 1, Streetwise 1, Subterfuge 4; Drive 1, Etiquette 3, Firearms 1, Leadership 3, Networking 2, Research 3, Stealth 1; Computer 4, Construct Politics 2, Economics 4, Finance 5, Law 1, Mathematics 2, Media 1, Politics 3, Power-Brokering 1, Psychology 1, Science 1, Superstitionist Data 1
Spheres: Correspondence 4, Entropy 3, Mind 1, Prime 2, Time 2
Backgrounds: Backup 1, Cloaking 2, Contacts 4, Destiny 2, Device 2 (holdout weapon: pen gun), Genius 3, Influence 3, Library 2, Resources 5, Spies 1
Enlightenment: 5
Willpower: 8
Merits/Flaws: Icy, Unobtrusive
Image: Ellis is a stern and serious businesswoman apparently in her mid-30s. She keeps her brown hair short and severe. She rarely smiles and her brown eyes are ice-cold. She favors natural colors in her traditional business attire. She usually carries a palmtop computer, and is most often seen using it.
Roleplaying Hints: You are far too busy for people and their social amenities. All you care about is winning, and the trophy is of course money: lots of it. The more in the Convention’s grasp, the more in your palm. Once you horde enough, you’ll take a vacation. But in the mean time, there’s a lot of work to do.
Background: Ellis’ parents swore she’d be the first person to have an honest job title of “Buyer”. So she played with money as a child. It didn’t mean she’d be a “buyer”. She just wanted to have the money. All of it. She excelled in mathematics in school and went on for an accounting and economics double major in college. Her first year in university opened her eyes to the Hidden World. She endured a semester of idiot tutelage under what turned out to be a Hermetic “mathematician”. But his strange formulae were enough to make her wonder. Pity he didn’t have the foresight to run when he could: the New World Order appeared one day in the middle of class and arrested him for “conspiracy”. The same night, she was picked up. Although she thought she too was being charged with the ludicrous crime, she learned she was in fact an Enlightened scholar. No wonder the Hermetic’s strange formulae made sense to her. She could figure them out - even if she recognized their inherent and illogical flaws. Her classmates couldn’t make heads or tails of them. Her academic penchant naturally drew her to the Syndicate thereafter, where her education continued and expanded into the realms of computer technology. Combined her computer skill with economic theory, she became a very useful Disburser. She helped protect the Union funds from Superstitionists’ attempts to rob, and many times faced off with Virtual Adepts in the Digital Web. And obviously, she at least survived the encounters if she did not walk away the winner. Her track record earned her the transfer to Symposium #WV3200 to aid in the financial reacquisitions.
Magickal Style: Her computers are everything for her technomagick. With these super-calculators, masscom dream-machines, she develops and applies many an Enlightened Economic Theory. Without a computer, she is in trouble. With a computer, you’re in trouble.