% % ($Id: sabbat.html,v 1.1.1.1 1998/08/07 05:34:46 korg Exp $) % \section{Sabbat} {\em "We don't need no thought control"} -- {\bf Pink Floyd} The two packs currently involved in the Sabbat assult on Melbourne, Rovers, a young nomadic pack, and Knights, an powerful city assult pack. If one is running a Sabbat game, then the players may join the ranks of the Rovers, as newly embraced Sabbat members or, if they are experianced players, True Sabbat, sent to join in the attack on the city. \subsection{Changes to the Sabbat} I changed round the sabbat to give players more of a choice. In the Vampire material\footnote{Except the Players Guide to the Sabbat, which was a brilliant work}, the Sabbat are bad, evil vampires who are a contrast to the Camarillas attempt at morals and niceness. I thought that was a bit rough, so I changed it and made the Camarilla twisted in on itself with infighting and betrayal, although nice to the glancing view. I gave the Sabbat honour, courage, strength of purpose. All things that 'good' people normally fight for and strive for. In short, I attempted to make them the nice guys with an attractive lifestyle as possible, {\em except for the fact they still killed humans}. The Camarilla I attempted to make corrupt, self centered, trecherous and everything bad. People who would use humans for their own ends and ammusement, but not kill them, just destroy them. I figured that if I presented it like this, it would force the players to make a choice between killing and good, not killing and evil. I suppose I should say how it went. It did sort of work. Most of my players supported neither side, but two of them supported the a side each. Strangely enough, the one whose character was most humane of the whole group, decided that the sabbat were killers and should be wiped out whatever the cost. Another player, not the most Evil, decided to betray his friends and join the Sabbat. Oddly enough, some of the best sessions were the individual ones where this new sabbat went hunting and the moral arguments involved in the decisions of the first character. \subsection{Pack: The Rovers} {\em Despite your inexperience, nothing beats the fortitude of natural youth and I always did prefer broad shouldered stupid dedication.} -- {\bf Blythe, Nightvision} The Rovers are a young pack that have arrived in Melbourne to aid the Knights in taking over. Chris thinks the pack is too small and is looking to increase its numbers. Knight will agree, almost like he is some plot device. The pack is currently taking advantage of its mission with the Knights to learn all they can, in tactics and disciplines. Troy is uneasy about the Knight's power and the orders that he gives although all trust, and are a little in awe of, their new allies The pack is also uncomfortable about Annita's resent visions, \begin{description} \item [Master 'Slick' Chris Warren] 9th, Ventrue Antitribu Slick Chris is the pack leader, althought he generally allows Troy to lead and he backs up the decisions from the background. If he disagrees with an action, he removes the cigarette from his mouth and quietly comments on the short comings of the plan. Chris is hard to fathom and stays aloof from the pack. His leadership and light hand in controling his pack gain him the respect required to make sure his commands are carried out when the time comes. \item [Troy Harper] 10th, Ventrue Antitribu Troy has is well built Aborigional man who leads the pack, especially during Jyhads and War Parties. He was chosen by Chris for a War Party and soon proved his worth. His cunning and intuition make him a valuable asset. He also looks after Snoopy when Hippolyta goes walk about. Troy is friendly and popular amongst the pack who look to him for day to day leadership. \item [Annita Kippen, Hippolyta] 11th, Malkavian Antitribu Annita lives in a drug induced dream world. She seems to have almost permenent auspex and visions because of the 'flavors' she puts in people before she feeds. Mostly the pack allow he her head, although none will share food with her. Most of the pack view Annita like a child and look out for her, keeping her out of trouble. Sometimes she dissapears for days on end, although she always reappears when she is needed by the pack. \item [Janice 'Jan' McAllen] 12th, Panda Jan is Annita's child, although she missed out on the Malkavian curse and is the youngest of the pack and yet to be accepted as a true sabbat, although she help in their last mission. Janice believes strongly in the Sabbat ideals and is not afraid to speak her mind. This makes her a strong presence in the pack and seems to have been noticed by Jezebel/Elizabeth. \item [Barry 'Bazza' Cooper] 11th, Tzimisce Bazza keeps the pack supplied. He has the gift of scrounging and provides mobility and havens on command. It seems Bazza has realised the value of getting to know the Bone Gnawers. Barry spends the most time of any away from the pack, although he always comes through for the pack when required. Although he spends much time away from the pack, pack decisions are never made in his absence. Barry, although sometimes distant, respected by the younger members and is probably Chris's only equal. \item [Snoopy Doggie Dog] Ghoul Dog {\em Don`t feed the 3 headed dog.} -- {\bf Angus talking about hell.} Annita's dog. Snoopy is a white haried husky with pearcing red eyes. He has been feeding off Annita for a few years now and her Malkavian blood is starting to have an effect. Snoopy is often used to hunt for Lupines or haven guarding during the day. Snoopy seems to have been accepted as pack mascot. He undoubtedly considers himself one of the pack. \end{description} \subsection{Pack: the Knights} {\em Old age and treachery will overcome youth and skill."} -- {\bf Unknown} In contrast to the Rovers, the Knights is based on an anchent pack, that dates back (XXXX: check me) 400 years. Knight, because of his age, power and success in the Sabbat, commands great respect. This pack is almost two small packs in one, the elder unit and the young learners. The pack vinculum differs from the normal in that the elders share vinculum and the young share it with the elder blood mixed in. In effect the young are bonded to all pack memebers, but the elders are bound only to each other. To Harcorts strenous objections to this, Knight usually fondly looks down and replies "in the past, when out sept was young, like youself, it was needed incase some great sacrifice was needed. We are old, you are young and the fist with which we smite out enemies. There is much honor in this." Sometimes he will drink from the younger mix. Rumor has it that Knight is on a secret Black Hand mission, but none except Harcort dare enquire further than Knights explination out of respect. More cynical young members whisper that Knight makes Harcort question his orders so that the pack will feel there is some discussion, he is a brilliant tactician. \begin{description} \item [Lord Julian Knight] 8th $\Rightarrow$ 7th $\Rightarrow$ 6th Lasombra Julian is the center of the pack, the only remaining origional memeber. He became leader of a pack just after the Sabbat was formed and immediatly set to bringing down Camarilla strongholds. He is both feared and respected by the other pack members although he acts somewhat like a kind father figure, never needing to resort to strong measures to get his way. He has had Jezabell whiten his hair so he looks a little paternal. \item [Brother Flynn] 9th $\Rightarrow$ 7th Toreador Antitribu Flynn looks 14 years old, but looks decieve. He is experianced and quite brutal. His small size and innocent looks make him an ideal spy and information gatherer. He also does most of the interrogations for the pack. Something about his perfect smile makes grown men shiver. He often acts as child to Jezabell/Elizabeths mother. Flynn is the most resent addition to the Elder pack. His stunning powers of auspex allow him, it is hoped, to track Frederika. \item [Lady Jezabell White] 8th Tzimisce. \item [Lady Elizabeth Black] 9th Tzimisce. Jezabell and Elizabeth look exactly alike and are resposible for the strong theological bent in the pack. They command great fear because of their knowledge of the Book of Nod and the Sabbat ideals, as well as their emotionlessly brutal enforcement of the packs goals. They act as one and obey Knight without hesatation. Family tree: Elizabeth, Jezabell, Eve (7), Nights-Daughter (6), Lahn(5), Frederika (5-4), Starless-Night(4), Tzimisce, granddaughter of Caine. \item [Lord One] 8th assamite. One is an Assamite killer. His reputation as a Black Hand Assassin and rumors of rifts with Knight make most of the pack fear his silent, chilling stare. \item [Lady Lissiad], see One. Lissiad is Ones other form. He gets one of the priestesses to change his form so that the One character is rarely seen, in an attempt to cloud over any counter spy missions. Reaction to both caracters can gain the pack much information about the information gathering ability of their enemys. \end{description} \begin{description} \item [Chief William Madden] Anti-Brujah 9th Sargent Madden was first a great soldier and after that, a great teacher of troops. This ability signed his death warrent and he was embraced by the Sabbat to train their new conscripts for the eternal war they fought. Maddens views have changed little in his years with the Sabbat and he still views his 'troops' as his key responsilility. \item [Sir Damien Harcort] Lasombra 12th Harcort is decended from Knight, a few generations back. Knight selected him because of his strong will and ability. Harcort has deep suspicions about Knights antiquated ways, but looks forward to learning from his 'grandpa' during the mission. \item [Hobbes] Anti-Brujah 10th Hobbes looks a bit over the hill for a new recruit. She looks about 50 and a bit the worse for the passage of time, but she is the easily the strongest in the pack. She has a great sense of humor although finds the pack increasingly bloody. \item [Yaz] Anti-Tremere 10th Some people were born too late for the 60's. Yaz dresses and acts like a hippy and lisens to 'Jimmy' on his hearphones. Part of his uniform it seems. He and Harcort are great buddies and Yaz is really happy to see him get on in the world, "its, like, way cooler... yeah". \item [Illiach Koivak] Anti-Gangrel 12th I get a bad feeling about this mission. Bad bad bad. \item [Garath Harrison] Anti-Gangrel 13th Your first mission as a real Sabbat! After what happened to your last pack in Sydney, it was luckly Knight came through and picked up the left overs. \end{description} \subsection{Storyteller Advice and The Real Stories} \subsubsection{Infernalists} I suggest you try to build up the paranoia in the packs and maybe make out that Chris and/or Barry have some 'special secret'. As for flynn, play him as a sadistic Toreadore. Try and explain his behaviour away by having him act as a child. \subsubsection{Hippolyta's story} {\em "I have grown to womanhood in a world where the saner you are, the madder you are made to appear."} -- {\bf Hannah Nelson and Deena McKinney} {\tt } Hippolyta is unlucky enough to be really cursed. She see experiances all the Umbras at once, death, spirit and thought. Vampires appear as a mixture of rotting corpses, bound spirits or bursting thought images. It truly is chaos, although from this, she often seems to pull visions of future or past events. Hippolyta has linked in with some of Frederika's family members while on her night clubbing jaunts and has started to be drawn into Frederika's shadowland, to attract watching spirits and she has been given charms by some of Frederika's brood which help limit her sight to the newly renovated shadowlands. All this makes her seem even more insane to her pack, but it has given her some stability in her life and for the first time since her breathing days, she has stability. Trouble is that her visions will tend to attract Obedia, especially if someone else shares her blood. If this happens, he will come and investigate and take the charms (to attempt to track down Frederika) that gives her this stability and she will do anything to get it back, although she will be almost crippled by the return of the visions. \subsubsection{Hobbes' problem} Hobbes gets picked on a lot, especially by Yaz. This is because she is on the path of humanity, unknown to the packs, and Yaz and Harcort views her as much to soft hearted, so they push her round and tease her. Given her strength, if she does react, it may get ugly. She is one vampire who could probably match Ingrid in a physical fight. \subsubsection{One's Secret Mission} One has a personal mission: to avenge his sires death, his sires sires death and the betrayal of the Sabbat by Frederika and Ingrid. He considers Frederika and Ingrid directly responsible for all these crimes and consider both to be enemies of the Sabbat, even over the Setites. \subsubsection{Knight's Retirement Plan} Julian is just sick of it all. He has been fighting for the Sabbat since they were formed and, even if he says so himself, winning his fair share of battles since he started. Time for a rest. Julian tracked down his old pack mates and wishes to just retire. Ingrid will consider accepting Julian, although she will expect him to stay active in fighting. Frederika would be happy for Julian to join in her city, if Julian can convince her that the slaughter of her Family was not his fault. \subsubsection {Jezabell and Elizabeth} Jezabell and Elizabeth are the spirtitual center of the Knight's pack. More than anyone, including themselves, knows they hold the pack together. They are respected by the Elder pack members and popular amongst Young members of the pack too. Their loyalty is firmly behind the Sabbat. They are, maybe, the most 'Sabbat' of the Elder pack. Jezabell and Elizabeth strongly suspect that Frederika is in town. They know of her past and suspect that Frederika, while Tzimisce, might have joined with the Setites. \subsubsection{The Betrayal} ObediaZZ