Cloud Memory is probably the most important discipline in the entire game. It's intensely valuable to every vampire that wants to uphold the Masquerade, and Artie's definitely that. We really want to get this power as soon as possible, and this way it's actually a bit cheaper than purchasing it the normal way.
Part of the reason why Clan Ventrue dominates (heh) Camarilla politics is because of their ability to clean up Masquerade breaches with Men in Black-style memory erasure.

The red eyes provides an intimidation boost and dark vision, but we already have dark vision, so its utility isn't worth it. The weight-reducing power is better, but I can't think of a moment in the quest where it might've turned out useful.
Actually, vampires in the World of Darkness don't possess innate night vision, which is one of my pet peeves about the setting. No night vision would be understandable if Kindred could go out during the day, but since they can't, why slap them with the penalty? If I had to guess, the designers wanted to keep non-Gangrel Kindred inside cities, where there is plenty of artificial light to go around. Still, I think the threat of running into a pack of werewolves ought to be good enough to keep players in urban environments.

On the other hand, Weight of the Feather comes in handy if you want to negate fall damage and turn defenestration from a death sentence into a viable escape route. "Oh no! Please don't throw me out the fiftieth-story window! I would surely die!" You also could've used it to avoid setting off the trap Paul Sterry set up in his staircase by reducing your mass just enough to avoid triggering the pressure plate.

Dang…! That's clever. Makes the whole thing seem like an random chance if word does get out. To those not sufficiently paranoid or connected anyways.
I've been on a Yes, Minister kick recently. The dialogue between Artie and Bronwyn was at least partially inspired by Jim Hacker and Sir Humphrey conspiring to kill the Prime Minister's national transport policy by hitting him right where it hurts: his constituency.

 
Actually, vampires in the World of Darkness don't possess innate night vision
I was actually thinking of the other first level Oblivion power, which I thought we had but now I see we don't. Ok, now it's certainly worth taking.

[X] [BRONWYN] "I want to learn how to use the Dominate Discipline to…" (1 point)
-[X] "...cloud people's memories and make them forget the last few minutes."
[X] [BRONWYN] "Is there any truth to the rumor that you used the Protean Discipline to…" (1 point)
-[X] "...help destroy Gary's steel industry using nothing but your gleaming red eyes?"


Being able to see in pitch darkness is a big advantage when your opponent can't, and most vampires can't see pitch black. Great for stealth and combat, and would be invaluable if we need to escape through the sewers. The intimidation bonus also has more general utility than the ghost-sight that the Oblivion night vision power gives you. It only works on mortals, which could be considered a Masquerade breach, but hey, that's what the Dominate power's for!
 
I've been on a Yes, Minister kick recently. The dialogue between Artie and Bronwyn was at least partially inspired by Jim Hacker and Sir Humphrey conspiring to kill the Prime Minister's national transport policy by hitting him right where it hurts: his constituency.
Oh lord! That recontextualizes the whole scene and I'm dying of laughter now! 😄😆😂🤣💀👻🧛‍♂️

I wonder if some day you'll sneak in a 'Who's on first' bit into the story.
 
Being able to see in pitch darkness is a big advantage when your opponent can't, and most vampires can't see pitch black. Great for stealth and combat, and would be invaluable if we need to escape through the sewers. The intimidation bonus also has more general utility than the ghost-sight that the Oblivion night vision power gives you. It only works on mortals, which could be considered a Masquerade breach, but hey, that's what the Dominate power's for!

You make good logic, but I'm not convinced this Power is better over the others on offer.

It's hard to quantify how much impact Eyes of the Beast will have on future situations since Rogue hasn't overtly penalized us or the NPCs due to low visibility. I've played in a DND campaign that has 70% of the time been underground or at night. So I have a strong idea how darkness can really affect decisions and play. But in that same game the rules of combat in darkness tend to be ignored, which renders having Darkvision of lesser importance. As for Intimidation, we are quite bad at it in most situations. A plus 2 to our dice pool is nice but inconsequential in most situations.
Hmm…🤔

@Rogue Attican what kind of effect would Darkvision have on future rolls? Or how would it have effected past rolls if we had had it?

Weight of the Feather, is more situational than Eyes of the Beast but those situations are almost always life threatening. So while its less versatile it's potentially more impactful.
 
The intimidation bonus [from Eyes of the Beast] also has more general utility than the ghost-sight that the Oblivion night vision power gives you.
A plus 2 to our dice pool is nice but inconsequential in most situations.
You actually already have a two-dice bonus to intimidating mortals from the Shadow Cloak power. However, the Oblivion Discipline only functions in dark-enough spaces, making the Intimidation bonus from Eyes of the Beast not entirely redundant.

What kind of effect would Darkvision have on future rolls? Or how would it have affected past rolls if we had had it?
So far, you guys have been fortunate enough to fight in (relatively) well-lit spaces. However, Eyes of the Beast (or Oblivion's Sight) would open up new tactical options and better protect you from nighttime ambushes.

For example, if the Second Inquisition has a bead on your location, they might cut the power inside the building so that strike teams with night-vision goggles have the advantage. However, if Artie can see in the dark, they could escape the scene without as much risk of accidentally running right into a heavily-armed Special Forces commando.

You could also use innate night vision to track a target deep in the woods without an attention-grabbing flashlight. You could also cut the power to a secure location you need to break into and turn the Quest into a Splinter Cell game.

Weight of the Feather is more situational than Eyes of the Beast, but those situations are almost always life-threatening. So while it's less versatile, it's potentially more impactful.
It might help if I explicitly laid out the mechanics of each power.
  • Eyes of the Beast: Besides providing Artie with free night vision, it also allows them to see through supernatural darkness - helpful when facing the Lasombra or Hecata. The glowing red eyes also provide a two-dice bonus to Intimidation checks against mortals.
    • Oblivion's Sight from the Oblivion Discipline also provides free night vision, but it would cost Artie 14 XP.
  • Weight of the Feather: Artie can become next-to-weightless at will, allowing them to waltz right over pressure plates and survive falls from great heights with nary a scratch on their Health tracker. If you've got a Kindred friend with Potence, this power will make it much easier for them to throw you across a gap, at an enemy, etc. Activating this power on short notice requires a Wits + Survival roll at a Difficulty of 3.
 
[X] [BRONWYN] "I want to learn how to use the Dominate Discipline to…" (1 point)
-[X] "...cloud people's memories and make them forget the last few minutes."
[X] [BRONWYN] "I'd like you to owe me a favor - a big favor." (1 point)
 
You actually already have a two-dice bonus to intimidating mortals from the Shadow Cloak power. However, the Oblivion Discipline only functions in dark-enough spaces, making the Intimidation bonus from Eyes of the Beast not entirely redundant.
Huh? Maybe my brain is just failing me but I thought dice gained from multiple Disciplines could stack? Is there a rule against that? Or am I just misunderstanding how Unseen Passage and Shadow Cloak work synergistically?

So far, you guys have been fortunate enough to fight in (relatively) well-lit spaces. However, Eyes of the Beast (or Oblivion's Sight) would open up new tactical options and better protect you from nighttime ambushes.
🤔 Hmm, interesting. What kind of penalty would be in combat to a low light environment? I saw somewhere in an Oblivion Discipline theirs a -3 dice penalty to perception rolls but that's the only one it specified.

For example, if the Second Inquisition has a bead on your location, they might cut the power inside the building so that strike teams with night-vision goggles have the advantage. However, if Artie can see in the dark, they could escape the scene without as much risk of accidentally running right into a heavily-armed Special Forces commando.

You could also use innate night vision to track a target deep in the woods without an attention-grabbing flashlight. You could also cut the power to a secure location you need to break into and turn the Quest into a Splinter Cell game.

I could definitely see us doing the later and it's probably only a matter of time before the former occurs in some fashion. Thinking about I guess we really have just been lucky to always be fighting in an area with several light sources.

Oblivion's Sight from the Oblivion Discipline also provides free night vision, but it would cost Artie 14 XP.

Always having a plus 2 bonus would be bad. The alternative is spending 9 XP to gain two dots in Intimidation. As for the night vision it's literally half the price of Oblivion's Sight, and comes with more features. So the question there would be is seeing ghosts worth 14 XP.
 
Oblivion's Sight is not the best option. If we have to choose between night vision+ghost vision and night vision+intimidation, we should go for the latter, and this isn't even mentioning that Eyes of the Beast is way cheaper.

Also, the intimidation bonus from Eyes of the Beast and Shadow Cloak could stack, giving us a mighty +4 to some intimidation rolls.

what kind of effect would Darkvision have on future rolls? Or how would it have effected past rolls if we had had it?
Being blind means you suffer -3 dice to all rolls that use vision, including combat. It's very powerful.

Thinking about I guess we really have just been lucky to always be fighting in an area with several light sources.
If we get Eyes of the Beast, we could do stuff like cut the power and shoot out lights ourselves, giving us a big combat boost.
 
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Oblivion's Sight is not the best option. If we have to choose between night vision+ghost vision and night vision+intimidation, we should go for the latter, and this isn't even mentioning that Eyes of the Beast is way cheaper.
Oh I agree with you on that. We can get more for less with Eyes of the Beast.

Being blind means you suffer -3 dice to all rolls that use vision, including combat. It's very powerful.
Yikes, that would be bad really bad. Especially in the Inquisition raid that Rogue used as an example.

If we get Eyes of the Beast, we could do stuff like cut the power and shoot out lights ourselves, giving us a big combat boost.

Also, the intimidation bonus from Eyes of the Beast and Shadow Cloak could stack, giving us a mighty +4 to some intimidation rolls.
The stacking would be awesome but it's up in the air if Rogue will allow it just yet. That being said you have convinced me.

[X] [BRONWYN] "I want to learn how to use the Dominate Discipline to…" (1 point)
-[X] "...cloud people's memories and make them forget the last few minutes."
[X] [BRONWYN] "Is there any truth to the rumor that you used the Protean Discipline to…" (1 point)
-[X] "...help destroy Gary's steel industry using nothing but your gleaming red eyes?"
 
[X] [BRONWYN] "I want to learn how to use the Dominate Discipline to…" (1 point)
-[X] "...cloud people's memories and make them forget the last few minutes."
[X] [BRONWYN] "Is there any truth to the rumor that you used the Protean Discipline to…" (1 point)
-[X] "...help destroy Gary's steel industry using nothing but your gleaming red eyes?"
 
Huh? Maybe my brain is just failing me but I thought dice gained from multiple Disciplines could stack. Is there a rule against that?
Also, the intimidation bonus from Eyes of the Beast and Shadow Cloak could stack, giving us a mighty +4 to some intimidation rolls.
The stacking would be awesome but it's up in the air if Rogue will allow it just yet. That being said you have convinced me.
In the interest of letting Artie feel like a big powerful vampire, I will allow multiple bonuses to stack. Besides, can you imagine Artie as a shadowy figure with glowing red eyes? If I were to run into someone like that, I would need a new pair of jeans. However, bear in mind that the Intimidation bonuses Artie has only apply to mortals, not Kindred.

What kind of penalty would be in combat to a low-light environment? I saw somewhere in an Oblivion Discipline, there's a -3 dice penalty to perception rolls but that's the only one it specified.
Being blind means you suffer -3 dice to all rolls that use vision, including combat. It's very powerful.
From what I can tell, @Andres is correct. A three-dice penalty to vision-related rolls seems the norm, whether blinded via supernatural means or by having your eyes gouged out.

Thinking about it, I guess we really have just been lucky to always be fighting in an area with several light sources.
The Watsonian explanation is that in a big city like Chicago, total darkness is pretty rare, given all the light pollution. Even in the worst parts of Chicago, you have streetlights as a deterrent against muggers lurking in the shadows.

However, from a Doylist perspective, I wanted night vision to feel like a bonus - another way in which Kindred are superior to their mortal prey. If I had chosen to apply a three-dice penalty to every action Artie took outdoors, extrasensory abilities like the Auspex Discipline would feel less like awe-inspiring vampire powers and more like mandatory requirements for unlife.

The alternative is spending 9 XP to gain two dots in Intimidation. As for the night vision, it's literally half the price of Oblivion's Sight and comes with more features. So the question there would be is seeing ghosts worth 14 XP.
Oblivion's Sight is not the best option. If we have to choose between night vision+ghost vision and night vision+intimidation, we should go for the latter, and this isn't even mentioning that Eyes of the Beast is way cheaper.
For the record, Artie has access to Sense the Unseen from the Auspex Discipline, which allows him to see ghosts. With that in mind, Oblivion's Sight would seem a poor choice for our second dot in Oblivion, as the ability to see ghosts is redundant.

However, Oblivion's Sight is one of the only two powers in the Oblivion Discipline that do not require a Rouse check, and Artie already knows the other one. What sets the Lasombra's signature Discipline apart from the others is that you gain a Stain on your Humanity should you roll a one or a ten on the Rouse check. If you intend for Artie to hold onto his Humanity, taking Oblivion's Sight might be the best choice for the second dot in Oblivion.
 
In the interest of letting Artie feel like a big powerful vampire, I will allow multiple bonuses to stack. Besides, can you imagine Artie as a shadowy figure with glowing red eyes? If I were to run into someone like that, I would need a new pair of jeans. However, bear in mind that the Intimidation bonuses Artie has only apply to mortals, not Kindred.
My lord. Artie can cosplay as Batman and Captain America. Now we just need an Alfred, and a Robin/Bucky.

From what I can tell, @Andres is correct. A three-dice penalty to vision-related rolls seems the norm, whether blinded via supernatural means or by having your eyes gouged out.
Yikes. A little harsher than what DnD does. For those you don't know, in DnD if your target is in Dim-light and you don't have Darkvision or a light source to fill his location with Bright-light. Then all attack rolls are made with disadvantage. So you roll a 20 sided die twice and take lower result before adding modifiers. On average this is about a -2 to what ever you would have rolled. If the target is in total darkness than you can't target them because you can't see them.

By the way I say on average because the character I have for this campaign, Wulfric 'The Bringer' Rivenstone, is a walking nexus of bad luck. Not even joking this is basically a meta power at this point. If he repeated rolls poorly for a session it usually means I have a week of good luck.🍀 The opposite never happens because the situation blows up even harder in Wulfric's face.

The Watsonian explanation is that in a big city like Chicago, total darkness is pretty rare, given all the light pollution. Even in the worst parts of Chicago, you have streetlights as a deterrent against muggers lurking in the shadows.

However, from a Doylist perspective, I wanted night vision to feel like a bonus - another way in which Kindred are superior to their mortal prey. If I had chosen to apply a three-dice penalty to every action Artie took outdoors, extrasensory abilities like the Auspex Discipline would feel less like awe-inspiring vampire powers and more like mandatory requirements for unlife.
I always like this debate. Both sides make a lot of since but I feel like for some writers it's just writing what looks cool and not thinking about how it might go in real life.

Maybe it's because I grew in the country side in a ranch. But when I read the lore on this specific thing my first thought isn't that Vampires can't see in the dark. It's that they don't have Owl level night vision at the start. I think Vampires can absolutely see better at night than any human but there are certainly animals out there who are just better at it.
This arrangement makes sense to me as as long as the nocturnal predator can see better than it's daytime prey it's success is more likely.

For the record, Artie has access to Sense the Unseen from the Auspex Discipline, which allows him to see ghosts. With that in mind, Oblivion's Sight would seem a poor choice for our second dot in Oblivion, as the ability to see ghosts is redundant.
😐🖐️
I somehow never put that together.
😵‍💫

However, Oblivion's Sight is one of the only two powers in the Oblivion Discipline that do not require a Rouse check, and Artie already knows the other one. What sets the Lasombra's signature Discipline apart from the others is that you gain a Stain on your Humanity should you roll a one or a ten on the Rouse check. If you intend for Artie to hold onto his Humanity, taking Oblivion's Sight might be the best choice for the second dot in Oblivion.
Ohhhh. That's a detail I overlook initially. Hmmm this certainly gives credence to the warning we were given initially about delving to far into the darkness.
Further developing our Oblivion discipline could lead to our humanity rusting bit by bit. With maintenance it won't be to much a concern but if we fall behind it could lead to use dropping in humanity.
 
[X] [BRONWYN] "I'd like you to owe me a favor - a big favor." (1 point)
[X] [BRONWYN] "I want to learn how to use the Dominate Discipline to…" (1 point)
-[X] "...cloud people's memories and make them forget the last few minutes."
 
Interlude 2.01
[X] [BRONWYN] "I want to learn how to use the Dominate Discipline to…" (1 point)
-[X] "...cloud people's memories and make them forget the last few minutes."

[X] [BRONWYN] "Is there any truth to the rumor that you used the Protean Discipline to…" (1 point)
-[X] "...help destroy Gary's steel industry using nothing but your gleaming red eyes?"


I enjoyed the discussion regarding the utility of Eyes of the Beast, so I'll break the tie by having Artie learn the first dot of the Protean Discipline. You'll have other opportunities to earn favors from the new Primogen of Clan Malkavian.

A few weeks later, during the wee hours of the morning, you find yourself walking through the streets of the Cabrini-Green neighborhood on a personal assignment from Prince Jackson.

According to the local Bloods, there have been several muggings in the area. While Cabrini-Green has never been the safest of Chicago's neighborhoods, the gangsters under Prince Jackson's control have made it a point to prevent independent petty criminals from operating on their turf, if only to avoid drawing attention to more profitable illegal enterprises like the drug business. Worse yet, such weakness might invite other criminal groups like the Mafia to move in on Blood territory.

Thus, Prince Jackson has tasked you to help cut down on the number of footpads prowling the streets. As you continue your search for muggers in Cabrini-Green, your thoughts can't help but stray. You've already been at this for hours, and you can't help but form an opinion on your current assignment.

[ ] [OPINION] Stopping the mugger(s) is the right thing to do, even if it means indirectly helping gangsters.
[ ] [OPINION] I can't say I enjoy helping hardened criminals take out the competition, but I need the Prince on my side.
[ ] [OPINION] Why is the Prince having me waste my time with the small fry? I can do so much more for the city.
[ ] [OPINION] Those muggers must be taught a lesson, and I'm happy to be the hardass teacher.
[ ] [OPINION] My thoughts are more nuanced than this. I'll write them down.


-​

No matter your thoughts on your current assignment, you have to remain focused on your objective. To that end, you've deliberately dressed to draw attention and appear a juicy target. Every stitch on your body screams wealth to any onlookers - a fashion statement amplified by the gold jewelry on full display. It's an ensemble that would look more fitting for a night at the Chicago Opera than on the mean streets near what may be the country's most infamous public housing projects.

While there'd be no shortage of criminals tempted by all the expensive stuff you have on you, the more discerning would have alarm bells going off in their heads. From their perspective, you're either a rich bastard who's stupid enough to go slumming alone in gang territory and risk inspiring the future crime-fighting career of a wealthy orphan, or you're someone who's deliberately trying to get mugged as part of a sting operation by the Chicago Police Department. However, you're counting on your quarry's desperation to override their suspicion and make them take the gamble. After all, they wouldn't be trespassing on Blood turf if they had other ways to make money.

Sure enough, the click of a pistol cock alerts you to a stranger lurking in the nearby alley. "H-Hands up in the air where I can see them!"

You calmly raise your hands in surrender as you turn to face the mugger. The nearby shadows wrap themselves around you like tentacles as you blink slowly. You can feel the vitae pounding in your ears - not enough to rouse the Beast, but enough to bring your vampiric power to the fore. The blackness of the Chicago night gives way to various shades of red - crimson, scarlet, carmine, and vermillion, among others - allowing you to see every detail of the mugger.

Though built like a first-round NFL draft pick, there's enough baby fat on the mugger's face to make you wonder whether he's even old enough to try out for high school varsity. His amateurish "teacup" grip on his cheap Glock also betrays a lack of proper firearms training. His ill-fitting jeans and Chicago Bears jersey reek slightly of sweat like he hadn't washed them after days of heavy exercise. In other words, the mugger before you seems to be a desperate kid in way over his head.

Over the past few nights, you've spent much time looking in the mirror, less out of pointless vanity and more to perfect the dark figure that now stands before the mugger. Admittedly, you still have some ways to go before you can truly call yourself the stuff of nightmares. For instance, while you've managed to keep your glowing red eyes visible through your shadow cloak, the flickering caused by the darkness wreathing your face undermines the intimidation factor somewhat. Additionally, while you can pull off the quiet, foreboding method of intimidation, you have neither the acting talent nor the natural menace to do much else.

However, to a mortal barely in his teenage years, the red-eyed avatar of darkness before him is scary enough. The gun drops to the ground in a clatter as he freezes in place, and you're human enough to feel pity for the poor kid as you reach out to seize him firmly by the shoulder and squeeze. Not enough to hurt, but enough to make him reconsider the decisions leading up to this point. "What's your name, kid?"

"J-Jamal," the would-be mugger stutters fearfully. You get the sense hearing such a typical question in such a normal voice coming from a being of red-eyed shadow frightened Jamal more than any attempt at booming villainy would have.

"Nice to meet you, Jamal," you continue as though you don't look like you've emanated straight from the depths of Hell. "You're lucky to have tried to mug me, you know? Not every monster is as nice as I am."

Jamal nods, unable to speak a word. Though he trembles in fear, he cannot bring his eyes away from your crimson gaze. Rather than let the silence lengthen into awkward territory, you press on. "Since I'm in a good mood tonight, I'll let you off with a warning and a word of advice. Don't ever threaten anyone in this neighborhood ever again. You got that?"

Jamal nods with enough vigor that you worry his head will pop off like a cheap action figure's. Your gut tells you that he won't dare speak of this encounter with anyone, but even so, you can't have him connecting any dots. As your eyes meet, you utter, "Forget!"

Jamal's memories flash past your mind's eye like a video on rewind. However, your training with Bronwyn allows you to pick out the moments between Jamal first sighting you and your inhuman disguise completing itself and delete them as though you were editing a video. It's less than a minute's worth of memory, but if Jamal were to think back hard enough, he would realize the absence of those fleeting seconds in which he saw your face. It isn't much protection for the Masquerade, but every little bit helps.

You finally let go of Jamal's shoulder as you finish clouding his memory. "You'd be best go home before you run into more trouble."

"I-I will! Thank you!"

As Jamal flees into the night, you notice that he's left his pistol behind. As you pick it up off the ground to unload the magazine and eject the round in the chamber, you look up toward where Jamal ran. "Go and sin no more, Jamal. Go and sin no more."

Disciplines
  • Dominate 1/5
    • Cloud Memory: By uttering the phrase "Forget!" you can make a target forget the last few minutes - enough to mask a superficial feeding or a chance meeting. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate roll.
  • Protean 1/5
    • Eyes of the Beast: You can will your eyes to gleam a supernatural red, ignoring any sight penalties imposed by darkness, mundane or otherwise. The inhuman appearance of your eyes also grants you a two-dice bonus to intimidate mortals.
-​

"Artie?"

"Hey, Eleanor. I just wanted to check in and see how you've been doing since we last met. How have classes with Naomi been going?"

"Oh, everything's been going well so far," Bruno's mother replies. "We were just discussing the recent disappearance of the, uh… MP?"

"Jason Newberry?" you ask.

"Yes, him," Eleanor confirms. "Who will replace him now that he's gone? I still don't know much about club politics, but I'd like to be able to put a name to the title."

"Probably Bronwyn. She runs a club called the Blue Velvet on Rush Street. Their side of the family isn't known for their love of structure and organization, so I doubt she'll face much, if any, competition for the open seat." After a moment's consideration, you continue. "She's also got literal centuries of experience in the hospitality industry. It might be a good idea to contact her about your Airbnb."

"Isn't that against the rules of the elite club, though?" Eleanor asks. "What with me being Duskborn and all?"

"Well, yes, but the elite club's members thrive on double-dealing. So long as you avoid making the association too public and keep things quiet, she'd likely be pleased to discuss business with you."

"Okay. Thanks for the tip, Artie, and for checking on me."

"You're welcome. Stay safe out there," you reply before hanging up. Now that you know how Eleanor Chang has been settling into Kindred society, you only have one more question to answer. Where to tonight?

[ ] [NEXT] I'm attending Elysium to try and gather reformist allies among Chicago's Kindred.
[ ] [NEXT] I'm hitting the gym. I came far too close to losing my fight with Jason Newberry.
[ ] [NEXT] I'm on my way to meet with a Kindred visitor from Milwaukee who could help grow Crossguard Security.
[ ] [NEXT] I'm heading to the Diamond Library for a one-on-one meeting with Rebekah.


Kindred Relationships
  • Bronwyn
    A promising Kindred.
    Bronwyn knows you're why she is now the Primogen of Chicago's Malkavian. Should you wish to help her expand her spy network or the Circulatory System, you need only ask.
  • Eleanor Chang
    Can they help keep my family safe?
    You've made a decent first impression on the thin-blooded stay-at-home mom, though she can't help but fear for her loved ones. While she's now taking night classes at Naomi Stewart's school for fledglings, it should be easy for you to reach out and strengthen the connection.
  • Jason "Son" Newberry (Adversary 2)
    Thanks to you, the former Primogen of Clan Malkavian is in no position to hurt anyone else ever again.
 
[X] [OPINION] Stopping the mugger(s) is the right thing to do, even if it means indirectly helping gangsters.
[X] [NEXT] I'm on my way to meet with a Kindred visitor from Milwaukee who could help grow Crossguard Security.


Honestly, a small job like stopping the mugger works just fine for us. Low risk, minimal moral complications, and gives us time to work on personal projects that'd further our agenda more than most jobs Hounds are made to do.

I want to beef up Crossguard because whether we're in a fight or trying to reform the Camarilla or doing other stuff, we'd benefit from the power that a stronger security service would give us.
 
[X] [OPINION] Stopping the mugger(s) is the right thing to do, even if it means indirectly helping gangsters.
[X] [NEXT] I'm on my way to meet with a Kindred visitor from Milwaukee who could help grow Crossguard Security.


Artie has lots of connections and is a badass, what he's lacking in currently is a personal powerbase, Crossguard is that powerbase so working on it will be good.
 
From their perspective, you're either a rich bastard who's stupid enough to go slumming alone in gang territory and risk inspiring the future crime-fighting career of a wealthy orphan, or you're someone who's deliberately trying to get mugged as part of a sting operation by the Chicago Police Department.
The Batman reference was not lost on me. And I was even making the comparison in my head before you just said it in the story.

[X] [OPINION] Stopping the mugger(s) is the right thing to do, even if it means indirectly helping gangsters.
True, I rather like Andres' explanation that this is the kind of small good deed that Artie would like to do in comparison to whatever else he could have been given instead. Plus after a fairly emotionally charged outing it's probably nice to just do something that feels so much simpler in the grand scheme of things.

[ ] [OPINION] I can't say I enjoy helping hardened criminals take out the competition, but I need the Prince on my side.
This is fairly in line with what Artie would think in my opinion. You could argue the end is a little pragmatic sounding but could just be a statement of fact. Any employee wants a good relationship with their boss.

[ ] [OPINION] Why is the Prince having me waste my time with the small fry? I can do so much more for the city.
Doesn't quite feel right. I could see Artie feeling this way if he maybe had a poorer relationship with the Prince. Or maybe if he was trying to bury himself in work as a coping mechanism after something terrible happened. We did recently do something extraordinary by fledging standards and I can understand how such a thing would make another kindred be filled with confidence.
But Artie…

[ ] [OPINION] Those muggers must be taught a lesson, and I'm happy to be the hardass teacher.
Funny enough while this may not be how we feel this is what we do. Artie kinda tries to scare the mugger kid straight. While he only said not to try mugging anyone in this area anymore, that kid is gonna be wondering if the next person he tries to mug is gonna be another monster, at least internally. If anything's gonna make you re-examine your life choices it's gonna be a demon lookalike that might still be walking the streets.

[ ] [NEXT] I'm attending Elysium to try and gather reformist allies among Chicago's Kindred.
[ ] [NEXT] I'm hitting the gym. I came far too close to losing my fight with Jason Newberry.
[X] [NEXT] I'm on my way to meet with a Kindred visitor from Milwaukee who could help grow Crossguard Security.
[ ] [NEXT] I'm heading to the Diamond Library for a one-on-one meeting with Rebekah.


All of these are tempting in their own ways, but I will yield to the other voters. They make a good case that comparatively Artie has very little in the way of Background dots, especially for the thing that is supposed to give him a seat at the metaphorical table. Plus, Milwaukee by Night has wild lore, so I'm curious about who's showing up?
 
[X] [OPINION] Stopping the mugger(s) is the right thing to do, even if it means indirectly helping gangsters.
[X] [NEXT] I'm on my way to meet with a Kindred visitor from Milwaukee who could help grow Crossguard Security.
 
I want to say that I really like using the mugger's story as a demonstration of the new powers as well as a means on elaborating how much work it took to make new powers work with old ones.

It never occurred to me, shadow cloak's 'wisps' would interfere with the red glow of Eyes of the Beast. It's not that these powers are incompatible it's just a cosmetic issue that developed from inexperience using the two powers together. I really like the novelty of this problem, and the mundane if silly solution of practicing the powers skill level by basically making faces at ourselves in the mirror. 😂
 
Okay, I want to ask this for fun.

For those of you that are fans of Adventure Time y'all will catch on quick. If Arturo Delacruz was a Vampire 'Lord' in the Adventure Time universe, what Major Arcana would he be called?

For those of you that aren't familiar, I'm basically asking which Major Arcana care best suits Artie's personality as a whole, his highs, lows and etc.
 
Which Major Arcana care best suits Artie's personality as a whole, his highs, lows and etc.
Like the protagonists of the Persona series, Artie could be interpreted as the Fool - a relative newcomer whose inexperience with court politics belies great potential.

However, Artie could also represent Strength. This arcanum not only reflects the physical prowess found in the Blood of Clan Nosferatu, but the inner strength and courage needed to hold onto his Humanity even as the realities of un-life demand that ruthless action be taken.
 
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Like the protagonists of the Persona series, Artie could be interpreted as the Fool - a relative newcomer whose inexperience with court politics belies great potential.

However, Artie could also represent Strength. This arcanum not only reflects the physical prowess found in the Blood of Clan Nosferatu, but the inner strength and courage needed to hold onto his Humanity even as the realities of un-life demand that ruthless action be taken.

I agree that Artie would qualify for the upright meaning of the Fool, but I like The Fool since he represents the Reverse meaning.

I completely agree that Artie represents Strength very well both the Upright and Reverse meanings. I think the Reverse meaning comes into play with Artie's position within Vampire society. A sense of powerlessness to affect the behavior of the greater whole of Vampire kind and an inability to curve the worse aspects of it.

The Adventure Time Vampires are probably just as bad as the Vampires of World of Darkness. Surprisingly, given most of them don't have any powers beyond supernatural physique.
 
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