One of the neatest features of TiddlyWiki is that it is entirely self-contained in a single HTML file. It contains the actual hypertext document, and the JavaScript, CascadingStyleSheets and HTML necessary to both view and edit the document. This means that it is trivial to host a TiddlyWiki on a website, or to distribute one by email. And anyone with a reasonably recent web browser will be able to read and edit it.
MicroContent being a fashionable word for self-contained fragments of content that are typically smaller than entire pages. Often MicroContent is presented via some kind of aggregation that reduces the perceptual shock and resource cost of context switching (eg Blogs aggregating several entries onto a page or Flickr presenting photos in an album). This TiddlyWiki aggregates MicroContent items that I call 'tiddlers' into pages that are loaded in one gulp and progressively displayed as the user clicks hypertext links to read them.
When it loads, TiddlyWiki looks for the names of tiddlers to open as a space-separated list after the # in the URL. If there are no tiddlers in the URL it instead loads the tiddlers named in DefaultTiddlers, one of the SpecialTiddlers.
IsaoSonobe's TiddlyWikiPod is a nifty utility for Mac OS X that copies the content of a TiddlyWiki to an iPod where it can be read, and links followed, using the touch wheel. Isao has also added the ability to link to songs from the TiddlyWiki text which enables some interesting applications. At the moment, it only works with the older SecondVersion of TiddlyWiki. It can be found at http://www8.ocn.ne.jp/~sonoisa/TiddlyWikiPod/index.html
start\n#item1\n#item2\n##item2.1\n##item2.2\n##item2.3\n#item3\n##item3.1\n###item3.1.1\n###item3.1.2\n\nend
Putting TiddlyWiki on a USB thumb drive lets you carry around a SelfContained notebook that you can update wherever there's a reasonably modern computer, whether it's a Mac, Linux or a PC. (To be even more independent you can [[install FireFox on the drive|http://www.mozilla.org/support/firefox/tips#oth_usb]] as well).
Edit this tiddler to see how to create BulletPoints\n* Like this one\n* And this one\n** And this second-level one\n* And a final one
FireFox lets you SaveChanges in TiddlyWiki, but you will see up to three dialogs asking your permission for the local file operations. You must allow all three operations for it to work properly. Note that you can select the //Remember this decision// option to avoid seeing the dialogs in future.
TiddlyWiki is published under a BSD OpenSourceLicense that gives you the freedom to use it pretty much however you want, including for commercial purposes, as long as you keep my copyright notice. I'd appreciate a link back to http://www.tiddlywiki.com as well.
Released in September 2004, the [[first version|firstversion.html]] was pretty basic, weighing in at 52KB.
Released in December 2004, the [[second version|secondversion.html]] of TiddlyWiki grew 50% over the FirstVersion to 76KB. It added IncrementalSearch, the ReferencesButton, the PermaLinkButton, PermaView, CloseAll, SmoothScrolling, an ImprovedSidebar, an animation for the CloseButton and a tiny EasterEgg in homage to Macintosh OS X. It also introduced a new SiteDesign.
Because TiddlyWiki is a single HTML file, you've actually already downloaded the entire software just by viewing this site. If you want to be able to SaveChanges, you can save your own TiddlyWiki to your local drive by right clicking on [[this link|#]] and selecting 'Save link as...' or 'Save target as...'. You can choose where to save the file, and what to call it (but keep the .HTML extension).
InternetExplorer on Windows allows you to SaveChanges in TiddlyWiki. It will give you an ActiveX warning, and ask for your permission to proceed each time. It should work from version 4, but I have only extensively tested against version 6. I have found some annoying difficulties with XpServicePack2, but there's always FireFox.
A WikiWord is a word composed of a bunch of other words slammed together with each of their first letters capitalised. WikiWord notation in a conventional WikiWikiWeb is used to name individual pages while TiddlyWiki uses WikiWord titles for smaller chunks of MicroContent. Referring to a page with a WikiWord automatically creates a link to it. Clicking on a link jumps to that page or, if it doesn't exist, to an editor to create it. This ThirdVersion of TiddlyWiki also adds NonWikiWordLinks.
To make a tiddler that doesn't have a WikiWord as it's name, you can enclose the name in [[double square brackets]] - edit this tiddler to see an example. After saving the tiddler you can then click on the link to create the new tiddler. NonWikiWordLinks permits tiddlers to be created with names that are made from character sets that don't have upper and lower case.
A Wiki is a popular way of building collaborative websites. It's based on the ideas of easy editing of pages and the use of special WikiWord notation to automagically create links between pages. See Wikipedia for [[more details|http://en.wikipedia.org/wiki/Wiki]]. TiddlyWiki is different from a conventional Wiki because it is not based on entire pages of content, but rather items of MicroContent that are referred to as 'tiddlers'.
I'm hoping that after using TiddlyWiki for a while a new WritingStyle will emerge that is appropriate for this medium. Jakob Neilsen wrote an article about [[writing styles|http://www.useit.com/alertbox/980906.html]] for MicroContent back in 1998 that still seems surprisingly relevant.
It's easy to make your own TiddlyWiki that you can publish yourself - see how to SaveChanges for details. If you want to change the layout or the colour scheme, you'll need some basic HTML and CSS knowledge.
Internet Explorer Windows XP SP2 seems to have a magical ability to keep track of html files that have been downloaded from the internet and saved on an NTFS drive. By storing additional data in an [[alternate data stream|http://www.jsware.net/jsware/sviewer.html]], it manages to keep them in the 'Internet Zone' regardless of attempts to rename or modify the file. But, in order to be able to SaveChanges, TiddlyWiki needs to run in the 'My Computer Zone'.\n\nThere are a couple of ways around the problem:\n* save the TiddlyWiki HTML file to a FAT drive (eg a USB thumb drive)\n* open the downloaded file with a text editor and save it again under a different name\n\nIn either case, The new file will open in 'My Computer Zone', which in turn causes Internet Explorer to put up it's information bar asking you whether you want to run it. You need to 'Allow blocked content' to let TiddlyWiki do it's stuff.\n\nThis is all a bit frustrating. An easy alternative is to use FireFox, which seems to do the trick on all platforms.
TiddlyWiki has been used as the basis of a couple of experiments in hypertext fiction. GinaTrapani created [[Baby Dog Sitter|http://scribbling.net/tiddlywiki-and-non-linear-fiction]] with the FirstVersion of TiddlyWiki, followed by "[[Die, Vampire! Die!|http://www.davidvanwert.com/wiki/dievampiredie.html]]" from DavidVanWert.
When you type more than three characters in the search box at the upper right, any matching tiddlers are automatically displayed with the text highlighted. There's a couple of minor issues: the highlights don't get removed when you clear the search, and occasionally, on some browsers, keystrokes get missed if you type quickly so you may need to click the 'search' button to manually trigger the search.
I think this feature from the SecondVersion of TiddlyWiki is quite original. It's a button in the right-hand sidebar that sets the browser address bar to a URL embodying all the currently open tiddlers in the order that they are currently shown. To use it, arrange the open tiddlers that you want, click the permaview button, copy the URL from the browser address bar, and then paste it into an email, web page or whatever.
The rules governing where a tiddler is displayed sound complicated written down. When you click on a tiddler link within another tiddler, the new one is opened immediately below the current one. If the target tiddler is already open, TiddlyWiki just uses SmoothScrolling to bring it into view. More or less the same thing happens when clicking on a tiddler link within the menu or sidebar, except that the tiddler opens at the top of the page if it is not already open.
Try holding down the alt- or shift-key while clicking on a link to a tiddler, on the 'options' button or on the CloseButton for a tiddler. Kind of a respectful homage to Mac OS X, which does something similar for many of its system animations. (On browsers like InternetExplorer that use the shift key to open a new window, it's best to use the alt-key).
RegExpSearch uses JavaScript's [[RegExp syntax|http://www.programmershelp.co.uk/docs/javascript/regexp.html#1193188]] to allow flexible searches.
Within the main story column you can click on bold links to read a linked tiddler. Click on italic links to create a new tiddler. When you hover the mouse over a tiddler several ToolbarButtons appear. You can edit the text of any tiddler by double-clicking on it (or selecting 'edit' from the toolbar), but your changes won't get saved permanently until you make your own copy of TiddlyWiki, as described in SaveChanges.
The first and original was [[PhpTiddlyWiki|http://www.patrickcurry.com/tiddly/]] from PatrickCurry and GabrielJeffrey that adds a simple ServerSide in PHP with MySQL. Patrick's site allows anyone to create and edit tiddlers, and has become the de facto community site around TiddlyWiki.\n\nSome of the other adaptations include:\n* HenrikAastedSorensen's at http://aasted.org/wiki\n* IsaoSonobe's OgreKitWiki at http://www-gauge.scphys.kyoto-u.ac.jp/~sonobe/OgreKit/OgreKitWiki.html \n* JacquesTurbé's TidliPo, in French at http://avm.free.fr/IMG/html/carnet_gt_BigCo.html\n* ChristianHauck's at http://www.christianhauck.net/html/14300.html\n* TonyLownds's at http://tony.lownds.com/home/\n* PoulStaugaard and IvanMetalnikov's at http://poul.staugaard.dk/IeWiki.htm\n\n* There's also KevemBuangga's TiddlyWikiClone at http://www.kevembuangga.com/hwk/hailiwiki.htm (caution: on Safari, it seems to get locked up with error alerts)
This is the ThirdVersion of TiddlyWiki, released in April 2005. The SecondVersion was released in December 2004, and before that the FirstVersion in September 2004.\n\nSee the RevisionHistory for details of minor changes and bug-fixes since the ThirdVersion.
You can now link to [[external sites|http://www.osmosoft.com]] with ordinary words, without the messiness of the full URL appearing. Edit this tiddler to see how.\n\nYou can also LinkToFolders.
JeremyRuston said:\n<<<\nA TiddlyWiki is like a blog because it's divided up into neat little chunks, but it encourages you to read it by hyperlinking rather than sequentially: if you like, a non-linear blog analogue that binds the individual microcontent items into a cohesive whole. I think that TiddlyWiki represents a novel medium for writing, and will promote it's own distinctive WritingStyle. This is the first version of TiddlyWiki and so, as discussed in TiddlyWikiDev, it's bound to be FullOfBugs, have many MissingFeatures and fail to meet all of the DesignGoals. And of course there's NoWarranty, and it might be judged a StupidName.\n<<<\n\n>level 1\n>level 1\n>>level 2\n>>level 2\n>>>level 3\n>>>level 3\n>>level 2\n>level 1\n
InterfaceOptions are displayed when you click the 'options' button on the right. They are saved in a cookie on your browser, making them sticky between visits. RegExpSearch allows more complex search expressions; CaseSensitiveSearch does as it's name implies. The user name for edits should be set //before// starting to edit things (ouch. another bug).
''Bold''\n==Strike==\n__Underline__\n//Italic//\n2^^3^^=8\na~~ij~~ = -a~~ji~~\n@@highlight@@\n@@color(green):green colored@@\n@@bgcolor(#ff0000):color(#ffffff):red colored@@
Edit this to see how to create Headers\n\n!Header 1\n!!Header 2\n!!!Header 3\n!!!!Header 4\n!!!!!Header 5\n
Edit this tiddler to see how to insert images.\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]
This ThirdVersion of TiddlyWiki adds:\n* the ability to easily SaveChanges on FireFox and InternetExplorer\n* a new liquid CSS layout that fills the width of the browser window\n* InterfaceOptions revealed by clicking the new 'options' button on the right\n* some BugFixes\n* KeyboardShortcuts so you can finish editing a tiddler with Control-Enter or abandon it with Escape\n* a more flexible OpenSourceLicense\n* a bunch of features from IsaoSonobe's [[adaptation|http://www-gauge.scphys.kyoto-u.ac.jp/~sonobe/OgreKit/OgreKitWiki.html]] of TiddlyWiki including ExtendedFormatting, NonWikiWordLinks, PrettyLinks, [[Headings]], BulletPoints, NumberedLists, HtmlTables, BlockQuotes, HorizontalRules and...\n* ...EmbeddedImages:\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]
*sample:\n|!th1111111111|!th2222222222|\n|>| colspan |\n| rowspan |left|\n|~| right|\n|bgcolor(#a0ffa0):colored| center |\n|caption|c\n*another sample: see PeriodicTable.\n
AKA: "Personal Analog Assistant"\n\nA fun term for running your GTD lists from index cards. See [[43Folders|http://merlin.blogs.com/43folders/2004/09/introducing_the.html]] for the full rundown (be sure to check the trackbacks. Also check out [[Adam Gurno's|http://gurno.com/adam/j2/index.php?p=44]] ideas for printing your own special cards.
This ThirdVersion of TiddlyWiki fixes a problem with line breaks within tiddlers under InternetExplorer. It also tries to avoid closing tiddlers while they are being edited. There's a bunch of smaller BugFixes as well, but they are somewhat balanced by the KnownBugs.
|Standard Periodic Table (ref. Wikipedia)|c\n|| !1 | !2 |!| !3 | !4 | !5 | !6 | !7 | !8 | !9 | !10 | !11 | !12 | !13 | !14 | !15 | !16 | !17 | !18 |\n|!1|bgcolor(#a0ffa0): @@color(red):H@@ |>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>||bgcolor(#c0ffff): @@color(red):He@@ |\n|!2|bgcolor(#ff6666): Li |bgcolor(#ffdead): Be |>|>|>|>|>|>|>|>|>|>||bgcolor(#cccc99): B |bgcolor(#a0ffa0): C |bgcolor(#a0ffa0): @@color(red):N@@ |bgcolor(#a0ffa0): @@color(red):O@@ |bgcolor(#ffff99): @@color(red):F@@ |bgcolor(#c0ffff): @@color(red):Ne@@ |\n|!3|bgcolor(#ff6666): Na |bgcolor(#ffdead): Mg |>|>|>|>|>|>|>|>|>|>||bgcolor(#cccccc): Al |bgcolor(#cccc99): Si |bgcolor(#a0ffa0): P |bgcolor(#a0ffa0): S |bgcolor(#ffff99): @@color(red):Cl@@ |bgcolor(#c0ffff): @@color(red):Ar@@ |\n|!4|bgcolor(#ff6666): K |bgcolor(#ffdead): Ca ||bgcolor(#ffc0c0): Sc |bgcolor(#ffc0c0): Ti |bgcolor(#ffc0c0): V |bgcolor(#ffc0c0): Cr |bgcolor(#ffc0c0): Mn |bgcolor(#ffc0c0): Fe |bgcolor(#ffc0c0): Co |bgcolor(#ffc0c0): Ni |bgcolor(#ffc0c0): Cu |bgcolor(#ffc0c0): Zn |bgcolor(#cccccc): Ga |bgcolor(#cccc99): Ge |bgcolor(#cccc99): As |bgcolor(#a0ffa0): Se |bgcolor(#ffff99): @@color(green):Br@@ |bgcolor(#c0ffff): @@color(red):Kr@@ |\n|!5|bgcolor(#ff6666): Rb |bgcolor(#ffdead): Sr ||bgcolor(#ffc0c0): Y |bgcolor(#ffc0c0): Zr |bgcolor(#ffc0c0): Nb |bgcolor(#ffc0c0): Mo |bgcolor(#ffc0c0): Tc |bgcolor(#ffc0c0): Ru |bgcolor(#ffc0c0): Rh |bgcolor(#ffc0c0): Pd |bgcolor(#ffc0c0): Ag |bgcolor(#ffc0c0): Cd |bgcolor(#cccccc): In |bgcolor(#cccccc): Sn |bgcolor(#cccc99): Sb |bgcolor(#cccc99): Te |bgcolor(#ffff99): I |bgcolor(#c0ffff): @@color(red):Xe@@ |\n|!6|bgcolor(#ff6666): Cs |bgcolor(#ffdead): Ba |bgcolor(#ffbfff):^^*1^^|bgcolor(#ffc0c0): Lu |bgcolor(#ffc0c0): Hf |bgcolor(#ffc0c0): Ta |bgcolor(#ffc0c0): W |bgcolor(#ffc0c0): Re |bgcolor(#ffc0c0): Os |bgcolor(#ffc0c0): Ir |bgcolor(#ffc0c0): Pt |bgcolor(#ffc0c0): Au |bgcolor(#ffc0c0): @@color(green):Hg@@ |bgcolor(#cccccc): Tl |bgcolor(#cccccc): Pb |bgcolor(#cccccc): Bi |bgcolor(#cccc99): Po |bgcolor(#ffff99): At |bgcolor(#c0ffff): @@color(red):Rn@@ |\n|!7|bgcolor(#ff6666): Fr |bgcolor(#ffdead): Ra |bgcolor(#ff99cc):^^*2^^|bgcolor(#ffc0c0): Lr |bgcolor(#ffc0c0): Rf |bgcolor(#ffc0c0): Db |bgcolor(#ffc0c0): Sq |bgcolor(#ffc0c0): Bh |bgcolor(#ffc0c0): Hs |bgcolor(#ffc0c0): Mt |bgcolor(#ffc0c0): Ds |bgcolor(#ffc0c0): Rg |bgcolor(#ffc0c0): @@color(green):Uub@@ |bgcolor(#cccccc): Uut |bgcolor(#cccccc): Uuq |bgcolor(#cccccc): Uup |bgcolor(#cccccc): Uuh |bgcolor(#fcfecc): @@color(#cccccc):Uus@@ |bgcolor(#ecfefc): @@color(#cccccc):Uuo@@ |\n\n| !Lanthanides^^*1^^|bgcolor(#ffbfff): La |bgcolor(#ffbfff): Ce |bgcolor(#ffbfff): Pr |bgcolor(#ffbfff): Nd |bgcolor(#ffbfff): Pm |bgcolor(#ffbfff): Sm |bgcolor(#ffbfff): Eu |bgcolor(#ffbfff): Gd |bgcolor(#ffbfff): Tb |bgcolor(#ffbfff): Dy |bgcolor(#ffbfff): Ho |bgcolor(#ffbfff): Er |bgcolor(#ffbfff): Tm |bgcolor(#ffbfff): Yb |\n| !Actinides^^*2^^|bgcolor(#ff99cc): Ac |bgcolor(#ff99cc): Th |bgcolor(#ff99cc): Pa |bgcolor(#ff99cc): U |bgcolor(#ff99cc): Np |bgcolor(#ff99cc): Pu |bgcolor(#ff99cc): Am |bgcolor(#ff99cc): Cm |bgcolor(#ff99cc): Bk |bgcolor(#ff99cc): Cf |bgcolor(#ff99cc): Es |bgcolor(#ff99cc): Fm |bgcolor(#ff99cc): Md |bgcolor(#ff99cc): No |\n\n*Chemical Series of the Periodic Table\n**@@bgcolor(#ff6666): Alkali metals@@\n**@@bgcolor(#ffdead): Alkaline earth metals@@\n**@@bgcolor(#ffbfff): Lanthanides@@\n**@@bgcolor(#ff99cc): Actinides@@\n**@@bgcolor(#ffc0c0): Transition metals@@\n**@@bgcolor(#cccccc): Poor metals@@\n**@@bgcolor(#cccc99): Metalloids@@\n**@@bgcolor(#a0ffa0): Nonmetals@@\n**@@bgcolor(#ffff99): Halogens@@\n**@@bgcolor(#c0ffff): Noble gases@@\n\n*State at standard temperature and pressure\n**those in @@color(red):red@@ are gases\n**those in @@color(green):green@@ are liquids\n**those in black are solids
You can email the creator of TiddlyWiki at jeremy (at) osmosoft (dot) com.
If you rename a Tiddler and it lives in MainMenu or DefaultTiddlers, you'll need to update those SpecialTiddlers manually.
The creator of TiddlyWiki and a technologist based in London. He does consultancy work through his company [[Osmosoft|http://www.osmosoft.com]], as well as pursuing some independent projects like TiddlyWiki.
"Tiddlers" are the building blocks of TiddlyWiki. Each "entry" or "post" is a Tiddler. There are also SpecialTiddlers that control the MainMenu, SiteTitle, SiteSubtitle, and list of DefaultTiddlers that display on start up.
See [[About GTD TiddlyWiki]].
There's now an option under InterfaceOptions to allow TiddlyWiki's animation effects to be turned off.
Getting Things Done is a simple and effective personal productivity method by David Allen. You can [[get the book from Amazon|http://www.amazon.com/exec/obidos/tg/detail/-/0142000280/qid=1115360158/sr=8-1/ref=pd_csp_1/002-8782437-3718417?v=glance&s=books&n=507846]].\n\nAlso check out the GTD community at the 43Folders [[website|http://www.43folders.com/]], [[wiki|http://wiki.43folders.com/index.php/Main_Page]], and [[newsgroup|http://groups-beta.google.com/group/43Folders/]].\n\n----\n"Getting Things Done" is © David Allen at [[Davidco|http://davidco.com]]. Davidco has no affiliation with TiddlyWiki or GTDTiddlyWiki.
Enter Tiddler edit mode and click "delete" \n\nIf you delete a Tiddler that lives in MainMenu or DefaultTiddlers, you'll need to manually remove them from those SpecialTiddlers.\n\nSee also: RenameTiddlers
! Preferred Method\n# Create new Tiddlers directly in the MainMenu by typing them in the MainMenu Tiddler.\n\n! Method 2\n# Click CreateNewTiddler in the MainMenu.\n# Edit the title and content to create.\n\n! Method 3\n# Enter a mixed-case WikiWord (or double square brackets for NonWikiWordLinks) into an existing Tiddler.\n# Click on the new italicized "empty" Tiddler to edit.\n# When you are done editing, the Tiddler is created.
A TiddlyWiki is like a blog because it's divided up into neat little chunks, but it encourages you to read it by hyperlinking rather than sequentially: if you like, a non-linear blog analogue that binds the individual microcontent items into a cohesive whole. I think that TiddlyWiki represents a novel medium for writing, and will promote it's own distinctive WritingStyle. This is the ThirdVersion of TiddlyWiki, which adds several NewFeatures. There are also several TiddlyWikiAdaptations by other developers based on earlier versions.\n\nThe original TiddlyWiki is [[here|http://tiddlywiki.com]].
Super-duper thanks to JeremyRuston for creating such a great Open Source project.\n \nThanks to Merlin Mann of 43Folders for his work evangelizing and expanding GTD and other life hacks.\n \nThanks to David Allen and Davidco. for coming up with such an elegant and powerful system for dealing with modern life.\n\nFinally, thanks to everyone who made comments and reported bugs.\n\nJeremy's original thank you follows:\n----\nThank you to everybody who has helped me with support and suggestions for TiddlyWiki, but especially IsaoSonobe for his cunning regular expression code, and to my friend RebeccaWelby for the SiteDesign.
"How do I run this on a server?" is the number one question people ask. \n\nThe answer is "You can't, and it's a feature, not a bug." \n\nThe idea behind TiddlyWiki is that you can update it from any device with a capable browser, whether you are connected or not. It's personal, not collaborative, though you could upload your version to your server if you wanted people to see your lists (PermaView is good for this).\n\nThe good news is that there are online versions of TiddlyWiki that you can find at [[Jeremy's site|http://www.tiddlywiki.com/#TiddlyWikiAdaptations]], and if you like the things I've done with GTDTiddlyWiki you could merge my version into other TiddlyWiki implementations.
Welcome to the GTDTiddlyWiki, an experimental MicroContent WikiWikiWeb originally built by JeremyRuston and adapted for GTD use by NathanBowers. It's written in HTML, CSS and JavaScript to run on any modern browser without needing any ServerSide logic. It allows anyone to create personal SelfContained hypertext documents that can be posted to any web server, sent by email or kept on a USB thumb drive to make a WikiOnAStick.
I found the [[Aardvark Firefox extension|http://www.karmatics.com/aardvark/]] indispensible in developing GTDTiddlyWiki. Browser view-source doesn't work on TiddlyWiki, so I use Aardvark to "see" the page structure.
* Double click on a Tidder entry to edit it.\n* [Control + Enter] accepts your changes and switches out of editing mode\n* [Escape] abandons your changes and reverts the tiddler to it's previous state
A row of ToolbarButtons appears to the right of a tiddler title when the mouse is hovered over it. The buttons are:\n* ''close'' - close the current tiddler\n* ''edit'' - edit the current tiddler\n* ''permalink'' - puts a link direct to the current tiddler into the address bar\n* ''references'' - displays all the tiddlers that link to the current tiddler\n* ''done'' - save all changes and create a backup\n* ''cancel'' - cancel changes to a tiddler being edited\n* ''delete'' - delete the current tiddler
TiddlyWiki is a spare time project that I'm making available under an OpenSourceLicense. Accordingly, there's no warranty on it, and you can only use it at your own risk. To report bugs go to the GTDTWForum.
Nathan is a web developer based in Los Angeles. His website is [[Snapgrid.com|http://snapgrid.com]]. Have questions, comments, or suggestions? Visit the GTDTWForum.
Supscribe to the GTDTW RSS newfeed at http://shared.snapgrid.com/feed/gtdtw.xml to be notified of official releases.
!Supported\n* Safari (requires [[plugin by Jonathan Paisley|http://www.dcs.gla.ac.uk/~jp/tiddlywiki/]])\n* Firefox\n* Win IE 6 (caveat: see KnownBugs)\n* Camino (I haven't verified this)\n\n!Unsupported\n* ==Safari: Saving doesn't work in Safari, which renders TiddlyWiki useless.== FIXED! Thanks to [[Jonathan Paisley|http://www.dcs.gla.ac.uk/~jp/]].\n* Opera: I've gotten mixed reports.
[[Forum for discussion of GTDTW|http://shared.snapgrid.com/gtd-forum/]]. Supercedes the GoogleGroup. Anyone can read posts, but a simple registration is required for posting (privacy guaranteed).
The [[Google Group|http://groups-beta.google.com/group/GTD-TiddlyWiki?hl=en]] has been superceded by the GTDTWForum
* All your action lists live in one HTML file, ideal for portability and simplicity.\n* [[Print3x5]] cards for your HipsterPDA right from your browser.\n* Runs locally, no network connection needed.\n* User defined CustomStyleSheet\n* Built with HTML, CSS, and Javascript, so it's easy to modify.\n* Really good incremental and regular expression search.\n* Your updates are date and name stamped (hover over the Timeline entries).\n* Your most recent version is automatically backed up when you SaveChanges (You can edit the Javascript to do incremental time-stamped backups. See the RevisionHistory for details).\n* Presumably, TiddlyWiki could run on a capable handheld device, but this is untested.
!Bugs\n* StyleSheet suffers from a bug that truncates long entries with many non-alphanumeric characters, so if you try to put the entire set of styles in there, it probably won't work.\n* "Highlighted" and Hexidecimal colored text formatting is broken\n* When printing WIN/IE 6 inserts one blank page because it does not recognize the :first-child CSS psuedo element.\n* WIN/IE 6 messes up list items when you edit a Tiddler with multiple headings.\n\n!Annoyances\n* You have to do alot to customize your browser print settings to remove the page URL, pagination, timestamp, and ensure that the output is sized and paged correctly.\n* Firefox/Mac has no "page properties" interface for removing the page URL, page numbers, etc... from printed pages. This is pretty lame. Try entering about:config in Firefox's URL bar and look for "print" to configure it the hard way. Ask the Firefox development team to fix this.\n\n!Help out\n* If you you encounter new bugs, can help fix bugs, or can help make this usable in other browsers, or handhelds, go to the GTDTWForum. Thanks!
TiddlyWiki uses several special tiddlers to hold the text used for the MainMenu, the SiteTitle and the SiteSubtitle. DefaultTiddlers is used to store the titles of the tiddlers that are shown at startup. SaveChanges is automatically displayed if there's a problem with saving. StyleSheet is a user defined stylesheet that exists as a Tiddler. \n\nAll except StyleSheet can be edited with the changes taking effect immediately.
You can specify your own styles -- that will persist even if you upgrade GTDTW -- in the new special tiddler, StyleSheet.\n\nStyleSheet is pre-populated so you can see how it works. If you want to print to different sizes of paper, or resize the base fonts, or use different fonts, the body style rules are where you'd start. If you are upgrading your version of GTDTW, you'll need to create and populate the StyleSheet for yourself.\n\nStyleSheet suffers from a bug that truncates long entries with many non-alphanumeric characters, so if you try to put the entire set off styles in there, it probably won't work.
Right click and "save as" the following links:\n[[1.0.4|/gtdtw-archive/gtdtw1.0.4.html]]\n[[1.0.3|/gtdtw-archive/gtdtw1.0.3.html]]\n[[1.0.2|/gtdtw-archive/gtdtw1.0.2.html]]\n[[1.0.1|/gtdtw-archive/gtdtw1.0.1.html]]\n[[1.0.0|/gtdtw-archive/gtdtw1.0.0.html]]
When GTDTiddlyWiki is updated with enhancements and fixes, here's how to upgrade while keeping your data.\n\n* Just to be safe, create a backup of your current file and archive it somewhere.\n\nOkay then:\n* Open your TiddlyWiki file (say it's called "mystuff.html") in a browser.\n* Without closing that page, right-click on [[this link|#]], select 'Save target' or 'Save link' and save it as "mystuff.html", replacing your existing file\n* Now go back to the previously opened copy of "mystuff.html" in your browser and click "save changes" in the sidebar.\n* Refresh the page in the browser to verify that the upgrade has worked
@media screen\n{\n\nbody {\nfont: 13px/125% "Lucida Grande", "Bitstream Vera Sans", Helvetica, Verdana, Arial, sans-serif;\n}\n\n}\n\n@media print\n{\n\nbody {\n font-size: 6.2pt;\n font-family: "Lucida Grande", "Bitstream Vera Sans", Helvetica, Verdana, Arial, sans-serif;\n}\n\n}
Questions? Comments? Bugs? Please use the GTD Tiddly Wiki GTDTWForum. It's the best way to get a response and you'll have more eyes on your issue.\n\nTo email me use my [[mail form|http://snapgrid.com/contact/]]. I can't always reply to everyone, but I do try to read all emails.\n\nTo contact the original creator of TiddlyWiki, EmailJeremy.
GTD Tiddly Wiki is a GettingThingsDone adaptation by NathanBowers of JeremyRuston's Open Source TiddlyWiki. The purpose of GTD Tiddly Wiki is to give users a single repository for their GTD lists and support materials so they can create/edit lists, and then print directly to 3x5 cards for use with the HipsterPDA.\n\n!Features Include:\n* Free and Open Source.\n* Easy to update.\n* Prints directly to 3x5.\n* Searchable.\n* Exists as a single, portable, cross platform file.\n* It runs on your computer, so you can make changes when you're not online. It's not a ServerSide thing.\n\n!Get started:\nStart by saving GTDTiddlyWiki to your computer (right click on [[this link|#]] and select 'Save link as...' or 'Save target as...' See SaveChanges for details).\n \nYou can edit entries, or "Tidders", by clicking "edit" or double clicking anywhere on the Tiddler. When you click "done" or press [ctrl+enter] your changes are saved.\n\nThere are some pre-populated action lists in the MainMenu on the left. If you want to start with a blank slate, here is an [[empty template|empty.html]].\n\n!!More information:\n*SupportedBrowsers\n*KeyFeatures\n*KeyboardShortcuts\n*[[Print3x5]]\n*FormattingInstructions (create lists, headings, and other formatting)\n*AboutTiddlers\n*CreateTiddlers\n*DeleteTiddlers\n* PermaView\n*KnownBugs\n* HowToUpgrade\n* ServerSide version.\n*Jeremy's original HelloThere.\n\nThanks to JeremyRuston for creating such a great Open Source project!\n----\nTiddlyWiki and GTD Tiddly Wiki are published under an OpenSourceLicense and carry NoWarranty.\n\nCurrent Version: 1.0.6 Sept 3rd, 2005 | RevisionHistory | UpdateNotification
GTDTiddlyWiki will incorporate [[updates|http://www.osmosoft.com/#RevisionHistory]] from the official TiddlyWiki and other contributors as appropriate. If you'd like to contribute to development, go the GTDTWForum.\n\nTo see my changes to Javascript, search the source code for "Nathan Edit".\n\nHowToUpgrade | UpdateNotification | VersionArchive\n\n! version 1.0.6 September 3rd 2005\n# Full rebuild based on TiddlyWiki Revision 1.2.32.\n\n! version 1.0.5 May 21st 2005\n# Added version number to footer and VersionArchive (major update soon).\n\n! version 1.0.4 May 17th 2005\n# Added JeremyRuston's CustomStyleSheet feature.\n\n! version 1.0.3 May 17th 2005\n# Now works in Safari (requires [[plugin by Jonathan Paisley|http://www.accela.net/~dankna/tiddlywiki/]]) Thanks Jonathan! \n# Constrained printed images to fit 3x5 cards (this won't work in IE)\n# Added saving on delete and put a small "save" link back into the sidebar.\n# Added links to GTDTWForum and RSS UpdateNotification\n\n! version 1.0.2 May 13th 2005\n# When "done" button or CRTL+ENTER is pressed to make changes to a Tiddler, entire wiki is saved and a backup is created. This should prevent accidental data loss. (Thanks to Ron, Jamie, and Terminus in the [[group|http://groups-beta.google.com/group/GTD-TiddlyWiki/browse_frm/thread/809f958426038e94?hl=en]])\n# Removed "Save Successful" confirmation dialog.\n# Removed big happy "Save" button (and died a little inside) ;) to avoid user ambiguity about saving. Also removed [alt+s] save.\n# Added Camino compatability ([[Thanks Schlafer|http://tinyurl.com/aeqpt]])\n# Added DevelopmentTips\n\n! version 1.0.1 May 10th 2005\n# Added TiddlyWiki fixes from original version 1.2.6\n\n! version 1.0.0 May 9th, 2005\n# Added print style sheet\n# Overhaul of CSS layout\n# Added alt + s quicksave with a simple accesskey attribute.\n# Changed sidebar "Timeline" and "All" to remove BR tags and extra Spaces. Check the javascript functions refreshTabTimeline() and refreshTabAll()\n# Changed incremental date stamped "backup on save" to a single backup file. See the saveChanges() javscript function in this page's source to re-enable datestamped backup.
The GTD Tiddly Wiki has been designed to print "HipsterPDA" 3x5 index cards. All you have to do is use your browser's "Print" button or shortcut key.\n\n!Print Features:\n* Print directly to 3x5 from your browser. There is no "printer friendly" link.\n* Pagination: Each Tiddler (or GTD list) will print on it's own sheet. You could have all your lists open and print them all at once.\n* If you know any CSS, you can completely customize the print output.\n* List bullets are circles to help you mark off completed tasks in your HipsterPDA.\n\n[img[http://img15.echo.cx/img15/57/lists2jb.jpg]]\n\n!How to customize print style, typeface, or font size:\n* Edit the StyleSheet Tiddler (it helps to know a little CSS).\n\n!KnownBugs with print:\n* Firefox/Mac has no "page properties" interface for removing the page URL, page numbers, etc... from printed pages. This is pretty lame. Try entering about:config in Firefox's URL bar and look for "print" to configure it the hard way.\n* WIN/IE 6 inserts one blank page because it does not recognize the :first-child CSS psuedo element.\n* You'll probably need to tweak your browser print settings to remove the page URL, pagination, timestamp, and ensure that the output is sized and paged correctly.\n* Your mileage may vary because of platform, font, browser, and printer differences. If you find something that's broken or needs help, visit the GTDTWForum.
You can SaveChanges if you're using FireFox or InternetExplorer:\n# if you're using Windows XP you might run into ServicePack2Problems\n# right click on [[this link|#]] and select 'Save link as...' or 'Save target as...'\n** choose where to save the file, and what to call it (but keep the .HTML extension)\n# open the newly downloaded file in your browser\n# click the 'options' button to set your username\n# edit, create and delete the tiddlers you want\n** you can change the SpecialTiddlers to change the SiteTitle and MainMenu etc.\n# Every time you click "done" or "delete" when editing a Tiddler, your changes are saved and a backup of the last saved state is created (customize this in the options panel).\n
The format for PrettyLinks allows for links that open local or network folders. Depending on your browser and operating system, the folders are opened in Windows Explorer, the OS X Finder, or the browser itself.\n\nEdit this tiddler to see [[this link to a Windows network share|file://server/share/folder/path/name]], [[this link to a Windows drive-mapped folder|file:///c:/folder/path/name]] and [[this link to a Unix-style folder|file:///folder/path/name]].
http://unclebear.com\n\nA tabletop roleplaying blog and online game shop with freebies, fonts, forums, news and reviews.
[[TenFootWiki 2.0]] is a personal campaign notebook for roleplaying gamemasters based on the GTDTiddlyWiki implementation of TiddlyWiki. The object is to provide a fast, easy to use content management tool for gamemasters who use laptops at the tabletop. The name comes from the ubiquitous bit of old-school player character equipment (and my gaming group), the Ten Foot Pole.\n\nThe latest version of Ten Foot Wiki will always be available at [[UncleBear.com]].\n\n!What's Different\nThis is a more advanced version of GTDTiddlyWiki, with a wealth of new and useful features. I recommend looking at the options menu (left) and the new Advanced Options. \n\nUnlike previous versions, I haven't done any funky color or layout changes to [[TenFootWiki 2.0]]. This is pure [[GTDTiddlyWiki]] with MainMenu and DefaultTiddlers modified to suit the purposes of roleplaying campaign management and prepopulated with some sample content to show examples of how this tool can help. If you want to mess with the code, knowledge of HTML and Javascript is useful. Codemonkey work is outside the purview of this project. I suggest hitting Google and looking for other TiddlyWiki developers' pages if you want to make those sorts of hacks. \n\n!What It's Not\nThis Wiki isn't ServerSide compatible or collaborative; this isn't designed for you to share with your players, although you can upload it to a website (where it will be read-only). The purpose of this is to help you organize your thoughts and get your head around the data needed to run a successful game.
San Francisco Chronicles
Season 1: Shadows of the Barbary Coast
[[Setting]][[House Rules]][[Characters]][[Timeline]][[Adventures]][[Bibliography]]\n[[Documents]][[Images]][[Maps]]\nFormattingInstructions DefaultTiddlers CreateNewTiddler MainMenu
[[Setting]]
[[1846-1849|http://www.sfmuseum.org/hist/chron1.html]]\n\n[[1850-1851|http://www.sfmuseum.org/hist/chron2.html]]\n\n[[1852-1854|http://www.sfmuseum.org/hist/chron3.html]]\n\n[[1855-1856|http://www.sfmuseum.org/hist/chron4.html]]\n\n
!Character Sheets\nWe will be using the Wild West character sheets found at [[Mr. Gone's Website|http://www.menchhofer.com/chris/]]. Just look at the appropreate section in the NWoD sub-menus & scroll down a bit. Shouldn't be too hard to find.\n
[img[http://www.grendelheim.com/eildon/WWMaps/SF.jpg]]\n\n[img[http://www.grendelheim.com/eildon/WWMaps/rumsey_RUMSEY5880180830171.png]]\n\n\n
Robert shoots straight from the hip. He is pragamatic, if something doesn't work, he abandons it, and if something does work, that's all he does.\nThis though is more accurate of how he speaks. Not being able to handle complicated associations within his mind, or notice sublte allsuions in speech, he just says whatever is on his mind to whoever is in front of him. This is not motivated by honesty or a sense of cristian goodness, but simply that it seems to work the best. If it stops working he will try something else, and do that all the time till the wheels fall off as well.\n \nThis simple philosophy for live doesn't describe his drive to be a gunslinger. He lives it. He trains every day. He doesn't tell others of his regimine, because he knows it is his advantage. He is prepared, all of the time, everyday, everynight, drunk, sober, in a hospital bed, to draw his guns and kill however his attacker is before they kbnow he got the drop on them.\n \nHe came up with speed and dexterity drill as a child that he has practiced over and over again, for decades. Why does he do this. It just ain't normal.\n \nHe has told his new employers slash companions that he was sent out here guarding a coal wagon train for sale in San Francisco. Is that the truth though? What type of family encourages the cold blooded drive to be the most leathal human being with a pair of guns around. Not a happy family, I can tell you that.\n \nNow, some of Robbies story is true. His Kin did send him out west. But it wasn't to guard a coal shipment. His father does own a mine, but he disn't raise Robbie to run a mine.\n \nRobbie's father made him. Just as Tiger Woods father made him.While other children went to school and chased each other around with toy bow and arrows, Robbie was sweating under the tutalage of his fathers training regimine to make him into the best gunslinger around. \n \nWhy?\n \nWell, two reasons. The motivation is from a dark loss where he seeks to use his son as a tool of revenge. Robbie hasn't been given that information though though, or noty in it's entirety. To his knowledge his mother was forced to watch her husband, Robbie's father, be bruitally tortured, and maimed. Chunks of flesh gouged out of his skin, and one of his arms amputated, being caterized with a flaming brand so that he didn't bleed to death. He then watched as his wife was repeatedly raped, then they were both left for dead. \n \nNow little Robbie wasn't on the scene yet, he wasn't due for another month at least. The trauma of teh rapes triggered labor and she died while giving birth to Robbie. \n \nThe family had a small slaveholding, who did light agriculture and work around the house. One of the slavewomen midwifed. She did what she could to make Robbies mother comfortable, and sent one of her children for the doctor in town.\n \nThe main labor and workforce of the mine were payed Scottish emmigrants. There slaves didn't have it so bad, and knowing it could be much worse somewhere else, did there best to save the lives of there Masters family.\n \nDirks wife, Malinda did not know Dirks past, or how he origanly came to get the mine. She was filled in a bit by her assaulters though on just what type of past Dirk had, and that it was his past actions that brought this suffering to bear on them today.\n \nDirk was very smart, and well educated. He was downright criminally minded and he kept, as he still does his cards very close to his chest. He didn't give Robbie a clear story of what actuallly occured, but the above is basically what Robbie worked out by the very brief one sentence answers he was occasionally given. Always to manipulate him into training harder. His natural sense of justice, right and wrong, could be derailed to easily by a full acount of what happanned to his mother, and how his father had become so disfigured.\n \nDirk read books on military strategy, had been in the military himself as an Officer but it wasn't a career goal of his. He raised Robbie with the intent of training him , starting as younge as possible, just like the Archers of England. Where other countries men began training for War in there teens, the English began at 6 or 7. This fad did not persist, but it made them almost unbeatable for several hunderd years. \n \nRobbie was training to be in close quarter and gurrilla gunbattles since the age of five. His father was quite creative, and also very sadistic in his training methods. Dirk fueled his son on by little comments about what was done to his mother, or him whenevr RObbie wanted to stop training or do what the other kids were doing, though, he took to it like a duck to water.\n \nOne of his childhood friends was caught alone while fishing by a group of boys from another town. They stripped him naked, tied him to a Tree and coverd him in honey. Robbie found him a couple days later while varmit hunting. He was almost dead from dyhydration, and completely swollen from allergic reactions to insect bites. There were bugs crawling all over him. His friend didn't speak much after that, he was driven mad by the expierience.\n \nRobbie was gonna get these boys. He kille done of them, he would have killed more but he couldn't figure out who did it and didn't wantto kill the wrong ones. One boy though braggged about it though. Robbie. having trained for ten years to draw pistols as fast as lightning shot him dead at a hundred paces with an ancient pistol thart some onlookers later said was a muzzle loaded, though Robbie never mentioned it. He was fine to let the story grow, reveling in the sense of fame he felt from it, and the feeling of power he got from the imntimidation.\n \nThat aside though, he done right and knew it. He got some measure of justice for his friend, and that set his reslove further to be a gunslinger.\n \nHis fathers plans for him never became clear, and though he wasn't being trained for gunslinging by his father, it ended up being the perfect thing for it\n \nNow this doesn't explain everything about Robbie, I think there is a darker reason for his coming to California. I think it was a werewolf that maimed his father. The missing chunks of flesh and the hand were clawed and bittin out. Maybe it was his mother that was the werewolf? Robbie is unaware of this, but his fathers drunken bouts were filled with screams of terror while he relived past events he never mentioned.
!History\n My Pa and I trapped & hunted our way out here. I panned enough gold for my Pa to go into town and stay there for a week. He found himself such powerful intoxicants that he didn't notice when he stepped into a bigger trap. Now Pa is a one legged varmint that only stirs in hopes he might get enough gold to do it again.\n We have a small land-holding (though Pa may have gambled the paper away) I grow some food & shoot some other food. Seems I spend all my time making each day as much like the last as I can manage.\n One of these days a handsome young trapper will come wandering through and I will pack up my kit and follow him.\n\n!Description\nApparent Age: 18\nDoB: 1838\nHair: Dark Brown, kept in braids\nEyes: Hazel, big and sad.\nRace: half white, half indian\nNationality: American\nHight: 5'3"\nWeight: 105lb.\nSex: female\nDistinguishing Features: Deep scar on cheek. White streaks in hair.
!History\nWilliam was born to a pair of well-to-do cattle ranchers in south western Arizona. He was well-educated, and reared for a marrage to a rich wine-brewer's daughter. However, he felt
[[Archaic Cap & Ball firearms |http://www.lumpley.com/games/dogguns.html]]\n
!Lycanthropy\nWe're using the //Lycanthropy// option from the ''Blasphemies ''book. Werewolves are only ever infectious in their Gaoru (Rage) aspect, making unintentional infection far more likely than intentional. If the character has the Wolf-blooded merit, it serves as a penalty to resisting the transformation. If a newly made Werewolf can survive his initial transformative experiences, once his Morality has dropped to 0, it switches to Harmony at one step bellow what it was before. //Children of the Cup// find their conversion far easier, having taken the step willingly, switching from Morality to Harmony without loss of dots after their first change. The Tribes consider the idea of Lycanthropic origins blasphemous and heretical, and those who believe such tripe mad, dangerous or deluded.\n\n!Harmony, Essence & Gifts\nOnly Lycanthropes who have completed their transformations and moved on to the path of Harmony may make use of Essence & learn Gifts.\n
Following a mix of options from //Requiem Chronicler's Guide// & //Mythologies//, mixed in with my own usual brand of strangeness, some fundimental points about the game are changed. \n\n!!Bloodlines\nAt this point in the game, there are only two Bloodlines of note: The Anicii & the Brujah.\n*''Takhisian'' (Ventrue)\n- Disciplines: //Dominate//, Resiliance, Vigor, //Rahab//\n- Weaknesses: Divinity Complex\n- Patron founder: Baron Fredricht vonVulsung\n- Covenant preference: Invictus\n*''Brujah'' (Nosferatu)\n- Disciplines: Animalism, //Nightmare//, Obfuscate, //Protean//.\n- Weaknesses: In addition to the frightful aspect so common in their clan (which, in their case, is most often an aura of fear), they suffer from a peculiar obsessive-compulsive behavior - they may not force entry through a blocked openning. This can be as simple as being unable to force a locked door to being unable to use mist-form to slip through a blocked-up key-hole. Worse, any dorrway where rice or wheat has been sprinkled forces them to stop and count each grain until either all has been counted, they are attacked or otherwise molested, or dawn comes.\n- Patron founder: unknown (possibly Zulemah)\n- Covenant preference: Circle of the Crone\n\n!!The Embrace & converting Merits\nFor those already holding a minor supernatural template, the Embrace wipes those Merits, transforming them to XP with which to purchase key Disciplines:\n*Former Psychics can treat either Auspex &/or Psychogenics as a favored Discipline (depending on the nature of their former merits).\n*Former Wolf-blooded treat Protean & Sublunario as Favored Disciplines.\n*Thaumaturgical Magicians get the favored Discipline cost brake towards Cruac or Theban Sorcery; Some of the old merits can be redeveloped as new rituals of the appropriate level. They keep their old Tradition weakness.\n\n!!Common Weaknesses\nThe Kindred suffer from a more folkloric string of weaknesses than usualy given in V:tM. Keep in mind the following changes:\n**''Sunlight:'' They don't burn, like in the movies, but they do get droopy. Vampires still are restricted by their Humanity in regards to waking and using dice pools. They do not suffer frenzy.\n**''Abdjurations and Exorsicims:'' Abdjurations are just as affective against Vampires as they are against Ghosts in forcing them to vacate an area. Exorsicims don't work on them (they arn't Possessed, just living dead), but the same rules can be used for warding a place so that they can't enter it. In both instances such rituals (if successfuly performed) cause fear frenzies.\n\n!!The Underworld\nShadowlands or the Spirit World, it has many names but to Kindred it is the Underworld and it is a great reminder that they are dead. \n**Vampires can enter it, just like Werewolves in //W:tF//, but using thier own relivant traits (Vitae & Blood Potency) in place of Essence & Primal Urge. Most prefer not to however, as it is hard to feed there (and usualy more dangerous than staying in this reality). \n**When a Vampire enters torper, his spirit is shunted loose to wander the Underworld. He must take care to protect himself from other Spirits. Perhaps more dangerous are Hungry Ghosts, who could steal his body if they can destroy his soul. The Kindred Spirit is stuck in the Underworld, unable to re-enter their body until the time aloted by their Humanity is passed.\n**When a Vampire is first created, they enter a brief Torpor, at which time all Torpor rules apply (appearing dead, becomming a ghost in the underworld, etc). This "little death" lasts from a few miniutes to several days.
!The Cup of Power\nThe Cup, believed to be the source of the legend of the Black Cauldron, has an assortment of powers available to those who know how to bring them forth. Necromancy & Transformation are but two of a number of gifts that can be bestowed upon those who drink from it. Known powers include:\n*''Wolf-transformation'': Anyone who drinks when the Cup is so primed is infected with [[Lycanthropy|Werewolves]]). Vampires who drink from it when it is so primed may learn the discipline Sublunario and Protean at this time.\n\n|To switch between powers, one must sacrifice 1 permanent willpower point and make a Int+Occult roll.|\n\nThe Cup is considered the property of the "Little People", the Chupacabra of the [[Weyaho Valley]]. If it falls into the hands of anyone besides themselves, they will vigorously hunt them until it is returned.\n\n!The Ring of Amara\nThis ring is a legendary boon for any Vampire. It is said that whomever wears it is warded from all hazards accociated with being a Vampire (all weaknesses, Bloodline specific or Vampiric in General, may be ignored). It is said to be a golden band with a large ruby in it.
!Fiction\nThe Wierd Adventures of Rangergirl.\n\n!Non - Fiction\nThe Barbery Coast\nThe Ohlone Way\nThe Shirley Letters\nGolden Gate Metropolis\nHaunted San Francisco\nSan Francisco Memoirs 1835-1851\nMore San Francisco Memoirs 1852-1856\nSan Francisco 1846-1856 From Hamlet to City\n\n!Movies\nCostal Trail\nThe Seven Faces of Dr. Lao\nAn American Haunting\nFrom Hell\nThe Village\nPale Rider\nA Fist Full of Dollars\nFor a few dollars more\nThe Frisco Kid\nFrom Dusk 'til Dawn 3: the Hangman's Daughter\nGinger Snaps Back: the Beginning\nMirrormask\nSan Francisco\n\n!Television\nThe Adventures of Brisco County Jr.\nKung Fu\nDeadwood\nThe Adventures of Calamity Jane\nWild West (Documentary)\n\n!Music\nWe've been listening to a lot of //Steave Roach// lately, especialy //Midnight Moon// & //Magnificent Void//, though I supose //Origins// might be more appropriate. //The Cranes// have some music that also strikes me as good. I intend to gather some soundtracks for assorted Clint Eastwood movies (//the Good, the Bad & the Ugly//, //Fist Full of Dollars// & //Two Mules for Sister Sarah// struck me as realy nice).\n\n!Websites\n[[World of Darkness|http://www.white-wolf.com/worldofdarkness/]]. \n[[California History|http://www.californiahistory.net/]].\n[[Vigilance Committee|http://www.sfmuseum.net/hist6/woolley.html]].\n[[SF in the 1850s|http://www.sfmuseum.net/hist/56facts.html]].\n\n!Roleplaying Sourcebooks\n//World of Darkness// (assorted)\n//Sidewinder Adventures d20//, specificaly the Equipment section, though the book in general gives a nice western feel unadulterated by Horror-gaming.\n//Deadlands// - see above, but with Horror added back in by the spoonful.\n//Call of Cthulhu// (assorted)
!The Asylum\n!The Boar's Head\n!The Goat & Compass\n!The Golden Rule\n!The Fierce Grizzly
!Overview\nThis is a WoD game set just prior to what we usualy call "The Wild West", on the California Coast in and around the young and violent city of San Francisco. In an age of massive imigration from around the world, our heroes find the dwindling gold in the mountains has attracted not just men but monsters, and things that had been best left alone are waking up. All characters begin play as standard characters (no Vamps, etc), rank beginners (0xp), with possibly a minor template (Hedge Witch, Skin-Thief, etc).\n\n!World\nThis is not quite the mid-1800's we know from the history books, but one flavored by the World of Darkness and the Cthulhu Mythos. Specificaly the setting revolves around post-Gold Rush San Francisco, a city growing too fast and overrun with Sin. (see [[Bibliography]]). \n\n!Background\nCalifornia was only taken from Mexico a few years ago, and the Gold Rush trickled out just four years prior to the start of the game. Chinese Imigrants are at the bottom of the heap of a long line of Imigrants seeking to make a new life here. With corrupt Politicians miss-managing affairs a group of Buisnessmen edge towards rebellion, while the criminals of Sidney-town run free.\n\n!Character's Roles\nThe players take the roles of people living in or recently arrived to California. They all are loosely affiliated with the Grand Bay Hotel.\n\n!Notable Locations\nThe [[Grand Bay Hotel]]\nThe [[Dragon's Bones]]\n[[Sydney-town]]\n[[Little China]]\nThe [[Euphemia]]\nThe [[Weyaho Valley]]\n[[Shadowlands]]
!3/17/07\n*Characters in attendance: Jane, Simon, Grace, Jack, Lao\n*A synopsis of the game session's events: A month has come and gone, and our heroes have redistributed themselves a bit. While Grace & Jane still share the Townhouse as their communal Haven, Jack's lucky break at winning himself a Bar through a poor bet made against him on a match has led to much of the pack resettling at the ''Wolf's Den'' in Sidney-town. The pack has claimed Sidney-town as their own stretch of territory, with Yohoso's blessing, and have found it rife with all maner of dangerous spirits. They also hear periodic bursts of unpleasent screaching - a sound inaudible to those not Uratha.\n**May 2nd (New Moon) Grace and Jane touch bases with Jack and Lao at the ''Wolf's Den'' when Simon Trent strolls in, takes to the small stage in the corner and strums up a tune. After sining a song that turns heads and applause (and more buisness!) he sidles up to the bar and asks Jack for a job - Jack hires him on the spot! Simon also catches the eye of Jack's number one waitress (and fellow packmate) Maria, and the two flirt circles around each-other. Conversation is disrupted for the four Uratha packmates present (Jack, Lao, Maria & James Danavae, who HAD been quietly drinking in the corner) when that hidious noise squeeks through again. They bring their heads together with Grace & Jane to discuss, not noticing the inquisitive ear of Simon listening in. Maria and James suspect the Bishelu, the Host decended of the Demon King Rat, known for their desire to rend the Gauntlet to shreads. It is swiftly agreed the creatures must be hunted down, and Jack & Lao bring up their suspicion that the creatures might be the same as the rat-swarm that attacked them while they were down in the Asylum tunnels two or so months ago. Grace excuses herself (sewers not realy being her thing) and James agrees to stay to tend the bar while the rest of the pack slips out the back to go rat-catching. Simon doesn't know what's up - but his heart is lost to Maria, and he decides a ring and matramony are in his future!\n**Down in the old mining tunnels the pack finds a lone rat that takes flight with a little encouragement from Jack. They quickly find themselves outflanked, and while Yohoso is off chasing the little ones they rumble with Hybrid Ratmen through the former headquarters of the Valentino gang. Before the Bishelu escape Lao & Jack recognise the head hybrid has the old lieutenant Sebastian's voice, but the clever Rat-king covers his tracks with a barrel of pepper, knocking the hunters not only off the scent but leaving them gasping for air! The pack return, Yohoso chortling happily over his crispy rat-cabobs, and soon are back in the bar. Simon can tell something is up (except for Jane, everyone's eyes and noses are all puffy & red), but his questions to Maria leaves her embarassed and she flees. So he tries Leo & Jack, asking what they ment earlier by "Pack" (and other more obscure references), but they are understandably guarded. In hopes of getting them to open up to him he reveals his "gift" as a mesmerist, but they remain reluctant to share their own secrets...\n*XP awarded: Jane, Jack & Lao (5), Simon & Grace(4).
!11/25/06\n*Characters in attendance: McNiel, Jane, Leo.\n*A synopsis of the game session's events: \nAn Irishman, a German, and a half-breed girl are united by the wrongs done them by the outlaw known as the Quaker Kid. In the cold December of 1855, they track him and his gang to the Claim they jumped in the Sierra Hills (over Jane's father's stone cold body), and bring them to justice and God. The Quaker Kid gives up a piece of a map and two names before he dies.\n*XP awarded:Jane & Leo 7xp each. McNiel 6xp.\n*Loose ends: The map-fragment & two names. The men also owe Dutch Charley a percentage of the bounty on the gang.
!2/17/07\n*Characters in attendance: Jane, McNiel, Robbie, Grace, Jack, Lao, Eufennia\n*A synopsis of the game session's events: McNiel finds himself trapped up the belltower with Alberto when the darkness rolls through to suck the life out of the Don's son. He watches in shock as it then flees and hunts down the werewolves in the woods bellow. He then witnesses Jack, Robbie, Lao & Jane emerge from the Cells, and the men's subsiquent First Change. After the lunacy wears off, he heads downwards and informs the Don of his son's death, and checks on the no longer frenzied Jane. Giving her his coat, the two note the hole where the entrance used to be, and that the guys have disapeared, then assist the Don in bringing his dead son back to town. Grace has reawakened from her feignting spell, and cleans Jane up, while McNiel gets soundly drunk. Meanwhiles, first Robbie & then later Jack & Lao come to, chained to a mehnir amidst a strange rite in the woods, with werewolves dancing about them, and some strange fluiting tentacled thing just out of view. As fur receeds from their flesh and their senses return, they are unchained from the stone by the Black Castle pack elders, and told the facts of life (insofar as the werewolves around here are convinced of them). Marked already as Warriors of the Full Moon, they are told of the local families and their history here in the valley, and told of their connection to Jane. Back at the Casa de Herrera, a Raven arives to disrupt the mourners, calling to Jane to follow it (which she does, as does Grace & McNiel, and a sneaky local serving girl, Eufennia). In the woods they meet Gabriella Zulemah de Herrera, Jane's grandsire, who - after sending the rest back - teaches Jane more about who and what she is, initiates her into the ways of the Crone, and the basics of Blood Magic. Grace & McNiel learn a little more about the Valley and it's ways from Eufennia, who begs them to take her with them when they leave. Finaly they go to sleep, and a few days later they finaly take their leave of the Weyaho Valley.\n*XP awarded: 5 each (except McNiel, who got 4).
!Social Contract\n*The group meets every Saturday night at Greyhaven from 7 to 11 pm (+/- an hour or so).\n*Contributions may provide extra exp, at Storyteller's discretion:\n**Creative efforts such as writing up a character background, drawing character sketches, and bringing/painting your own miniature are worth 1xp each.\n\n!Character Creation\n*Start as Mortals with 0xp.\n*Templates allowed only with Storyteller approval.\n*Characters may not know more than one Fighting Style at start, and not at all if they have a supernatural template. Fighting Styles are culture dependant (so no Katana-wielding Germans for instance).\n\n!Combat Rules\n*[[Archaic Cap & Ball firearms only|http://www.lumpley.com/games/dogguns.html]]. These guns take one round to reload for each bullet (thus, a heavy revolver will take 6 rounds to reload, while most rifles only require one). Ammo has a purchase cost of (*) for 50 shots.\n*Melee Weapons restricted by culture. \n\n!Chits\nI'll be using poker chits to handle various temporary pools.\n*White = Willpower Points\n*Red = Blood Points \n*Green = Essence Points\n*Black = see "Post Traumatic Stress Points" bellow.\n\n!Bullet Counters\nEach Player who has a PC with a loded Firearm should use a die to represent ''Loaded Bullets'', not overall avalable bullets carried or on hand. It's purely a measure of keeping track of how many shots you have left - once you run out for a particular weapon, you have to take a round to reload for each shot. A die counter should be representative of how many shots the gun can hold - fire and reduce the die number by one, reload and increase the number, etc. Single-shot firearms or weapons on their last shot once used should simply move the counter to a demonstratably off/away/unuseable spot in recognition the gun is unloaded.\n\n|Firearm|die counter size|Notes|\n|Light Revolver|d10|can only use 9 shots, so 10 counts as 0|\n|Heavy Revolver|d6||\n|Shotgun|d2|this could be a coin (heads/tails) or a die (odds/evens)|\n\n\n!Resources, Manopoly Money and Possessions\n*''Resources''\n|dots|Status|Housing|Liquidated|Monthly Allowance|\n|0|No Savings|homeless|$0|$0|\n|1|Small Savings|you rent a room|$100|$10|\n|2|Middle Class|lean-to or sod house|$500|$20|\n|3|Large Savings|cabin or small town-house|$4,000|$80|\n|4|Well off|ranch or large town-house|$50,000|$500|\n|5+|Fantastically Rich|Mansion|$1,000,000+|$5,000|\n\n*''Manopoly Money''\nCharacters recieve an allowance dictated by their Resource rating at the beginning of each month. To represent money and other loot actively in use we will be using Manopoly money, which can be used to buy equipment or services. Ocasionaly Chocolate Coins will also be used for spurious loot and hard currency. If you get a Chocolate Coin and you eat it, I'm presuming your character frittered away their reward and otherwise enjoyed themselves. \n\n*''Possessions''\nCharacters starting with no Resources are presumed to start play with $50 worth of possessions, one weapon (presuming you have at least 2 dots in either ''Firearms'' or ''Weaponry'') and the clothes on their back). Otherwise the Character is presumed to have Possessions & Property appropriate to their Liquidatable Resources.\n**For prices see either ''Deadlands'' or ''Sidewinder d20'' for guidelines - Storyteller reserves the right to fiddle with pricing and dictate what may or may not be available at any given time.\n\n*''Expenses and Social Status''\nTo "keep up with the Joneses" as they say, Characters are presumed to spend enough to keep them at a standard of living acceptable to their peers, allowing them to use their Resources as an Equipment bonus to Socal rolls in cercumstances where finance and social class matter (ie, money makes friends). At the end of each month, presume any excess allowance is frittered away on such things.\n\n!Exposure!\nSan Fransisco isn't that big of a town just yet, and loves its larger-than-life figures. Unlike the ''Fame'' merit, which judges success in catching the public eye, ''Exposure'' is a trait characters can aquire through dramatic events weither they want it or not. This trait ranges from 0 to 5 (starting at 0). Once a season, if characters have done things that may have brought them into the public eye, they roll Composure+Streetwise; a failure increases their Exposure trait by 1. Also, any time they make a newspaper headline their rating automaticaly goes up by one. Exposure takes a lot of time to fade - 1 dot per decade. Exposure makes it harder for characters to conceal their identy. Any time a notable npc meets such a character, the Storyteller may roll their Wits+Streetwise (or other relevant skill)+character's Exposure or Fame (which ever is higher). \n\n!Post Traumatic Stress Points\nCertain cercumstances may call for a character to check for Derangments, but not be so great as to warant a full Derangement aquisition at that time. If so I may award (ha!) a black chit to the PC instead, representing the general wear and tear to their psychie. When said character has aquired five such chits, he then trades them in and aquires a mild Derangement, or has one upgraded to major.\n\n!Special Rules for\n[[Vampires]]\n[[Werewolves]]\n\n!Sourcebooks Allowed\n*//Second Sight//\n*//Circle of the Crone//\n*//Invictus//\n*//Ghouls//\n*//Requiem Storyteller's Guide//: specificaly we're using the Clanless, Vampire Kings and Vampire Families options.\n*//Armory//\n*//Blood of the Wolf//: specificaly the rules on Wolf-blooded.\n*//Blasphemies//.\n*//Territories//\n*//Ghouls//
As good old Jimmy Danavae saw it:\n\nThere's a storm a-brewin.\n\nThis morning, there was an earthquake. Something shook\nus up pretty good. The other fellas in our pack\nweren't so worried, but I picked myself up and took a\nsniff around anyhow. Didn't find nuthin, leastwise not\nthen. Mostly, for that day, I kept to myself, tending\nthe bar and otherwise keeping an eye on things. Half\nmoon was coming up, and I wanted to save my strength.\nPlenty of time to hunt once the moon's up.\n\nSaloon got all fired up in the evening. Some ducks got\nthemselves into a brawl, busted up the place pretty\ngood. It was all over in a trice. If the others had\nbeen here, I bet there would've been blood shed. Some\nguys just don't know the right way to brawl. A guy\nsocks you in the eye, you punch him back. You don't go\nhalf-wolf and rip his arms off. That just aint right.\n\nJack got hisself a pretty little bar-maid bought offa Hell Haggerty. Looks like he's intending to make her his wife. She aint waiting for the nuptials, if you know what I mean. Firefly was pretty satisfied with alla that.\n\nJane was with us, sleeping in the soil of the back\nstore-room until nightfall, came up smelling of sand\nand death once again. She went out with the others,\nthey all came back smelling of blood and terror. Some\npoor sonuvabitch died tonight.\n\nLao got hisself worked up into a tizzy over that sweet little thing he's been seeing. I didn't find out until later what all the fuss was about, but it seems one of the deaduns was feeding offa her, mighta killed a cub that was\nstarting to make her belly swell. Damn shame about that, but its one more reason why I never did cotton to the deaduns.\n\nWell, Jane seems okay, even for a half-breed and a\ndeadun. Just goes to show, there's an exception to\nevery rule. Her cub, now, he's bad news. Makes my\nhackles rise. Just a little too casual on the hunt, a\nlittle too eager to kill. He's gonna spook the herd,\nand when he does, we're gonna have to put him down.\n\nSpeaking of deaduns, a new one came into the bar\ntoday. Eery sumbitch, I'll tell you that. Don't even\npretend to breathe, don't blink, just sits and stares.\nWorst of all, bastard tried to ask me for credit at\nthe bar, then turned out to have perfectly good hard\ncash in his pocket. Some folks think they can get away\nwith anything.\n\nI've heard tell there's some trouble in the herd. A\nlocal preacher has gone hellfire on his congregation.\nIt seems he may have become aware of deaduns among his\nflock. Its all well and good, as long as he keeps\nfixed on them, but once the witch-hunt starts, none of\nus are safe. The others would just use bloodshed to\nanswer this, and they won't start until its too late.\nI may have to step in before things get out of hand.\n\nFor right now though, the pack has a bigger problem.\nWe've got a serious problem with the rat-host. I did a\nlittle sniff around town, looking in on a young lady\nI'd seen before (some bastard was trying to rough her\nup. I decided it was time to step in, but that's its\nown story there. Not something for sitting at the bar\nand talkin about). I noticed golden-eyed rats spying\nme out, and smelled more. They've spread throughout\nSidney-town, maybe through the whole city, and they're\nfollowing us, tracking our movements, making sure\nthere's never a clump for us to take out. I took\nmyself home fast as I could, and I don't mind the\nwhelps suggesting I might have been afraid. I'm old\nenough to know that something like that needs the\nwhole pack, not one lone wolf. I got back to the den\nand told Robbie, Robbie went upstairs and put up a\nhowl. Looks like tonight, we hunt.
I was very hungry and had been thinking a bit on this murder alley bad spirit causing place. Murder is bad. We don’t like it in our territory. I went to go visit the area with Lao and R.R. \n\nI hoped that we would see someone dumping a body. I wanted to feed and lessen the number of murderers at the same time. Someone came: It was Deerborn. I did not eat him (he is my child, after all). He was dumping the body of a dead whore that Grace had killed. This did not seem right and he was angry about it.\n\n We got a couple of chink beaters to feed on. Back at the Wolfs Den Jack was wearing fancy duds and had brought a red haired girl home to be a waitress. Then Lao and I went to speak with Grace. Leopold wanted to come with us I told him no. He came anyway. He waited with us for Grace and mentioned that he had sold Elephant guns and silver bullets to someone else. \n\n Grace returned from Mass with Michael McNeal. Lao spoke to her first because his mate had been pregnant and was now not. And smelled like Grace. Fortunately Lao calmly accepted this as a mistake Grace would never make again now that she knew. He did not go into death rage and kill everyone. \n\n Mr.Leo Hiemdall did not leave when asked. He insisted he should be involved because he was a Ventrue like Grace and that made her his sister. We were dumb to let him know what was going on. He is a lousy blackmailer as he didn’t ask for something. I told him to go away - what was in my territory I would work out with Grace. Grace promised never to feed off ours again. Leo continued with his lame attempts at black mail and succeeded in scaring Grace into scurrying off to the Countess.
An old stone circle up in the hills above San Francisco. According to local legend a monster is imprisioned here (the local indians believed it was a Spirit called 'Old Man Lizard, Earthshaker'), and if the stones are removed it will get loose. The Spanish at the the Mission & the Presidio have records from the early days of the settlement at Yurba Buena telling a fantastical tail about a Dragon that attacked, but it disapeared mysteriously.
Grace's version:\n\nAfter sleeping through the earthquake, Grace woke up\nto find herself famished. As all of her ‘friends’\nhave left except Mr. Dearborn, and she is not sure\nabout taking Graham on a hunt, she asks Mr. Dearborn\nto accompany her. Mr. Dearborn drives the buggy,\nfinds her a young woman. When she enters the wagon,\nthe woman protests, but Grace begins to feed. \nUnfortunately, the women does not survive the event\nand Grace, a bit desperate, instructs Mr. Dearborn to\ndrive home. Upon arriving at home, she informs Graham\nof the unfortunate circumstances of a body in the\nbuggy. Graham inquires as to the how this occurred\nand Grace informs him that Mr. Dearborn engaged the\nyoung woman. \n\nGraham excuses himself and finds Mr. Dearborn,\ninforming him that he needs to dispose of the body. \nThey exchange heated words, the result of which is\nthat Graham informs Mr. Dearborn that he is not the\nsort of company that his employer should be keeping.\nMr. Dearborn left with the body while Grace heads to\nchurch. Eventually, he met up with the rest of the\ngang and it seems that they were rather displeased at\nGrace hunting in Sydney Town. So, they all head over\nto Grace’s house.\n\nMeanwhile, at church, Grace, who is escorted by\nGraham, is greeted by Mr. McNiel. Mr. McNiel offers\nto escort Grace into church. As it happens, his uncle\nis performing the services that evening. He begins\npreaching a real hellfire and brimstone sermon about\nthe evils surrounding the city. Meanwhile, Grace is\nfeeling increasingly ill, coughing and feeling quite\nuncomfortable. Pale and coughing blood, she leaves\nthe church, still escorted by Mr. McNiel. While\ndriving back to her house, Mr. McNiel expresses his\nconcern for her. Grace reassures Mr. McNiel that her\nconsumption is a minor difficulty and that she is\ntouched by his concern. When Mr. McNiel presses on\nthat he is concerned for her safety given the darkness\nthat seems to have overcome the city, Grace reassure\nhim that she is fine and hopes to remain his good\nfriend.\n\nUpon arrival at home, a worried Mr. McNiel walks her\nto her door. Grace enters the house to find multiple\nguests awaiting her attention. \n\nMr. Hua-Zi demands her attention first. He is\noutraged that she had previously fed on his fiancé,\ncausing her harm, and now he finds out that she has\nfed in Sydney Town. Graces expresses her deep regret\nat causing any harm. He had informed her not to feed\noff the pack, but she had no knowledge of his\nrelationship with her cook. She also stated that as\nMr. Dearborn was driving the carriage, and she never\nleft the vehicle, she had no knowledge that she was\nfeeding in Sydney Town. After a moment of\nconsideration, she decided that Mr. Dearborn was not\nthe best choice when it came to acquiring food and she\nwould not ask him to accompany her again. She\nreassures Mr. Hua-Zi that his fiancé has no reason to\nbe concerned for her future.\n\nShe returns to her sitting room, this time to be\nconfronted by Jane and Mr. Heindel, who escort her to\nthe kitchen for some privacy. Both are concerned\nregarding her recent feeding. Jane is disturbed that\nit occurred in Sydney Town, whereas Mr. Heindel is\nfocused on the loss of life that occurred. He becomes\nincreasingly threatening, mentioning that this will\ncome to the attention of the Countess Ilsa, while Jane\nis insulted by his aggression. Grace ends the\nconversation by informing Mr. Heindel that she has\nconcluded her discussion with him and leaves the room.\nUpon returning to the sitting room, Grace announces\nthat she has personal business to attend to, and with\nGraham as an escort, leaves to visit the Countess.\nThe Countess is receiving and sees her immediately. \nGrace explains in detail the events of the evening,\nbeginning with the accidental hunting in Sydney Town,\nthe expiration due to weakness of the young woman and\nthe disturbance of the Sydney Town pack. The Countess\nconcludes that Mr. Dearborn must have fed off the\nyoung woman first, which would result in a declined\nconstitution. Grace, of course, would have no way of\nrealizing this, which result in her premature\nexpiration. After a brief social visit, Grace finally\nreturns home to an empty (thankfully) house.
TiddlyWiki uses Wiki style markup, a way of lightly "tagging" plain text so it can be transformed into HTML. Edit this Tiddler to see samples.\n\n! Header Samples\n!Header 1\n!!Header 2\n!!!Header 3\n!!!!Header 4\n!!!!!Header 5\n\n! Unordered Lists:\n* Lists are where it's at\n* Just use an asterisk and you're set\n** To nest lists just add more asterisks...\n***...like this\n* The circle makes a great bullet because once you've printed a list you can mark off completed items\n* You can also nest mixed list types\n## Like this\n\n! Ordered Lists\n# Ordered lists are pretty neat too\n# If you're handy with HTML and CSS you could customize the [[numbering scheme|http://www.w3schools.com/css/pr_list-style-type.asp]]\n## To nest, just add more octothorpes (pound signs)...\n### Like this\n* You can also\n** Mix list types\n*** like this\n# Pretty neat don't you think?\n\n! Tiddler links\nTo create a Tiddler link, just use mixed-case WikiWord, or use [[brackets]] for NonWikiWordLinks. This is how the GTD style [[@Action]] lists are created. \n\nNote that existing Tiddlers are in bold and empty Tiddlers are in italics. See CreatingTiddlers for details.\n\n! External Links\nYou can link to [[external sites|http://google.com]] with brackets. You can also LinkToFolders on your machine or network shares.\n\n! Images\nEdit this tiddler to see how it's done.\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]\n\n!Tables\n|!th1111111111|!th2222222222|\n|>| colspan |\n| rowspan |left|\n|~| right|\n|colored| center |\n|caption|c\n\nFor a complex table example, see PeriodicTable.\n\n! Horizontal Rules\nYou can divide a tiddler into\n----\nsections by typing four dashes on a line by themselves.\n\n! Blockquotes\n<<<\nThis is how you do an extended, wrapped blockquote so you don't have to put angle quotes on every line.\n<<<\n>level 1\n>level 1\n>>level 2\n>>level 2\n>>>level 3\n>>>level 3\n>>level 2\n>level 1\n\n! Other Formatting\n''Bold''\n==Strike==\n__Underline__\n//Italic//\nSuperscript: 2^^3^^=8\nSubscript: a~~ij~~ = -a~~ji~~\n@@highlight@@ Unfortunately highlighting is broken right now.\n@@color(green):green colored@@\n@@bgcolor(#ff0000):color(#ffffff):red colored@@ Hex colors are also broken right now.\n
!3/24/07 - Vigilance, Act 1\n*Characters in attendance: Jane, Grace, Jack, Leo, Robbie, James, William, McNiel, Lao\n*Synopses of the game session's events:\nMay 10th - That morning, Maria deHerrera expressed the following rhyme came to her in a dream...\n**"The earth shakes, the Lizard wakes;\n"The dogs bark, they smell blood;\n"The herd trembles, they stampede;\n"The matron goes, the clergyman waits..."\n\n[[Sad Jane’s Account]]\n[[James Danahvae's Account]]\n[[Grace Whitman's Account]]\n\n*XP awarded: Jane (5), Grace (5), Jack (4), Leo (4), Robbie (4), James (5), William (3), McNiel (3), Lao (3)\n*Loose ends: Rat pandemic throughout Sidney-town it seems; Earthquake has put folks on edge; snipes between James King of William, editor of the "Evining Bulletin", & James Casey of the "Sunday Times" continue unabated; Zulemah's Homunculus Greedygut anounced they're leaving town (they've left now); the Brooker Brothers were seen whoring in Sidney-town...
!12/09/06 - Dragon Rising, Act 1\n*Characters in attendance: Jane, Grace, Leo\n*A synopsis of the game session's events: Febuary 15th,1856 - around 5:30am San Francisco recieved a big jolt. Leo has introduced Jane to his friend Grace, owner of the Great Bay Hotel, who has in turn decided to take the trapper-girl under her wing. Despite the shake-up Grace decides to take Jane shopping (Leo plays escort) and while going near the edge of town they are attracted by screaming & get involved in a man dragging his hysterical wife through the street. Turns out he's looking for a doctor (or a priest) and is much obliged at their assistance. Grace sends for her doctor & they retire to their farm. The Doctor finds little evidence of illness, but recomends a trip to the sanatarium. Leo & Jane detirmine there's something decidedly odd about the vegitation on their land, but the cow seems nice. That night Jane finds her taste in food changed, and both she and Grace struggle with strange dreams showing them SF before it was settled, are persued through the woods by a black wolf, and eventualy find a stone circle before waking. The next day they head out to take a ride through the forest without Leo (instead taking the carage man), where they meet curious locals such as the leper Ratlick and the old woman Candyse, both of whom claim to know a thing or two about the woods, but not about any strange disease making folks hysterical. Candyse has a strange story of how a local tribe had tried to drive the Spanish away when they came by summoning a Dragon-spirit, but couldn't control it. She tells them the Indians ended up binding it deep in the earth within a stone circle deep in the woods...\n*XP awarded: Jane & Grace 4xp each. Leo 3xp.\n*Loose ends: The girls had agreed to meet up with Candyse after she'd had a chance to whip up a little something to help them against the Dragon.
!12/16/06 - Dragon Rising, Act 2\n*Players in attendance: McNiel, Jane, Grace, Lao, Jack, Rotten Robbie\n*A synopsis of the game session's events: none yet\n*XP awarded: McNiel (6), Jane (7), Grace (7), Lao (6), Jack (6), Duruhm (6), Leo (1).\n*Loose ends: Candyse agrees to teach McNiell a thing or two.
!12/23/06 - Duch Charly, Act 1\n*Players in attendance: Jane, Robbie, McNiel\n*A synopsis of the game session's events: For some weeks Jane has been arguing with McNiel and Leo as to what to do with the Map they had found with the Quaker Kid. Jane for her part was willing to ignore it, and gather her companions for a Bear hunt. But McNiel had achieved a partial translation of the map, and found it claims it leads to gold! (something about a pagan gold icon and death too, but who cares about that! Gold!). All this is rendered moot when, in mid March, word comes from McNiel's "accosiate" Dutch Charly that he has found out the identity of one of the two names the Kid had mentioned before he had died. That night the map is stollen - the only clue a scrap of paper with a fig leaf on it - and Jane nearly shoots up the town looking for the thief. That morning McNiel and Duram (retiring himself from guarding the ladies of the Grand Bay Hotel), followed by a steeming and distrustful Jane, head off to meet with the Dutchman. On their way there they are distracted by commotion on the docks. A ghost ship has pulled into port the previous evening, empty it seems exept for the skipper, bound to the mast, dead. At the Dutchman's estate up on Nob Hill, they finaly meet the man himself. He looks over the piece of paper, and tells them it's the mark of the Valentino Gang, smuggliers and counterfitters that work out of the Asylum in Sidney-town. Seems they have a mutual foe - the Valentinos have been putting preasure on another gang, the Sidney Hammers, who were supposed to retrieve a gem of his that was to be delivered on the ghost ship that arived last night. The Hammers have yet to bring him his property, and he's getting a little "concerned". If McNiel and his companions were willing to retrieve the gem by dawn the next day, he'll pay them $100 each, and throw in the name if they retrieve the map (since the map is useless without it). Discression is called for - if they run into trouble with the police, he might be able to help, but there's no help for lynch-mobs. The Asylum, established 5 years ago by altruists who came to Sidney-Town to help the unfortunate and were tared & feathered for their troubles, is currently inhabited by several rival gangs, so they'd best be careful. \n*XP awarded: Jane & Robbie (4xp), McNiel(3xp)\n\n\n\n
!12/30/06 - Dutch Charly, Act 2\n*Players in attendance: Jane, Robbie, McNiel\n*A synopsis of the game session's events: Ariving in the early evening, Jane, Duram & McNiel slip down the storm-cellar back enterance to nock on the door and give the password. Only, no one answered. After waiting a bit, Jane tries the door, springing the pit trap left for unexpected guests. Getting by with only a few bruises, they force the door and find several rooms full of carnage. The Sidney-town Hammers have apparently been butchered by the Valentino Gang, judging by the assortment of scratch-paper with poorly drawn fig-leaves on them scattered about. The gang's boss seems particularly savaged - hi arm cut off and his face covered in odd-looking boils. Working their way to the far end of their hideout, they stumble into the gang's only surviving member, who shoots Duram, mistakenly believing them to be Valentinos bent on finishing him off. After a fierce stand-off, they persuade him they're not with the rival gang, patch him & Duram up, and have it confermed that the Valentinos have stollen the gem.\n*XP awarded:4xp for everyone
!01/06/07 - Dutch Charly, Act 3\n*Players in attendance: Jane, Robbie, William, Jack, Lao\n*A synopsis of the game session's events: McNiel having slipped off to settle his nerves (ie. get drunk), Jane and Robbie grab Lao and Jack from the Hotel to back them up, filling them in on the Dutchman's deal. They return to the Asylum, and bust into the Valentino's territory, quickly overpowering the lookouts. While contemplating how best to get passed the next room (full of laborers and an observant overseer), they are suprised by William Dearborn, another Gunslinger hoping to cash in on the Dutchman's deal. Sorting things out, Jack enters first and is mistaken as a late-arriving laborer (a tactic the rest of the team soon follows). Lao finds out from a fellow Chinese worker that the gang is having trouble with the Huderman Gang since they took out the Hammers, and there is a rumor of strange chanting further down the tunnels. After the Overseer slips off to the dormatories for a break, they slip down to see if they can catch the gang's leader, Emelio, unawares, but instead encounter his right-hand man, Sebastian. Sebastian quizes them as to their buisness, while informing them his boss isn't to be disterbed. After some poor attempts at subterfuge fail to take his interest, Robbie comes clean and tells Sebastian about their real buisness - to retrieve the gem for the Dutchman. Sebastian approves of his candor, and goes in to tell Emilio, only to find his boss' headless corpse. The gang agree to retrieve his head, and Sebastian gives Jane back her map. The crew follow a blood-trail through a secret door behind a bookshelf into the sewers, where they are ambushed by a hoard of exceptionaly bellegerant rats (Jack is particularly traumatised by the experience). Forced to flee, they hop into an old mining cart (in which they also find Emilio's head and his murderer's half-eaten corpse), and roll to safty deeper in the tunnels bellow Sidney-town. Searching the corpse, Jack finds some coin and more importantly the gem, which they swiftly place in the box the Dutchman provided. In the lower caverns they find the Huderman Gang hiding behind a baracade, and convince them to parlay. Their leader, Dirk, tells them of the strange cult that has seized the only other exit, now that the Valentinos had colapsed the tunnels on one end and rats were swarming the way the crew had just come. These strange cultists were seemingly immune to gunfire, and were performing a rite down by the boats. The Hudermans negotiate and it is decided they and the crew will use another mining cart to ride hell bent for leather right down to the peir and jump straight into the boat and row like mad. This they do, but just then the cultists finish their chanting and reality bursts, loosing a massive tenticled horror into the cavern with them. The thing devowers several gangmembers (and cultists too) while they rush to get to the boat. Jane goes a little crazy, charging both the monster and the foul-smelling albino cult-leader while blazing away and screaming. The tenticled monstrosity recoiled briefly, seeking out more aminable targets, while the albino - shot in the head - drops, buying the rest of them time to begin rowing to safty. As Jane recovers and swims to catch up with them, the albino sits up, hissing at them with fangs barred. Much later, having returned the gem to Dutch Charly and gotten their reward, Jane reminds him of his other promise, and he tells her where the first of the two names can be found. The man is Bernardo de Diez, the place - Castronegro, New Mexico Territories.\n*XP awarded: Jane & Robbie 7xp, Lao & Jack 6xp, Will 5xp, McNiel 2xp.\n*Loose ends: The Cult-leader, Jonah Whitman, is still out there, as is his creature. William goes to chruch and tells all in confessional in hopes that they'll bless his guns.
!1/13/07 - Unexpected Guests, Act 1\n*Characters in attendance: Jane, Robbie, Grace, Will, Lao\n*A synopsis of the game session's events: Recuperating as best they might after the events at the Asylum, things are reletively uneventful. William and Robbie recuperate at the hospital, and recieve word from a representative of the Dutchman offering employment as extra muscle, while Jane - resting at the townhouse she and Grace have of only lately purchased - recieves an offer of a somewhat different nature (lunch on the coming sunday to discuss certain buisness opportunities). Recovered, that Saturday night the boys swing by to visit with Grace & Jane. While they are talking, Lao notices an insistant buzzing, and notices flies at a time and place where there should be none. Believing the strange albino that they'd encountered before was hidden about, their search through the house reveals the maid unconsious in a swoon. Thereafter things get hectic very fast, and a running game of hide and seek between them and their interloper results in William nocked out a window, Lao & Robbie running screaming down the street, a fire, and Jane vanishing in the arms of an the albino right before Grace's very eyes. Worse, the albino bears a striking resemblance to Grace's dead husband Jacob Whitman...\n*XP awarded: Jane, Grace & Robbie 4xp, Lao & Will 3xp\n*Loose ends: Will the boys take the job for Dutchman? Will Jane ever meet her lunch-date with Dutch Charly?
!1/20/07 - Unexpected Guests, Act 2\n*Characters in attendance: Jane, Robbie, Grace, Will\n*A synopsis of the game session's events: Gathering their wits about them, the two gunmen escort Grace to the Grand Bay hotel. They find it oddly open and festive. The entire place has been rented by the Anicii family, led by a young and beautiful Countess. They get past her guards and recieve proper introductions, and in return make the aquantance of her six cousins, her agent Richard Bedford, and her priest, Father Gregor. Dominique take a particular interest in Robbie, who mentions San Francisco's more 'supernatural' side, which brings up the who recent issue of Jane's kidnapping by the apparent ghost of Grace's dead husband Jacob. Facinated, the Countess sends Father Gregor to excize the haunt from her home, while her two feminine couzins Ulrike & Dominique insist on comming to see. **Meanwhile, Jane wakes up in a cave to her captor, Jonah, hidden in the shadows. He asks her if she ever heard the story of Persephone, and gives her a pomegranite when she answers no. As she eats, he tells the story, and at it's end, he snatches her up, and nips her in the neck. She slips into unconsiousness. \n**At the townhouse, the gunslingers talk Gregor into blessing them and their guns, while the girls persuade Grace to give them a tour of the house. Upstairs, Dominique persuades her to do her hair while Ulrike jumps on the bed. Then, as she is noticing their reflecting oddly in the mirror, they latch on to her sapho-like, and feed while she falls into a swoon. Afterward Dominique looks into her eyes and changes her memories - making her forget everything outside of her doing Grace's hair. \n**Jane finds herself in a dream-like cavern, lit by an unknown sorce, a silver cord floating away from her into nothingness. A rumbbling, shaking comes from the distance, and she can see a massive, salamander-like monstrosity pushing through the earth towards her. The Dragon, muttering whispers that point to it's remembering her and her involvement in it's rebinding only a month or so before. Before it can catch her, she follows the sliver line into the invisible nimbus that had been illuminating the cave, and awakes to Jonah pulling his wrist away, her own face slick with red liquid. Jonah then tries his best to explain how she is a "Hungry Ghost" like himself now, dead but not dead, surviving on the blood of the living rather than becomming trapped in the Underworld. He also tries to make her comprehend what it is to be a vampire, and how they were decended from the Crone, and how he worshiped Old pagan or Heathen gods others had forgotten. While he talked Jane half-payed attention, far more interested in the rat she found she could talk too. Jonah used this opprotunity to show her how to feed from rats, then continued to explain that there were others outside of himself in town, distant Cousins who sought to seize San Francisco for their own. They masqueraded as Austrian nobility, these "Anicii", and were too old and numerous for him to stop on his own. The only other Kindred in town, the old Monk of the Mission, had devoted himself to passificim and would do nothing. Thus, Jonah had "adopted" her to be his childe and agent, to gather her friends and go north to a valley he knew of to get help from another Kindred of his faith, Zulemah Herrera.\n**While the Priest performed his exorcism, Robbie manages to slip off with Dominique for a little fun upstairs. While he has fun, she feeds, him none the wiser. A half-starved Willaim is not quite so lucky while he raids the pantry. Ulrike slips in and catches his eye, ordering him to hold still and let her have her way with him, which he does. She slips into his coat and under his shirt, feeds, then re-writes his memory of the event so that he recalls that he raped her and swore to do even worse if she ever spoke of it. She then flees to sob helplessly on Grace's shoulder. Jane returns and hides, seeing unfamiliar guards about. Waiting until after they leave (and Willaim's panicked shooting of a rat), she apears (somewhat changed for her experiences) and warns them of the Anicii, and how they must trust her and ride north to get help (the details of which she is evasive about, not that they press). The three agree to meet her at a town to the north in about a day, giving them all time to get supplies. \n*XP awarded: 6 for those who were here, 2 for Lao for his earlier involvement.\n*Loose ends: Will hired the Hudderman Gang to spy on both Duch Charly & the aristocratic guests at the Grand Bay Hotel while he's gone. Grace left a letter in the care of her manager at the hotel for the rest of the Gang to meet them enroute.
!1/27/07 - Malevolence, Act 1\n*Characters in attendance: Jane, Grace, Robbie, Lao, Jack, McNiel\n*A synopsis of the game session's events: \n**Lao stumbles in to a gambling den where Jack and McNiel have been whiling away the early morning hours, white as a ghost. Over the barman's racist objections, they sit him down and coax him into telling them of the frightening events he'd witnessed at Grace's townhouse. Together, they rush back. Now about dawn, their banging at the door rouse Grace and Robbie (who had been making use of one of her guest bedrooms), both of whom tumble downstairs in their bedclothes (leading to some chuckled misconceptions). After some confusion, Grace sends them to the parlor to wait while she puts on something more presentable (Robbie just goes back to bed), then rejoins them and tells them what she can of the previous nights events, and Jack, Lao, and McNiel all agree to join the expedition. All in desparate need of sleep, they rest until afternoon. Seeing to it they are properly supplied, they gather around the Waggon Will had aquired and begin the journey north.\n**A week later, they wonder if they are lost. Jane mysteriously rejoined them their first night out, missing her horse. Though she seems gifted in hunting them food in the evenings, they can't shake the strangeness of it - disapearing before dawn and rejoining them at dusk. Her appearence too is disturbing, with the white streaks in her hair, and amber-colored eyes. Grace believes her doctor's suggestion (made before they took their leave) that she suffers from consumption and the stress of having been taken by Jacob's ghost. Still, they are now deep in the woods, and even Jane seems unclear as to where they are or where they're going. They find a cabin inhabited by an old frontier widow, who warns them of bears, and sets them on the right path to the Herrera Ranchero.\n**They reach the Weyaho Valley by late afternoon the following day. They come to a graveyard next to a crossroads, where they meet Alberto de Herrera, son of the local Don, who inquires as to their purpose on his family's lands. Seemingly hostile at first, he quickly warms to them, and offers his father's hospitality. Something in the nearby woods seems to spook the horses, requiring them to be walked. The company follows Alberto along the left branch of the road (the right leading up to the nearby Mission), and he burbles on about the history of his family and the valley. They pass through the village, where the peons watch them wearily as they pass. By sunset they reach the Don's estate, and Jane appears - quite startled and almost hostile when she meets Alberto (for his part Alberto seems nonplussed). Jane explains to him the reason of their journey - to meet a Zulemah Herrera, which makes him laugh. Zulemah was his grandmother, he explains, and has been dead many, many years...\n*XP awarded: 4 each.\n*Loose ends: Grace sent a letter of appology to Dutch Charly on behalf of Jane, recusing them of the luncheon on Sunday.
!2/3/07 - Malevolence, Act 2\n*Characters in attendance: Jane, Grace, McNiel, Robbie, William\n*A synopsis of the game session's events:\n** The Don invites them inside (except for Lao & Jack, who are too road-weary, immediately plunking down for a nice sleep in the stables), for a welcoming feast as it is not often they have visitors from outside. Once within they find themselves reunited with William, who had stumbled into the valley the previous day (apparently missing them on the road). Edgar de Herrera is a friendly, jovial host, nothing like his son in countenance or bearing, and is quite eager to hear of news from elsewhere. Their feast is soon interrupted however when a commotion is heard out front. Sergio, the Don's overseer, looks out and returns shortly, agitated, and motions for the Don to join him. The two, along with several of Jane's Gang, step outside to find vertualy the entire village encamped on Casa de Herrera's doorstep. McNiel does his best to translate - apparently one of the boys from the village left a few hours ago to gather brush and hasn't returned, and villagers have seen a wolf in the woods. The boy's father Pedro demands the Don do something. One of the local woodsmen speak up, insisting he knows where it lair's up, citing a clearing littered with bones, beyond which lies a cave. He had not examined it further, believing it the abode of a demon, rather than a wolf. Don Edgar swears he shall seek out the lost child, while Sergio "volunteers" a few villagers (including Pedro & the woodsman who knows the way). Jane, Robbie, William & McNiel step up to assist in the hunt as well. Alberto declines however, preferring to while away the evening in Grace's company at his father's house.\n** Soon the hunting party are deep in the woodlands that cover the valley, so deep there seems no trace of the Herrera's rural civilization. It seems something in the forest is following them, but they can't be sure - the only light they have is that of their torches and what light of the full moon can filter through the trees. After a short while, one of the villagers looses his nerve and runs off into the wood, Sergio swearing dire threats after him as he goes. Another villager follows suit as they finally find the gory scene at the clearing. Scouting about, they find many bones (none clearly identifiable as human) and immense wolf tracks (fitting more for the size of a pony than a wolf in scale). While Jane takes a suitably hidden spot at the edge of the glade, Sergio and the woodsman set up near the entrance of the cave, and the rest move wearily inside. Within, while they find no wolves, or childish remains, they find waterproofed hides being used as scroll cases for some exceedingly archaic Latin writing. Back outside, those on watch hear the unpleasant demise of the stray villager who most recently vacated. William and Robbie charge out to see what is ammos. Jane waits briefly for a target, then decides better of it and walks into the clearing to join the other two on watch. Their expressions of abject horror only hint at the danger on her heels, and two massive wolves, each the size of a pony, step out of her shadow. Before anyone can respond, one leaps forward to drag the woodsman down, tearing the poor soul to shreds in moments, while the other runs the edge of the firelight to eventually take the vantage of the hill overlooking the cave. While Williams and Sergio are overcome with fright and run off into the woods, Robbie musters enough self control to place two solid shots into the back of the things head. Before their eyes the wolf changes back to the body of a man (a monk, judging by the cut of his hair), at which point McNiel & the Don join them from the cave. Jane lets loose another shot from her rifle, winging the wolf on the hill, and it dashes into the shadows. Then all hell breaks loose as the supposedly dead man before them leaps up, his skin melting and changing to cover itself again with fur, only this time his transformation is more an abomination than that of merely a giant wolf. Distending it's jaw it howls directly in McNiel's face before leaping backwards and dashing off into the woods, the other wolf trailing, seemingly laughing at them.\n** Back at Casa de Herrera, Grace watches as Alberto gets increasingly agitated, not with fear, but with frustration. A scream from the kitchen brings them running, to find one of the serving girls backing away quickly from the back door. "El Chupacabra" she shrieks, El Chupacabra!" Alberto slams shut and bars the door, but they can still hear - something - skittering, tapping against the doors, the shuttered windows, even the roof. Something, or some things, are trying to make their way in...\n*XP awarded:Jane, Grace & Robbie - 4xp, McNiel & William 3xp\n*Loose ends: McNiel has scrolls; Wolves still on the loose\n
!2/10/07 - Malevolence, Act 3\n*Characters in attendance: Jane, McNiel, Robbie, Jack, Lao\n*A synopsis of the game session's events: Events quickly spiral out of control. Jack & Lao awake in the stables just in time to keep from being crushed by outraged horses. The horses escape into the night, and the pair find themselves facing down a handful of El Chupecabra asking (or threatening) for a [[cup|Relics]] in broken Spanish. They manage to make it to the Casa de Herrera, where Alberto storms out and drives the creatures off. Grace, inside, has feignted. Will having gotten lost during the histeria of facing the werewolves, the rest manage to make it back to the house as well, and Alberto reviels it was the monk werewolf Carlos who had forced him into providing the latin scrolls in his search for power. McNiel does his best to translate, and construes that there is a ritual used to trap a being to kill a cursed foe, which runs the risk of killing the summoner if it's binding circle is ever disrupted. Worried over his son being targetted the Don again rallies the group and they head out, this time to the Mission above them on the hill. After an hour on the road, they arive, suspecting the wolves are stalking them outside. Inside the Mission is a scene of horror. The Monks have all been butchered, and as they search for clues, the multiple dead begin rising as zombies. The shabling horde chase them to the church, where they eventualy carry off Jan, Jack & Lao. Robbie avoids capture, instead trying to recue them as they're carried off, only to get snached as well. McNiel & Alberto flee to hide in the bell-tower, while Pedro & the Don hold off the shambling horde as best they might. The impromptu prisoners are dragged down into a pit bellow the Cells (the chambers where the monks stay), where zombies hold them at the edge of a pentagram. A great darkness filled with eyes & teeth drifts over each of them, "tasting" each in turn but otherwise ignoring them. Lao gets it, remembering what McNiel had discovered in the scrolls and whispers to the others. They quickly sabotage the pentagram with their outstreached toes, releasing the entity which imediately vacates, causing the zombies to colapse and echoing screams from somewheres above. They find at the far end of the room a yellowed scullcap [[cup|Relics]] filled with a strange liquid, which they all drink. After they feel strange - but it is not until they return to the courtyard and see the Full Moon, when their bodies begin rippling and changing, that they realize they have been transformed!\n*XP awarded: Lao & Robbie (7), Jane & Jack (6), McNiel (5), William & Grace (2)\n*Loose ends: Lao, Robbie & Jack are now werewolves.
!2/24/07 - Oaths of Blood, Act 1\n*Characters in attendance: Robbie, Sad Jane, Grace, Jack, Lao, Leo, Eufennia\n*A synopsis of the game session's events: \n**On their last night before they completely vacate the Valley, the newly formed Pack sits with the Elders and are introduced to their Totem - one of the old spirits of the Weyaho Indians has come forward to patron them. Its' name is Yohoso, it manifests as a cloud of fireflies, it is a spirit of fertility, a guardian of gateways to the Shadowlands, and the brother of Nuirab, the Totem of the Castronegro (Zulemah's Pack). It will serve as their ally as long as the Pack is willing to meet its' Bans (which mainly revolve around fertility and engendering a lasting family dynasty, amongst other things). The next day they start the long journey home, and for the rest of the trip find Yohoso pushing the men of the pack towards Grace & Eufennia in hopes of getting the family business started (something they all resist). \n**A week later, they arrive in SF, tired, dirty and rather horny. Michael McNeil disappears to vent his pent-up gambling urges. Grace goes to confess her trials and tribulations, and makes the acquaintance of Father James McNeil, Michael's uncle, who asks she send his nephew over to see him. While Jane sleeps, the rest of the Pack mark the House as their territory, and descend into [[Sydney-town]] in search of a little action. They find it at the Fierce Grizzly, where Rotten Robbie gives in to the degenerate urgings of Yohoso, switches to his near-human aspect and takes to the stage to get bestial with the Bear they keep there. \n**That evening Leopold Heindel drops by for dinner, and has a confusing and somewhat limited conversation trying to find out what has been going on with his old friends. Filled with lust from Yohoso, Lao slips off with the housekeeper to get busy in a family way, while Jack slips off with Jane to go hunting (he finds and pays a prostitute for his pleasure and she slips in and feeds while the soiled dove is otherwise preoccupied). \n**Come morning they are all rudely awakened by the surprise visit of two of Dutch Charlie’s goons, who gruffly insist Jane and her "boys" come down to the barber shop to meet with the Dutchman. Though very groggy, she agrees, taking only her Pack with her. Grace notes Jane and the Pack's leaving and return (and wonders at the developing estrangement she feels with them). Jane and company bump into Leopold on the way, who also is on his way to pay his respects to the Dutchman, having read about the death of two of his goons, the Brooker Brothers. At the barbershop, the Dutchman informs them of the deaths, and his outrage, and tells them his respect for them is such that he wants them to avenge his men. His only clue is that a gang of eastern Europeans are responsible. Jane's gang put two & two together, suspecting the Austrians Jonah had clamed were feigning nobility at the [[Grand Bay Hotel]]. Dutch wants Jane's gang to do them like they did to his boys - grim and nasty - he remembered how effective they were on the last job they did for him, after all.\n**While Jane is being dropped off at home for much needed shut-eye (because daylight seems to make her reeeeal sleepy), Leopold makes a visit to try and speak with his friends at the Grand Bay (over the intervening weeks when the rest of the gang was out of town, he had made the acquaintance of the men of the Anicii entourage - they had been good customers, and he wanted to find out for certain whether or not they were the ones responsible for this crime), but is rebuffed by the Austrian mercenaries as their masters are "indisposed". He does get a short interview with the Countess' aid, Richard Bradford, who promises to pass on his concerns and suggest he return that evening. His meeting is witnessed by Grace when she swings by the hotel (Eufennia & Jack in tow) to check in with her manager and double-check his books,\n**Later that day she decides take the initiative and joins the Dutchman for lunch, taking Eufennia and Jack for propriety and safety. Dutch Charley states his confusion as to the hierarchy of Grace & Jane's "organization", and roughly adds he could give a shit. He's done with pleasant parlor conversation - Grace &/or Jane have a gang, a solid bunch of leg breakers if he ever saw them. He also sees she's putting up Austrians, admittedly the most likely culprits for the deaths of his men, in the Grand Bay Hotel, which Doesn't-Make-Him-Very-Happy-At-All. Grace nods politely and excuses herself with what speed and decorum she can muster, recognizing here is a man who could just as easily see her business shut down legally as not. \n**Lao & Robbie head over to the Hospital Morgue and, after bullying an orderly and doctor with the Dutchman's name, gain access to the Brooker brother's bodies. The condition of their remains is sickening, made worse once they notice the eyes seem to follow them around the room. From there they head over to O'Flanigans, the restaurant where the brothers were murdered. O'Flanigan, the proprietor, bends over backward to make sure they understand (and the Dutchman understands) how very sorry he is, and hopes they get the villains responsible. As they enjoy their complimentary meal, they interview the busboy who'd found the bodies (after which he shows them the alley behind the restaurant where he found them). He describes the savagery of the bodies’ evisceration, as well as the unusual lack of blood in and around their corpses.\n**That night Leopold again tries to see his friends amongst the Anicii, only to find himself ushered in to meet with the Countess Ilsa herself. He has a most enlightening conversation, very little of which he can later recall. He only knows he now needs to find Grace and bring her to the Countess in secret, without her entourage...\n*XP awarded: 4xp ea.\n*Loose ends: Jack has earned himself a side job doing back-room boxing matches for Hell Haggerty at the ''Goat & Compass''
!3/3/07 - Oaths of Blood, Act 2\n*Characters in attendance: Robbie, Sad Jane, Grace, Jack, Lao, William, Eufennia\nA synopsis of the game session's events: ''Later that night...''\n** Jane offers Eufennia the option of becoming a Monster. Jane also sets out to prove to Grace she's not normal by feeding on her in front of the gang, with mixed results (Grace is disturbed, but doesn't clearly understand what has happened). William returns, the gang brings him up to speed (leaving out certain details) & he tells them what the Hudderman Gang witnessed insofar as the Anicii comings and goings. After Grace & Will go to bed, and Jack, Lao & Robbie go out, Eufennia seeks out Jane and agrees to become her Ghoul.\n** The Pack proper (that being the three werewolves Lao, Jack & Robbie) stalk Dominique via the rooftops from the hotel to the Bella Union, and wait until she leaves. They spot her in the company of another Anicii, Luther, and witness them get in a carriage, which in turn returns them to the Hotel. There they have a surprise - in the upper windows they spot the supposedly dead Brooker brothers, pale and gaunt, attending the Countess.\n** At the House, Jane finds she is not alone. Jonah appears to find out the success of her mission, which she does (in her oddly stilted fashion). She also introduces him to Eufennia and informs him of her new status, which he accepts. Their quiet conversation wakes up William, who listens in, and who ends up hearing a little too much. All hear the "thump" "thump" "thump" on the roof (upon which note Jonah vanishes), and note the Pack come down from the attic. As they all gather on the stair and fill each other in on the discoveries of the evening, they rouse Grace, who sticks her head out, lamp in hand. Hearing a brief mention of "Mr. Whitman" she presumes the ghost's return and promptly retreats to her room again. The gang retreats down stairs, giving Will a chance to slip out of his room and try to join her. His quiet knock sets her to screaming however, and everyone piles back up stairs to see what is the matter. Once Grace is calmed, she adamantly goes to bed, and all (including Will) go to the kitchen for tea, where more details are discussed, and when Will asks one-too-many questions Jane decides that (again) it is better to show instead of tell and feeds on him to the disgust and excitement of the others. Lao tells her to turn him, but before she can do so Jonah intervenes. His reasoning? She is too young, too inexperienced, and Will (he feels) is an unworthy subject. The gang argues back and forth, until Jonah puts it to Will - to accept Jane's gift and become Kindred, to serve (as Eufennia does as a ghoul), or to die. He picks the first option.\n** In the time between life and death, Will has a vision - he stands in a shadowy version of the Kitchen in the Townhouse, with something just outside the back door, scratching and growling. Light from an assortment of glowing spheres, like fireflies, spin about him, calling him to step into the light (the red light) and move to bind the door closed. He turns and steps into the red light shimmering in the middle of the room, and finds himself sucking blood from Jane's wrist. They break apart, and Jonah turns to Jane and informs her his sins are her's to bear. Lao and the others take this time to ask questions of him. He tells them of the Anicii, the competition over control of San Francisco to determine who shall rule amongst their kind, and the threat the Countess would pose if she knew he... and they... were there. They ask what their odds might be in fighting the Anicii, and initially he tries to dissuade them - citing how dangerous she is, being older than any Kindred in the city outside of the Old Man of the Mission and possibly Zulemah (why he wanted her to come). Yes, they might be able to take the rest, but once the fight started, they would be far more dangerous if allowed to regroup - they had knowledge of werewolves and their weaknesses. No, he thinks if they attack, they'd best do so by day and simply set fire to the Grand Bay Hotel (an option everyone is reluctant to embrace).\n*XP awarded: 3xp for William, 4xp for everyone else\n*Loose ends: Robbie and some of the others have begun questioning if they are perhaps on the wrong side of this conflict...
!3/10/07 - Oaths of Blood, Act 3\n*Characters in attendance: Robbie, Sad Jane, Grace, Jack, Lao, Leo, Eufennia \n*A synopsis of the game session's events:\n**''Leopold's adoption:'' Leopold awakes to find himself in the hotel, twilight fog filtering through the windows. The hotel seems empty, the steets filled with a thick grey mist. Suddenly darkness rushes to eat up the sky, and he sees many animals racing away down the street, persued by skeletal things. The far wall begins bleeding black, and more of the things boil into the room. He turns to flee, seeing a pulsing, seathing reddish light. He steps in... and comes to, suckling blood out of the Countess' wrist. She stops his feeding, and explains the nature of his change in cercumstances. It turns out the gentlemen of her company have begged her not to simply waste him in an idle power-play, but to take him into the family. He has been embraced into the Ventrue clan, The Countess leaves his education to his brothers and sisters, as she has other matters to attend to before the comming dawn.\n**''Fire-fight at the Hotel:'' Meanwhile, William, outraged at the turn of events, leaves to mope in private. The Pack is ansy, eager to strike something, anything. While Robbie tenders the idea that maybe, just maybe, they're on the wrong side, before he brings it up before his comrades, Jonah switches gears, agreeing to go with them to strike at the Countess Ilsa at the Hotel. The Pack readly gathers, and a plan is formed. While an invisible Jonah slips on ahead, Jane, Robbie, Lao & Jack hasten to a building overlooking the Grand Bay Hotel. Climbing to the roof, Jack & Lao disrobe and shift to the shape of wolves the size of poneys, while Robbie shifts to the lest dramatic near- human wolfman form. With Jack carrying Jane on his back, Jack & the rest of the pack leap across the street to land on the balcony (though Jack overshoots, smashing through the windows to land on the table in the midst of the Anicii). Moments before Ulrike had heard with her gifted arts the Pack about to decend upon them and shouted a warning, so when the attack came they were already moving. All became chaos, made more so with Jonah summoning Yohoso in his war-aspect in the next room, who promptly set fire to the place. Jack was taken down quickly by Daniel's daggers and Alan's fists, while guns were drawn and fired. Lao took on the half-man, half-wolf war-form and set to avenge his fallen comrade, but Alan held him off with the aid of Father Gregor. Leopold did his level best to hinder the invaders (whome he did not recognize in their altered shapes as the friends he'd just broken bread with just one night before) with shots of rocksalt to the legs. But Yohoso moved through the room, setting things aflame and lashing the enemy with white hot tenticles, forcing a general route amongst the Anicii. With fire sweeping the building, the Pack also are forced to flee the scene.\n**''Grace's kidnapped!'' Back at the house, Grace is rudely awakened to find herself being roughly gagged and manhandled by the supposedly dead Brooker Brothers out to a waiting Carrage. Once inside they ride off, and the Countess leans forward, and tells her not to worry - she's about to recieve quite the social promotion. At which point the borthers set about feeding on her and she blacks out. SHe finds herself in the street, a dark fog obscuring view. Down the street she sees a great grizly, larger and strangely unnatural in appearence. It roars and charges, and she turns to see a light, red, warm and inviting, seeming to say "come to me, come to me..." So she does. She awakes, shocked to find herself suckling blood from the Countess' breast (worse, unable to make herself stop). The Countess' finishes feeding her, then pushes her back, and begins explaining the true nature of things - who the Anicii realy are, why they are here, how they realy are all on the same side, and how she has "addopted" her into the Ventrue Clan. Outraged Grace tries to refute her, but Ilsa gazes into her eyes, and with just a few words, changes her around to the point that she practicaly persuades herself that this is the better side to be on. They recieve a rude interuption when they arive at the Hotel, only to find it (and much of the surrounding block) in flames. Grace is convinced this is the work of Dutch Charly and says so, and Ilsa has them driven to the safty of friends living up on Nob HIll.\n**''Eufennia's mad morning:'' Eufennia awoke to hear the door slam shut, and got to the front of the house just in time to see the carrage pull away with mistress Grace inside. She tried to find help but found most every one else gone. In only her night-clothes, she grabs a horse from the stable and rides off in search of her, soon finding the Hotel in flames. She returns, finding the Pack already buisy packing. Having realized they'd failed to take down the Countess or eradicate her brood, they now plan to relocate to the [[Sydney-town]] Asylum tunnels where they hope they'll be safe from the Anicii retaliation. Though Eufennia tries to get them to rescue Grace, the Pack sticks to their plan - resuing Grace must wait until they can regroup (and perhaps heal). Taking the servents with them, they set out, pausing at dawn to return the arival howls of the Herrera Pack.\n**''Epologue'': The following night they meet with Zulemah, who has arived with their old friend James Danavae and a young lady named Maria deHerrera, both werewolves in need of a Pack. She also agrees to assist in negotiating a truce with the Anicii and otherwise leash the impulsive Jonah. As the Pack settles in it's new territory and Jack & Lao heal, Grace finds herself playing diplomat between her old friends and her new family. The gentlemen of Ilsa's court see to it Leopold gets buisy casting them plenty of silver bullets, just in case things go sour. But Ilsa and Zulemah meet, and hammer out a diplomatic answer none the less. Ilsa is to become the ranking Prince (or "Queen") of San Francisco, while Jonah keeps his territory and is considered Primogen/advisor. Zulemah holds her territory north unmolested. Jane's Gang holds domain in [[Sydney-town]], with Grace & Leopold as Ilsa's envoys and watchdogs over the mixed Kindred-Werewolf Brood. Oh, an Dutch Charly? Ilsa pays him a little visit, and "persuades" him to let his little vendeta go...\n*XP awarded: Robbie (6), Sad Jane (6), Grace (5), Jack (5), Lao (5), Leo (8), Eufennia (4), William (1)
SHOOTING OF JAMES KING, OF WILLIAM (as taken from the accounts of Lell Hawley Woolley)\n\nOn May 14th, 1856, the city was thrown into a great excitement by and attempt to assassinate James King, of William, editor of the "Evening Bulletin," by James P. Casey, editor of the "Sunday Times." Both Casey and King indulged in editorials of a nature that caused much personal enmity, and in one of the issues of the "Bulletin" King reproduced articles from the New York papers showing Casey up as having once been sentenced to Sing Sing. Casey took offense at the articles, and about 5 o'clock in the afternoon, at the corner of Montgomery and Washington streets, intercepted King who was on his way home, drew a revolver, saying, "Draw and defend yourself," and shot him through the left breast near the armpit. Mr. King exclaimed, "I am shot," and reeling, was caught up and carried to the Pacific Express office on the corner Casey was quickly locked up in the station house.\n\n|| NOTE—A few words might be said concerning the principals of this trouble. King, whose name was James King (before coming to California he had added "of William" so as to distinguish himself from others of that name), came to California November 10th, 1848,James King of Williamengaged in mining and mercantile pursuits and in December 1849 engaged in the banking business in San Francisco. In 1854 he merged with Adams & Co. Shortly afterwards they failed, and he lost everything he possessed. Through the financial backing of his friends, he started the "Daily Evening Bulletin," October 8th, 1855, a small four-page sheet about 10x15 inches in size. He was fearless in his editorials, but always within the bounds of right and justice, and took a strong position against corruption of the city officials and their means of election. His paper grew in circulation and size, and soon outstripped all the other papers combined. November 17th, 1855, the Cora and Richardson affair held the attention of the public, and King in his fearlessness inflamed the population into taking matters into their own hands after the Courts had failed to convict. And by his so doing had aroused an enmity, and determination from the lawless element to stop his utterances, even at the cost of his life, so when he attacked in his paper, one James P. Casey, a lawless character, gambler and ballot box manipulator and Supervisor, as having served an eighteen-months sentence in Sing Sing, N. Y., before coming to California, who also published a paper, "The Sunday Times," it brought matters to a crisis, for Casey taking offense at this and other attacks on his ilk, shot King on the evening of May 14, 1856. The shooting of King was the cause of the formation of the Vigilance Committee of 1856 and the direct means of cleaning the city of the corruptness that had had swing for so many years.—[Editor.] ||\n\nImmediately following the shooting large crowds filled the streets in the neighborhood anxious to hang to the nearest lamp post the perpetrator of the crime. Casey was immediately removed to the County Jail for safer keeping. Here crowds again congregated, demanding the turning over to them of Casey and threatening violence if denied. Mayor Van Ness and others addressed them in efforts to let the law take its course but the crowd which had been swelled into a seething mass, remonstrated, citing the shooting of Marshal Richardson, and demanding Cora, his assassin, that he, too, might be hanged.\n\nMilitary aid was called to the defense of the jail and its prisoners and after a while the multitude dispersed, leaving all quiet.
!3/31/07 - Vigilance, Act 2\n*Characters in attendance: Sad Jane, Michael McNiel, Lao, Jack, Euphemia, Rotten Robbie, James Danahvae, Leopold Heindel, William Deerborn\n*A synopsis of the game session's events: May 14th, the wee hours of the morning...\n** Scene 1: The Bella Union - Ilsa holds court. After the last show of the night, the Kindred of San Francisco gather on the floor while Ilsa holds her first official court event. Proclaiming herself Queen of the city's Kindred, she gave several announcements, including (but not limited to) establishing the Bella Union as Elysium, establishing Alan de Anicii as Sheriff (and Daniel de Anicii, Leopold Heindel and the Brooker brothers as his Hounds), and recognizing Sydney-town as the Firefly's territory. Afterwards Jonah brings Jane & William to an audience with her to properly introduce William. Ilsa proves to hold William guilty for Grace's earlier indiscretions, and her evident distrust of him however sours Jane to the new regent. All the while Jonah lurks in the background, being hauty, unhelpful and unpleasant to everyone, despite his recognition in status as Priscus & Primogen in the new order. Back on the floor Leopold notes a falling out between Ulrike and Father Gregor. After the young girl storms off Leopold (and later both Jane & William) approaches the Father about the matter and the senior Ventrue explains her upset at having been displaced by Grace as Ilsa's favorite. The priest makes clear he is also available to them as a counselor and confessor if they have need of such.\n** Scene 2: The Goat & Compass - the Fireflys investigate a Locus. Thanks to James Danavhae's dilligent hunting, the Pack has located a moderate locus hidden in an ally next to Hell Haggerty's place. Rumors persist of strange disapearences, a dwarf who shows from time to time seeking whiskey, and a beautiful prostitute with a particularly unearthly lust for sailors. James leads Jack and Robbie to a small pool at the alley's heart - the nexus of the locus - apparently a Digging made years before by a particularly lazy miner, and then leads them through to the Shadowlands (last one through notices a singular Rat spy them as they pass). One the far side they find themselves at a large watering-hole, a multitude of minor spirits sipping at the golden energy shimmering at its' surface. Almost immediately they scatter, becoming invisible within the pool. Only a earthen dwarf in the typical red shirt of a miner sitting with a keg of Whiskey under his arm, and a beautiful but otherwise naked maiden swimming in the pond remain. James and the Pack negotiate as best they may - these spirits are "Digs-for-teeth" and "Her-moist-embrace", lesser Jaglings of Earth and Desire, and they prove quite amenable to sharing the Locus with them, in return for certain boons being met. "Digs" wants periodic offerings of alcohol and gold teeth, while "Her" wishes sexual gratification (which James happily obliges). As long as their terms are met, the Locus and its' Essence is available to them. "Digs" is even willing to shoot any Rats that might come wandering through. Satisfied, they take their leave and return for the night to the Wolf's Den.\n** Scene 3: The Townhouse - Euphemia wakes from one nightmare to another. Euphemia has a nightmare where, as Jane, she hunts and feeds. Shaking herself awake she finds something small and furry under the covers, skittering up her leg. She leaps up, screaming. Jane, just on her way in, hears and comes a' running' up, bursts into the room and helps Euphemia shake the Rat loose. The thing screeches its' rage at them, glaring with golden eyes, so Jane sets JoJo after it. JoJo pursues it into the wall, where a mighty ruckus is heard. He limps back, telling her it was a "bad rat", but that it is gone now. Seeing Euphemia injured (the Rat had given her a vicious bite where it had tried to burrow into her hip), and still slightly mad with hunger, Jane offers to trade blood for blood - this time Euphemia accepts. Afterwards, Jane decides it just isn't safe at the Townhouse any longer, and takes the servant girls to the Wolf's Den, leaving only a note for Grace as to the threat of the Rats and their subsequent relocation.\n** Scene 4: McNeil's day about town - Having had a comfortably late night of gambling and drinking, McNeil doesn't rise until 1pm. Recent days have seen him increasingly spending time up in the hills with the old woman Candyse, who has done what she can to teach him how to deal with the ever wakeful spirit of 'Old Man Lizard', while his brother and uncle have been weighing in on him to join them on their crusade. Today was to be the day, but he failed to meet them on time (noon). Thus, when he arrives many hours later at the church it is to meet jubilant heroes. Father McNeil and the hunters gathered from the forces of the Dutchman have had their first great success in stalking down two former compatriots - the brutal Brooker brothers - staking and beheading them as they slept with their favorite whores!\n** Epilogue: 5pm - "[[James King of William]]'s been shot!"\n*XP awarded: Jane, Euphemia, Robbie, James (4), everyone else (3)\n*Loose ends: The Vigilance Committee is forming...
!4/8/07 - Vigilance, Act 3\n*Characters in attendance: Sad Jane, Lao, Jack, Euphemia, Rotten Robbie, Leopold Heindel, William Deerborn, Grace Whitman \n*A synopsis of the game session's events: The city is agitated! Sabbath morning, May 18th, the Vigilance Committee assembles. That afternoon they march on the city jail & have Casey & Cora turned over to them at cannon-point!\n**At around the same time Father McNeil and his band of Vampire Hunters storm into the South Park Haven owned by Grace Whitman and Sad Jane, and are quite supprised to find a contingent of Vigilance Committee sharpshooters (under the benificent guidence of Leopold Heindel & the Anicii Hounds). They are promptly arrested and Father McNeil wonders in his cell, awaiting deportation while others of his company await hanging, who betrayed them. \n**The sun sets: Ilsa rises and recieves the good news. She informs Grace how subtle movements are best in dealing with such threats. After the murder of the Brooker Brothers, Grace had come to her, pointing concern at her former confessor Father McNeil, so Ilsa brought her into the safty of her estate until the matter was settled. Then James Danavhae slunk up for a private meeting to warn her of the Father's possible inside man, his nephiew Michael. So Ilsa had a private meeting with the gambler, a meeting he will not be able to remember, one allowing her to suggest the best time for the hunters to strike. And thus walk into her trap. Her pleasure is interupted however when Daniel, one of her children and a Hound in good standing, comes to insist his sister Dominique is in danger. Ilsa calls together the assemblage of Anicii and they head to the Bella Union. The theater house is in shambles, wrecked as if by ravanous beasts, and Dominique is in torper, having been badly mauled. Outraged, the Anicii debate who might be responcible, and what action to take: Henri & Ulrike blame the Werewolves, while Luthor, Leopold & Father Gregor plead caution and not to jump to hasty conclusions. Alan & Daniel are eager to dish out payback. Grace gathers a bit of fur in hopes she may show it as evidence later. It is eventualy decided that they should hold on for now - tonight was to be the night for Alan to have his "rematch" with Jack in any case (something Leopold had worked out between the two some nights before). Ilsa decides all ambulatory members of court will attend the event and descreetly inquire what the werewolves might know - and if they are responcable, well, all the Anicii will have plenty of silver shot, thanks to Leopold's recent gunsmithing.\n**At the Wolf's Den the Pack has had a disruptive day. On and off the more aware members of the pack have had to listen to the Bishilou shreeking back and forth across town, but with the Vigilance Committee out in force, are unable to hunt them down. Jane feels quite positive the Rats will stay out of the Bar, thanks to her recent successes with traps. As midnight approaches they gather to slink over to the planned match with the Anicii, though Lao advises caution - it could be a trap. Robbie seems to hope it is, and packs his guns. Euphenia, nearly mad from withdrawls, gets the hint across to Jane, who provides her with a 3rd "fix". James and Maria decide to "protect the bar" and stay behind.\n**The Goat & Compass, rented out for the evening by Henri to ensure they not be disturbed. As the two groups settle in seats opposite each other, Leopold explains the rules - no claw, nor fang, nor weapons. Who ever drops first, or frenzies, looses - and it is up to their second to restrain them if Rage or Frenzy take them. Lao steps up as Jack's second, so Ilsa - to everyones suprise - seconds Adam. As the two square off, Leopold takes bets, and Ilsa & Lao talk quietly. To Lao's suprise, he finds himself getting a number of things off of his chest - private things, but not things Ilsa seemed to expect. The fight starts out close, but before Jack quite knows it Adam has him on the ropes. Then, all hell breaks loose. Ilsa jumps up, looking about, anouncing that they were about to have some uninvited guests. And with that three burly Bishilou hybrids burst into the room, making a beeline for Ilsa. One catches a face full of rocksalt in the head from Leopold's quick reactions (and quicker triggerfinger). As both Anicii & the Firefly Pack swivel to assist, a huge mob bursts in, pouring through every enterance, armed with bricks and clubs and knives. Slack faced Sidney Ducks race in to overwhelm them by sheer numbers, and everyone finds themselves with more dance partners than they can manage. Luthor, seeking the high ground for a clear shot, heads up the stairs, only to be nearly ripped in twain by the sudden appearence of Sebastian. The Bishilou hybrids disipate into squerming masses of rats, running in all directions as the Pack and Anicii dispatch them, but Sebastian nearly slips past. He in turn is stopped by the combined might of the werewolves - Lao's savage Gauru fury, Robbie's guns & Jack's teeth - but disipates into a rat-hoard just as the others. And just as swiftly, the entire mob disolves in similarly disturbing fasion, leaving nearly a hundred fleashy skin-sacks. Ilsa turns to Lao and smiles, conceeding not only the truth of the Bishilou's existance, but offers an alliance in dealing with an obviously mutual foe.\n*XP awarded: Sad Jane (6), Lao (6), Jack (6), Euphemia (6), Rotten Robbie (6), Leopold Heindel (6), William Deerborn (6), Grace Whitman (6), James Danahvae (2), Michael McNiel (2)\n*Loose ends: Sebastian & the Bishilou escaped, again
!4/14/07 - Bad Neighbors, Act 1\n*Characters in attendance: Sad Jane, Lao, Jack, Rotten Robbie, Leopold Heindel, William Deerborn, Grace Whitman \n*A synopsis of the game session's events: May 20th - the city collectively held it's breath as the Vigilance Committee lays judgment on Casey & Cora. James King dies and the verdict is given - the murderers are to be hanged in three days time...\n**As the Pack gathers at the Den, Maria tells them she sought guidance in a dream, and asks them to interpret as they will: \n***"A knight comes across the water, but he is not ours - he is a two-edged sword,\n***"A rat opens a Champaign bottle, "POP!", and a snake pours out,\n***"Black velvet gloves move on a black velvet background, moving odds and ends,\n***"White velvet gloves move on a white velvet background, they form a steeple, and drum impatiently,\n***"A fireman sits in a boat, fishing about in his pockets, complaining he has lost his keys..." \n**Leopold, exhausted from the day's events as a member of the Vigilance Committee, is summoned by Ilsa to the Nob Hill estate. She wishes him to play emissary to the mysterious elder at Mission Deloris, warn him of the current crisis & offer an alliance. Leo does as he is told, and spends time wandering about the Mission-turned resort, hoping to be noticed. When he sits and prays at the chapel, an old priest appears next to him. They talk - he delivers his message, and the priest - Monmoth, he calls himself - tells him he does not recognize Ilsa's primacy in the city (and resents her claims as he was here first), but he will make no move against her as long as she stays out of the Mission district. As for the rest, he has never seen Rat creatures as Leo describes. Once Leo returns to the Hill, Ilsa sends him out again to check on Grace. \n**Grace sends out Graham to invite the old woman Candyse to dinner, and hours later he returns with her. Both are scared from many little scratches, and they tell Grace of the Rat infestation that has appeared in the hills. It is decided Candyse had best stay with them for a while.\n**Lao interprets Maria's dream as best he can (recognizing the Beshilu must be moving to release Old Man Lizard, that there are forces manipulating events from behind the scenes, & that the fireman in the boat must be the Dutchman). He surmises also that Ilsa must be the knight from across the sea, and the keys represent the Dutchman's control of the city, now that he sits in a Vigilance Committee cell at Fort Gunnybags. Over James' objection Lao decides William, as Jane's childe, should fully join the pack, and the rest of the evening is set aside for his initiation and acceptance by Yohoso in the sea cave within the Asylum. \n**Late in the evening both Leo & the Pack converge on the South Park townhouse, and Grace and Lao share notes, recognizing the Beshilu must be seeking Old Man Lizard's release. Leo insists on joining the hunt, while Grace remains behind. Only a few drunks witness the nightmarish riders - three mysterious masked banditos righting terrifying great wolves through the back-streets near midnight. As midnight arrives, the hunters reach the woods. All around them they can hear the chewing, gnawing of the rats. They race into the clearing about the dead spot of grass, at the heart of which resides the Dragon's Teeth - the stone circle marking Old Man Lizard's prison. Yahoso quails, whispering it can see the entity bound within the circle in the Twilight, bottlecaping the Thing between this world and the Shadowlands. About the circle several Beshilu hybrids and numerous rats struggle to topple the last few stones. Before they even see their attackers, the Pack strikes - gunshots disperse the Gnawers and drop two of the hybrids in short order, but the hybrids dissipate into the Shadow World before they can be finished off. Spurred on by desperation, the remaining hybrids topple the last few stones, and a great force explodes, laying everyone flat. As they rise, a massive, desiccated dragon-like horror steps out of shimmering air. Leo gets off a single shot, wounding the thing. The screech it lets loose in response fills them all with such dread they are all flee into the woods. Behind, lit by the full of the moon, Old Man Lizard sets about snapping up stray Beshilu and begins its' hunt.\n*XP awarded: Sad Jane (4), Lao (4), Jack (4), Euphemia (1), Rotten Robbie (4), Leopold Heindel (4), William Deerborn (3), Grace Whitman (4)\n*Loose ends: Old Man Lizard & Sebastian are still loose, & has the Pack guessed Maria's vision as clearly as they think they have?\n
!Protagonists\n''Jane's Gang'', aka the [[Sydney-town]] ''Fireflies'' or ''Squatters''.\nNamed principly for an odd group of gamblers, gunslingers, businessmen and adventurers known to hang out with the eccentric mountain girl bounty hunter ''Sad Jane'', the band's name varies depending on who you ask.\n* ''Jane's Gang'' was the name they picked up on the street after dealing with the somewhat shady ''"Dutch Charly" Duane''. Known principly for their showdown with the ''Quaker Kid Gang'', there is some confusion in certain circles as to whether Jane still even leads this gang, or if they've taken on the ''"Widow" Grace Whitman'' as their new "boss" (leading some to sometimes be referred to as the ''Widow Whitman's Mob''). Whether they're an up-and-coming mob, street-gang, bounty-hunters or treasure-seekers, their recent push into [[Sydney-town]] has led certain parties to sit up and take notice.\n* Amongst the Forsaken and various local Spirits the young pack that has recently set up shop in [[Sydney-town]] is increasingly being called the ''Fireflies'' (in honor of the manifestation their totem spirit ''Yohoso'' is usually perceived to take). Slightly obscured by the larger social umbrella of ''Jane's Gang'', the Uratha led by ''Lao Hua-Zi'' have claimed most of [[Sydney-town]] as their territory, and they have yet to have that claim contested. Their principle hangout is a bar run by up-and-coming boxer & fellow pack-mate ''Jack "Rabbit" Grayson'', known as the ''Wolf's Den''.\n* The Kindred elite of San Francisco gave ''Sad Jane'' and her affiliates a more disparaging nickname, the [[Sydney-town]] ''Squatters'', and the moniker has stuck when referring to the rest of the Coterie hidden within the aegis of ''Jane's Gang''. Even the Ventrue get of Prince ''Ilsa'' taken from Jane's companions are tarnished with this somewhat derogatory term, despite assorted accolades they have earned since.\n\n\n''Michael McNiel''\n//(Raf)//\nAdventure Hooks\n*a Magician with a gambling problem (or a Gambler with a magic problem?).\n*Part of the McNiel clan.\n*Irish, with a loose affilaition with Tamhanny Hall politicians.\n\n''[[Sad Jane]]''\n//(Tibet)//\nAdventure hooks\n*half-Indian Miner's daughter, sure shot with rifle.\n*Gangrel Dead Wolf, embraced by Jonah Whitman \n*[[Cauldren-touched|Relics]]\n*Has a piece of a treasure map.\n\n''Leopold Heindel''\n//(Ian W.)//\nAdventure Hooks\n*ex-soldier and gunsmith turned gunslinger.\n*Ventrue embraced by Ilsa \n\n''Grace Whitman''\n//(Victoria)//\nAdventure Hooks\n*former school-teacher & rich widow, owner of the Great Bay Hotel. Her husband was Jacob Whitman, a dead-ringer for Jonah Whitman.\n*Ventrue embraced by Ilsa \n\n''Lao Hua-Zi''\n//(Eric)//\nAdventure Hooks\n*Fallen Xiao-Lin Monk.\n*Werewolf (Iron Master), [[Cauldren-Born|Relics]]\n\n''Jack''\n//(Gray)//\nAdventure Hooks\n*Sidney-town Thug. Boxer.\n*Werewolf (Iron Master), [[Cauldren-Born|Relics]]\n\n''Robert "[[Rotten Robbie]]" Duruhm''\n//(Mike)//\nAdventure Hooks\n*Werewolf (Iron Master), [[Cauldren-Born|Relics]]\n*Gunslinger Remitence-man.\n*Mother killed by werewolves (?)\n\n''James Danavhae''\n//(Suleiman)//\nAdventure Hooks\n*Alchoholic Miner.\n*Werewolf (Iron Master)\n\n''[[William Dearborn]]''\n//(Skyler)//\nAdventure hooks\n*Gunslinger Cowboy.\n*Gangrel embraced by Jane.\n\n''Euphemia''\n//(Diana)//\nAdventure Hooks\n*Clairvoyant and occasional ghoul half-breed maid\n*Raised in the Weyaho Valley \n*Jane's thrall\n\n''Simon Trent''\n//(Colin)//\nAdventure Hooks\n*Hypnotic "Singing Cowboy" \n\n!Antagonists, Supporting Cast & Historical Figures\n''Old Man Lizard'': the "dragon" summoned up by outraged Indian shamans in the early days of Mission Deloris to drive the Spanish out. The monster they called "Old Man Lizard" proved beyond control though, and they imprisoned him within a stone circle called the [[Dragon's Teeth]]. Every time he struggled to free himself, the San Andreas shook. Recent actions of the Bishelu have finaly let him loose, though what the true goals of the monster will be are yet to be seen.\n\n''Yohoso'': Totem for Jane's Gang which chose to serve them after they came to the [[Weyaho Valley]]. Brother to the spirit Nuariab, it manifests as a swarm of fireflies. It is a Spirit of Fertility and Opener of the Ways to the [[Shadowlands]], worshiped in days passed by the Weyaho Indians. It encourages its' Pack to be fruitful and multiply, watch over their family lines and give it ritual observances on nights of the new moon. It forbids them from interupting those in the midst of creating life (ie mating) or harming pregnant women.\n\n''Charles P. Duane'': Also called "Duch Charley" or even just "the Dutchman", he was briefly the Chief Engineer of the San Francisco Fire Dept. An ambitious man, he is one of Senator Broderick's cronies, usualy found in the gambling houses, and a big wheel in local politics. Nearly hanged by the Vigilance Committee in 1851 for shooting the manager of the French Theater, he has lived regaly on credit for years with no visable means of support. \n\n''Candyse'': Old Indian woman who lives in a hut in the woods near [[The Dragon's Teeth]], she knows a lot of old legends and stories passed down from her people as well as the history of Mission Delores. She has taken to teaching Michael McNiel a bit of her craft.\n\n''Graham'': Grace's right-hand man, Graham is payed well to be loyal, gracious, and if needs be a little brutal. No one seems quite clear as who he was before she hired him, or even if "Graham" is his real name (much the less what the rest of it may be). Jane's Gang has learned though that he has no compunction about burrying bodies for his mistress and - given his general dislike of them - wouldn't mind adding them to the list of people he wouldn't mind making "dissapear".\n\n''Jonah Whitman'': First encountered in the Sydney-town underground area known as "the Asylum", Jonah is a Gangrel Dead Wolf Acolyte of the Circle of the Crone and a rival of the Anicii Family. Jane's sire, he holds a special respect (and possibly hate?) for Jane because of her insane responses to fear and complete lack of tact (not something he himself has an over abundance of). He also bears a striking resemblance to Grace's dead husband Jacob.\n\n''Sebastian Valentino'': A Sydney-town gangster, he was once the right-hand man in the Valentino Family, until his boss was murdered in a gang-war. He took over, might have even lead them somewhere, but Beshilu infested his end of the Asylum tunnels, and he -like the rest of his gang- quickly became hosts for the Plague King. What's left of him is still lurking around, and is proving to be very, very dangerous!\n\n''Dirk Huderman'': Leader of the Gang that bears his name, his gang was something to be reconed with until they found themselves in the middle of the expansionistic Valintino Gang, ravanous Beshilu Gnawers, and Jonah's Cult, all pushing their own agendas in the underground terretory known as "the Asylum". Now they're a second rate band of thugs working on shaking down Sailors as they tumble in from the docks.\n\n''Hell Haggerty'': A ticket-leave man from Sydney, he runs not one but TWO of the seediest dives in [[Sydney-town]], ''the Goat & Compass'', and ''the Golden Rule''. \n\n''Dirty Tom McAlear'': An odd character that haunts ''the Goat & Compass'', they say McAlear will (for a price) eat any refuse given him. He has not been sober or clean in decades.\n\n''Senator David C. Broderick'': The power behind much of the corrupt politics in California, San Francisco in particular, he has played patron to the likes of such rogues as "Dutch" Charly.\n\n''Mayor vanNesse'': Current mayor of San Francsico.\n\n''Samuel Brannan'': One of the founders of the Vigilance Committee and a major buisnessman in San Francisco, it is arguable that the city would never have come into its' one without this rogue mormon.\n\n''[[Jame King of William]]'': Journalist, prints the //Bulletin//, known for its' scathing attacks on Sen. Brodrick and his cronies. His Recent murdered by Casey sparked the rebirth of the Vigilance Committee.\n\n''Ah Toy'' Notorious Chinese prostitute, possibly the first to arive in San Francisco. Known for her beauty and popularity with wealthy white men.\n\n''Mama Pleasent'' The best payed Cook in SF, notable for being a black woman in an otherwise white man-dominated field. Some whisper she practices Voodoo.\n\n''Father James McNiel'': Catholic Priest and Michael McNiel's uncle, he became a Vampire Hunter after discovering the activities of the Kindred in San Francisco. He is currently under lock and key in Vigilance Committee custody after a raid on the South Park Townhouse led to a trap placed by the Anicii.\n\n''Maria de Herrera'': A young werewolf of the Bone Shadow Tribe, she was brought to SF from the [[Weyaho Vally]] to act as the Firefly Pack's Oracle by Zulema. She is impetuous, beutiful and very flirty.\n\n''Gabriella Zulema de Herrera'': Patron mother of the Herrera family living in the [[Weyaho Valley]], she and her family were accused of witchcraft by the inquisition more than a century ago, resulting in their fleeing first to Mexico and later to the California wilderness. She has guided and protected her family for generations, cultivating a strange relationship with the local Werewolves and Chupecabra that have settled there with her. She may be the oldest Kindred Acolyte of the Circle of the Crone in California. Claims also to be the founder of the Dead Wolf bloodline.\n\n''The Castronegro Pack'': The Werewolf Pack of which Zulema is a part, they claim the whole of the [[Weyaho Valley]] as their territory.\n\n''Nuariab'': The Castronegro Pack's frighteningly alien totem, it is a Spirit of music and darkness.\n\n''The Anicii'': Invictus House, predominantly Ventrue, decended from an old Roman mercenary family that gained influence in the early Dark Ages. They have recently lost much standing in Austria and are seeking to establish a footing in California via San Francisco. The prominent heads of the House are Fredricht & Ilsa Vulsung.\n\n''Ilsa Vulsung'': The current active head of House Anicii and one of only a handful of members of the heroic bloodline of the Vulsungs, Ilsa is a Ventrue of no little accomplishment. Turned in the mid 1500's, she rose swiftly in influence in House Anicii, eventualy taking the place of the House's founder Anicius when misfortune finaly took him. When a wave of revolution shook Austria in recent decades, she decided it was time to relocate the House's interests to the far side of the world - San Francisco.\n\n''Ulrike'': Up until recently Ilsa's "favorite" (due to her gift with unusual out-of-clan Discipline Auspex), she otherwise played the role of spoiled young lady in House politics. Now that Ilsa has moved her favor elsewhere, she has found herself without an identity or patron to support her in the family hierarchy.\n\n''Father Gregor Stalin'': "Because every court needs its' confessor" according to Ilsa, Gregor serves a unique and complicated position for his kin in House Anicii. Well spoken and markedly honest, he is gifted with a remarkable bravery that far outstrips his talent for conflict. As Confessor for the Clan, he arguably knows more about the inner workings of the Ventrue of San Francisco than anyone outside of Ilsa herself.\n\n''Alan'': Quiet and stoic, Alan is brutal as a hand-to-hand expert. This talet, and not his brains, are what he brings to the post of Sheriff in Ilsa's court. Though as noble in birth as Henri, he gets only a working-man's respect in House Anicii.\n\n''Dominique'': Beautiful and a skilled musician, the sultry Dominique is perhaps the most poised and sensual of Ilsa's many childer. She was made Keeper of Elysium early on after their arival in SF, but slipped into torper after being ambushed by Beshilu.\n\n''Henri'': Outspoken and arogant, Henri is possibly the eldest of Ilsa's many childer. A professed duelist and man-about-town, his pride has never quite recovered at the slight of Ilsa's preference for patroning women of the clan over men. He was relocated to Sacramento to look after Luthor durring the recent crisis.\n\n''Luthor'': One of the less visible Anicii, Luthor's interests lay mainly in business. He is possibly the least showy of the Anicii Ventrue, but he's the one they all turn to when they wish for well-thought-out advice. Maimed by Sebastian, he has relocated to Sacramento.\n\n''Daniel'': Dominique's twin brother and one of Ilsa's many childer, he is an agressive, adventurous fop with a great love for fencing and dagger-fights. One of the Hounds, he is one of the most leathal of the Anicii.\n\n''Her-moist-embrace'': A Desire spirit with a stong resonance for water, she is a minor Jaggling that haunts the loci in the alley next to the "Goat & Compass". She has a standing agreement with the Fireflys to guard the Loci for them in return for gifts of Passion (performed or provided) once a week.\n\n''Digs-for-Teeth'': Another Desire spirit/minor Jaggling, who manifests as a cranky dwarf-like miner, red-shirt and all. He loves alchohol and gold, and accepts offerings of both to look after the Loci with his fellow spirit.
!4/28/07 - Bad Neighbors, Act 2\n*Characters in attendance: Sad Jane, Lao, Jack, Rotten Robbie, Leopold Heindel, William Deerborn, Grace Whitman\n*A synopsis of the game session's events: May 21st, pre-dawn hours. Our heroes flee, stumbling back into town, the thick, bullious fog seeping over the hills and throught the city making visibility nearly imposible. They are scattered, lost in the mysts, the city a strange, alien place. And they are not alone. Shadows flit through the fog, faint, inhuman. And from time to time they can hear the Dragon's thunderous steps, see the shape of his massive head lifting above the fog, his horrifying siloette against the fullness of the moon.\n**Some time earlier Grace found herself having misgivings, and decided to take herself to Ilsa's Manse. Risking travelling in the dark, she rouses her doorman to escort her rather than put out the rather exausted Graham. Soon with Ilsa she finds herself enjoying both her sire's hospitality, and being enjoyed. She also does what she can to bring her up to speed. Ilsa in turn sends out Alan & Daniel to do what they may to assist Jane's Gang.\n**Around 3am the scattered members of said gang gather enough wits to make plans. Lao howls, calling his pack to him. Lao has looked into the Twilight and has seen the host of Spirits that have flooded the City in the wake of the Dragon's release. Soon most of them join him, and in turn they find Leo, already tracking the great beast. While the rest of the pack follow him, Jane brakes away riding Jack to get Ilsa to give the aid she promised.\n**Ilsa sags in her seat. Something horrid has happened to her children. She knows it. Grace does what she can to calm her, when Jane arives. After some inital confusion, Jane fills her in, and Ilsa whistles for a mighty black stallion from her stables. Grabbing up Grace behind her the two ride bareback, keeping pace with Jane & Jack until they are reunited with the rest of the Gang deep in Sydney-town (where the trail has led them). \n**United now, they follow the trail down to the docks, where it ends. Lao on a hunch, looks into the Twilight, then backs away slowly. "It's right in front of us", he whispers, "in the Twilight". As quickly as they react to this revelation, guns draw, and Leo suddenly flys into the side of a nearby building, hit by a powerful yet unseen force. Leo and Robbie squint into the Twilight, seeing the phantom specter of Old Man Lizard slap their ally with his tail before fluttering up onto the roof. They try to fight it, but to little effect. As long as it stays in the twilight, their attacks have no effect and only a few can even percieve it - it has no such restrictions it seems. Leo finds he has become its' target of choice - only the intervention of the old man of the mission, Monmoth, saves him, albiet briefly. Hidden in the Twilight as well, the elder priest trys using prayer and abdjuration to push the creature back, but gives it only brief pause before he too is greviously injured and forced to flee. Maria & Yohoso arive, cavalry-like, but admit to having little more to aid them in their fight. Then Old Man Lizard begins spinning, and in the physical realm a twister starts forming, tearing at the docks. The Gang flees, just as a tornado tears up both warf & street.\n**Away from the devistation, Maria tells them of an altercation that happened at the Den. Alan & Daniel were challenged by a handsome Italian, who pulled a massive two handed sword out of thin air and then cut them to pieces with it. Ilsa swears under her breath - "Ethan de Sammachi!", an elder of the Daeva Clan and one of the hated Sammachi - long time rivals and one of the reasons she'd left Austria. The Werewolves retreat to the Den, while the Vampires hole up at the South Park flat (except for Leo, who prefers his own haven dispite the risks). A suprise awaits at the townhouse however. The old woman Candyse has apparently been kidnapped while they were out!\n**The following evening: Leo rises and decides to go hunting before he rejoins the others. WHile visiting some of his favorite Freshwater Girls, he stumbles into an unfamiliar, powerful kindred - introductions are swift, for it is none other than the dreaded Ethan his sire had mentioned the night before. Some fast talking on Leo's part disuades the Elder from "dueling" him on the spot, instead entrancing him with the idea of huntingthe Dragon. Ethan agrees to follow him back to the Den to learn more.\n**A boy drops off a letter to the Townhouse for Jane & Grace from the Dutchman, a professional letter of respect from one boss to another. He warns them of the increased zeil of the Vigilance Committee (he expects to be deported by them soon) and tells of how the object Jane and her gang had retrieved for him had since been stollen. The object, according to Dutch, is a large emerald called "the Heart of Nergal", said to be a fragment of a dismembered Demon-king, a lord of plagues, who was said to be splinted into a thousand rats. Finaly, he sent along a map fragment for Jane, to go with the other in her posession. It is clear to the Gang now the source of the Bishelu. Ilsa dresses as a man, and has Grace dress simply, before they leave with Jane & William to join everyone else at the Den.\n**Events nearly go very sour as everyone arives in the shady backroom of the Den. Ilsa keeps her cool encountering Ethan, and Ethan in turn finds he can't quite bring himself to attack her. Monmoth appears, declairs that the three of them should put their differences aside and join forces to deal with the crisis at hand. In the interum, they agree to act as a triumverate. Monmoth tells them of the truth about Jonah - how he was in life Jacob, Grace's husband, turned by Alberto Herrera on his last visit to town some years ago, and that a brief stint in torpor had distorted his memories. Jonah was the thief who stole the Heart of Nergal from the Dutchman, and he has since been possessed by it. Now he and his allies, the Bishelu, are in the Asylum seeking to make a pact with Old Man Lizard. Now it the time to strike!\n*XP awarded: 4xp for everyone who made it.
!Our story so far...\n\n[[1: The Quaker Kid]]\n\n''Dragon Rising''\n[[2: Possession is 9-10ths of the Law]] \n[[3: Here be Dragons]] \n\n''Dutch Charly''\n[[4: Dealing with the Dutchman]] \n[[5: The Asylum]] \n[[6: A Run in the Dark]] \n\n''Unexpected Guests''\n[[7: Crossroads]]\n[[8: Transformations]]\n\n''Malevolence''\n[[9: Meet the Herreras]]\n[[10: Never cry wolf]]\n[[11: The Missionary Position]]\n\n[[12: Northern Exposure]]\n\n''Oaths of Blood''\n[[13: Bear Necessities]]\n[[14: Rooftop Roulette]]\n[[15: Hot Time on the Town Tonight!]] \n\n[[16: Rats! Foiled Again!]]\n\n''Vigilance''\n[[17: Storm Warnings]]\n[[18: Hostile Acts]]\n[[19: Showdown!]]\n\n''Bad Neighbors''\n[[20: Evil Unleashed]]\n[[21: Night of Long Knives]]\n[[22: Seige-mentality]]\n\n//--end Season 1--//\n\n!Experience Totals\n|!Player|!Character|!Total XP|!Template|!Rank|\n|Tibet|Sad Jane|119|Vampire|Established Kindred|\n|Tori|Grace Whitman|80|Vampire|Established Kindred|\n|Ian W.|Leopold Heindel|62|Vampire|Up-and-comer|\n|Skyler|William Deerborn|46|Vampire|Up-and-comer|\n|Eric|Lao|79|Werewolf|Scarred Veteran|\n|Mike|Rotten Robbie|100|Werewolf|Scarred Veteran|\n|Gray|Jack|74|Werewolf|Established Pack|\n|Suleiman|James Danahvae|48|Werewolf|Established Pack|\n|Rafael|Michael McNiel|47|Magician|Seasoned|\n|Diana|Eufennia|38|Psychic/Ghoul|Seasoned|\n|Colin|Simon Treant|5|Psychic|-|\n\n!Session Template\n*Characters in attendance:\n*A synopsis of the game session's events:\n*XP awarded:\n*Loose ends:
!5/5/07 - Bas Neighbors, Act 3\n*Characters in attendance: Sad Jane, Lao, Jack, Rotten Robbie, Leopold Heindel, Euphemia, Grace Whitman\n*A synopsis of the game session's events:\n**After a brief pause while the younger Kindred step out to hunt,Jane's Gang and the Triumverate reconviene at the Den and make plans. Euphenia brings up two important bits of information - a) the Vigilance Committee is set to publicly hang Casey & Cora tomorrow (an event that should have a big turnout, given the mood in the city), and b) before her disapearance Candyse told Euphenia much about Old Man Lizard (how it is powered by dispair, and what symbols & words reduce it's power and can help inprison it). After some small debate they agree to strike tonight, rather than wait for it to be drawn out by the rather public event tomorrow. They split into two teams - one team will take on the Dragon, the other will focus on getting the Stone from Jonah. \n**Around midnight Lao successfuly leads them through the Asylum's tunnels bellow Sydney-town to a hidden temple. There they find Sebastian & Jonah leading a host of cultists and Beshilu in a ritual. Chained to a coffin between them is the old woman Candyse. With the element of suprise on their side the Gang dives in, and events quickly spiral out of control. Jane & Grace do what they can, sniping from the tunnel. Jack gets badly injured by two prostitutes with rusty strait-razors. So badly injured he enters Death Rage and flees, causing Graham fall to lunacy and flee as well. As the fight progresses a shimering form shapes above the dias, and Old Man Lizard appears. Ethan, Lao & Leo charge onto the dias and are mobbed by Beshilu while the other cultists flee. Sebastian badly injures Ethan before he in turn falls to the combined might of Lao's teeth and Leo's shotgun to his head. Rotten Robbie waids through the crowd, guns in hand, as does the manifest Yohoso, shooting and setting fire to Beshilu, Cultist and Old Man Lizard alike. Jonah finds himself summoned to Ilsa's side and commanded to give her the Heart of Nergal. Once in her possession the Elder Ventrue smashes it to fragments, freeing both Jonah & the Beshilu of it's dominion. They in turn flee the seen with all due haste. Euphemia uses the confusion to sneak up to the dias and - in conjunction with Monmoth - procedes to place marks on the pillars that circle it. The Dragon, seeing the tide of battle going against him (and unable to stand up to the continued gunplay and flames thanks to Robbie & Yohoso) begins to discorporate again. In a last ditch effort Yohoso discorporates as well and wrestles with the monster in the Twilight, holding in on the dias just long enough for Euphemia & Monmoth to finish their rite. Finding itself trapped - again - Old Man Lizard stuggles to free himself, but the resulting earthquake only succeeds in bringing the cavern down around everyones ears. Before the entrance is completely blocked, they flee. \n*XP awarded: Sad Jane (8), Lao (8), Jack (8), Rotten Robbie (8), Leopold Heindel (8), Euphemia (10), Grace Whitman (8), William Dearborn (4), James Danavae (2), Michael McNiel (2), Simon Trent (1) \n*Epologue: The Dragon is bound deep in the earth, but not dead, his cult scattered, but not destroyed. Leo managed to set Candyse loose before the end, and discovered the possessed Jonah had turned her against her will. The following day Casey & Cora are hanged by the VC - their execution is witnessed by a crowd of 20 to 30 thousand people - a full half to two thirds of San Francisco's population. The VC dominates the city until August, when they volutarily disband.