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	<updated>2026-06-20T22:21:37Z</updated>
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		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=994</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=994"/>
		<updated>2026-06-06T01:52:11Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the [[Camarilla#Laws|Masquerade]]. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they&#039;ve nested. If you find yourself portraying a vampire that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The [[Camarilla#Laws|Masquerade]] has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you!&lt;br /&gt;
&lt;br /&gt;
If your [[Ghoul]] is found to know a little more than they should, they should expect that [[Kindred]] looking to score brownie points with the [[Sheriff]] or [[Prince]] might treat them like prey. More often than not, the price for sliming out some lick&#039;s ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
Most Garou don&#039;t know a thing about [[Kindred]] or their society as a whole. From what they do know, it&#039;s bits and pieces from encounters others have had with them. [[Kindred]] have a history of deceiving [[Garou]] with misinformation to weaken their understanding of them (when they aren&#039;t outright hunting Garou for sport). Generally speaking, your Garou should avoid [[Kindred]] at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with [[Kindred]] when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks!&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
There&#039;s very little expectation for Kinfolk, because they&#039;re basically just Humans. That said, your Kinfolk shouldn&#039;t know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed!&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Portrayal_Guidelines#The_Different_Immortal_Ages|Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Camarilla#Laws|Masquerade]], and protecting the [[Camarilla#Laws|Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Camarilla#Laws|Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Camarilla#Laws|Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[Camarilla#Laws|Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Camarilla#Laws|Masquerade]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Camarilla#Laws|Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=993</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=993"/>
		<updated>2026-06-06T01:50:40Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the [[Camarilla#Laws|Masquerade]]. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they&#039;ve nested. If you find yourself portraying a vampire that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The [[Camarilla#Laws|Masquerade]] has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you!&lt;br /&gt;
&lt;br /&gt;
If your [[Ghoul]] is found to know a little more than they should, they should expect that [[Kindred]] looking to score brownie points with the [[Sheriff]] or [[Prince]] might treat them like prey. More often than not, the price for sliming out some lick&#039;s ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
Most Garou don&#039;t know a thing about [[Kindred]] or their society as a whole. From what they do know, it&#039;s bits and pieces from encounters others have had with them. [[Kindred]] have a history of deceiving [[Garou]] with misinformation to weaken their understanding of them (when they aren&#039;t outright hunting Garou for sport). Generally speaking, your Garou should avoid [[Kindred]] at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with [[Kindred]] when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks!&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
There&#039;s very little expectation for Kinfolk, because they&#039;re basically just Humans. That said, your Kinfolk shouldn&#039;t know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed!&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Camarilla#Laws|Masquerade]], and protecting the [[Camarilla#Laws|Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Camarilla#Laws|Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Camarilla#Laws|Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[Camarilla#Laws|Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Camarilla#Laws|Masquerade]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Camarilla#Laws|Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=992</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=992"/>
		<updated>2026-06-06T01:49:04Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the [[Camarilla#Laws|Masquerade]]. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they&#039;ve nested. If you find yourself portraying a vampire that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The [[[[Camarilla#Laws|Masquerade]]]] has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you!&lt;br /&gt;
&lt;br /&gt;
If your [[Ghoul]] is found to know a little more than they should, they should expect that [[Kindred]] looking to score brownie points with the [[Sheriff]] or [[Prince]] might treat them like prey. More often than not, the price for sliming out some lick&#039;s ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
Most Garou don&#039;t know a thing about [[Kindred]] or their society as a whole. From what they do know, it&#039;s bits and pieces from encounters others have had with them. [[Kindred]] have a history of deceiving [[Garou]] with misinformation to weaken their understanding of them (when they aren&#039;t outright hunting Garou for sport). Generally speaking, your Garou should avoid [[Kindred]] at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with [[Kindred]] when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks!&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
There&#039;s very little expectation for Kinfolk, because they&#039;re basically just Humans. That said, your Kinfolk shouldn&#039;t know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed!&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[[[Camarilla#Laws|Masquerade]]]], and protecting the [[[[Camarilla#Laws|Masquerade]]]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[[[Camarilla#Laws|Masquerade]]]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[[[Camarilla#Laws|Masquerade]]]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[[[Camarilla#Laws|Masquerade]]]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[[[Camarilla#Laws|Masquerade]]]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[[[Camarilla#Laws|Masquerade]]]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Kinfolk&amp;diff=991</id>
		<title>Kinfolk</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Kinfolk&amp;diff=991"/>
		<updated>2026-06-06T01:47:11Z</updated>

		<summary type="html">&lt;p&gt;Buffy: Created page with &amp;quot;Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their Kinfolk. Kinfolk are an essential part of the world of the Garou. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their Kinfolk. Kinfolk are an essential part of the world of the Garou. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. Kinfolk occupy a range of positions in Garou culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind Kinfolk to Garou are loving and freely accepted; other times, they sink Kinfolk in a mire of forced obligations.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=990</id>
		<title>Garou</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=990"/>
		<updated>2026-06-06T01:46:55Z</updated>

		<summary type="html">&lt;p&gt;Buffy: Created page with &amp;quot;The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.  In Northern California, most Garou affiliated with the Garou Nation belong to the Sept...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most Kindred, Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Ghoul&amp;diff=989</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Ghoul&amp;diff=989"/>
		<updated>2026-06-06T01:46:34Z</updated>

		<summary type="html">&lt;p&gt;Buffy: Created page with &amp;quot;Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&amp;#039;t escape.  In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for Kindred across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for Kindred across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of Kindred Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a Ghoul, at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A Ghoul&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Diablerie&amp;diff=988</id>
		<title>Diablerie</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Diablerie&amp;diff=988"/>
		<updated>2026-06-06T01:46:17Z</updated>

		<summary type="html">&lt;p&gt;Buffy: Created page with &amp;quot;The worst crime a Kindred can commit outside of growing a third eye around a Tremere.  Diablerie is the act of consuming a Kindred to the very last drop, drinking their very soul dry and absorbing their power. For higher generation Kindred, they can find their &amp;#039;generation&amp;#039; lowered by at least one from doing so. Especially high generation Kindred have sometimes been observed to lower their generation by more than one in some cases.  Generally speaking, the only instance w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The worst crime a Kindred can commit outside of growing a third eye around a Tremere.&lt;br /&gt;
&lt;br /&gt;
Diablerie is the act of consuming a Kindred to the very last drop, drinking their very soul dry and absorbing their power. For higher generation Kindred, they can find their &#039;generation&#039; lowered by at least one from doing so. Especially high generation Kindred have sometimes been observed to lower their generation by more than one in some cases.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the only instance where Diablerie is permitted is when a blood hunt is called, and only while the blood hunt is active. If the Kindred being hunted is captured instead of killed, and you decide to eat them anyway, you can expect the next blood hunt will be for you.&lt;br /&gt;
&lt;br /&gt;
Diablerists are, even when correctly sanctioned, shunned by greater Kindred society. Those with Auspex can often spot the tell-tale black lines through an aura that indicates this terrible act has been committed. The primary reason for Diablerie being shunned revolves around the addictive nature of consuming Kindred vitae by another Kindred. The act of Diablerie is said to be extremely addicting, and Diablerists often become serial Kindred slayers in order to chase that high. &lt;br /&gt;
&lt;br /&gt;
Would you want to turn your back around a girl whose very aura screams &#039;I ate a Kindred recently&#039;?&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=987</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=987"/>
		<updated>2026-06-06T01:41:14Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they&#039;ve nested. If you find yourself portraying a vampire that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The [[Masquerade]] has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you!&lt;br /&gt;
&lt;br /&gt;
If your [[Ghoul]] is found to know a little more than they should, they should expect that [[Kindred]] looking to score brownie points with the [[Sheriff]] or [[Prince]] might treat them like prey. More often than not, the price for sliming out some lick&#039;s ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
Most Garou don&#039;t know a thing about [[Kindred]] or their society as a whole. From what they do know, it&#039;s bits and pieces from encounters others have had with them. [[Kindred]] have a history of deceiving [[Garou]] with misinformation to weaken their understanding of them (when they aren&#039;t outright hunting Garou for sport). Generally speaking, your Garou should avoid [[Kindred]] at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with [[Kindred]] when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks!&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
There&#039;s very little expectation for Kinfolk, because they&#039;re basically just Humans. That said, your Kinfolk shouldn&#039;t know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed!&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Masquerade]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=986</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=986"/>
		<updated>2026-06-06T01:40:34Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they&#039;ve nested. If you find yourself portraying an Elder that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The [[Masquerade]] has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you!&lt;br /&gt;
&lt;br /&gt;
If your [[Ghoul]] is found to know a little more than they should, they should expect that [[Kindred]] looking to score brownie points with the [[Sheriff]] or [[Prince]] might treat them like prey. More often than not, the price for sliming out some lick&#039;s ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
Most Garou don&#039;t know a thing about [[Kindred]] or their society as a whole. From what they do know, it&#039;s bits and pieces from encounters others have had with them. [[Kindred]] have a history of deceiving [[Garou]] with misinformation to weaken their understanding of them (when they aren&#039;t outright hunting Garou for sport). Generally speaking, your Garou should avoid [[Kindred]] at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with [[Kindred]] when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks!&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
There&#039;s very little expectation for Kinfolk, because they&#039;re basically just Humans. That said, your Kinfolk shouldn&#039;t know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed!&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Masquerade]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=985</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=985"/>
		<updated>2026-06-06T01:30:53Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Masquerade]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=984</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=984"/>
		<updated>2026-06-06T01:30:40Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== The Different Immortal Ages ====&lt;br /&gt;
===== Fledgling =====&lt;br /&gt;
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of [[Kindred]] society.&lt;br /&gt;
&lt;br /&gt;
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase &amp;quot;Life&#039;s sucks and then you die&amp;quot; leaves out how much it sucks to be dead, but you&#039;re starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you&#039;re unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you&#039;re going to need help to navigate all of this.&lt;br /&gt;
&lt;br /&gt;
===== Neonate =====&lt;br /&gt;
Typical Age: Usually a few decades, but definitely under 200.&lt;br /&gt;
&lt;br /&gt;
As a Neonate, you&#039;re starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven&#039;t told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you&#039;ve learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you&#039;ll begin to find solace in others... Or else your humanity might start to fade with them.&lt;br /&gt;
&lt;br /&gt;
===== Ancilla =====&lt;br /&gt;
Typical Age: Around a century (or two) old, but not quite &#039;running things&#039; or in a position of great strength.&lt;br /&gt;
&lt;br /&gt;
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.&lt;br /&gt;
&lt;br /&gt;
===== Elder =====&lt;br /&gt;
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don&#039;t recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you&#039;re cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== Job Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Tower Employee ===&lt;br /&gt;
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what&#039;s going on behind the scenes, or you don&#039;t, but either way it&#039;s probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a &#039;thought crime&#039; when it concerns protecting the [[Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high.&lt;br /&gt;
&lt;br /&gt;
=== Magadon, Pentex, etc. ===&lt;br /&gt;
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how [[Pentex]] wants them to be!&lt;br /&gt;
&lt;br /&gt;
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with [[Pentex]]. That&#039;s not to say your character can&#039;t learn about them in-character, but you should be ready to answer for how they came to be certain of the association.&lt;br /&gt;
&lt;br /&gt;
For Magadon employees, it mirrors much the same to the TransAm [[Camarilla]] employees. There&#039;s the security personnel, the &#039;c-suite&#039;, and the pencil pushers at the bottom. All with varying levels of knowledge and being &#039;in the loop&#039;. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.&lt;br /&gt;
&lt;br /&gt;
Do your job, listen to your betters, and you&#039;ll be just fine. &lt;br /&gt;
&lt;br /&gt;
=== Bartenders, Civillian Jobs, etc. ===&lt;br /&gt;
For the more &#039;layman&#039; jobs like tending bar, you are the most out of the loop. For the same reason that your character isn&#039;t told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Masquerade]]. &lt;br /&gt;
&lt;br /&gt;
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you&#039;re interested in happening to your character!&lt;br /&gt;
&lt;br /&gt;
==Faction Portrayal Expectations==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn&#039;t usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anarchs ===&lt;br /&gt;
The [[Anarchs]] (more formally known as &#039;the Anarch Movement&#039;) are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, anything goes until it doesn&#039;t with the Anarch crowd. If you are in a territory like San Francisco, [[Baron]]s hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don&#039;t have any real requirements for siring childer so long as it doesn&#039;t threaten to expose [[Kindred]] in doing so, but the [[Baron]] probably wants to know about it to know who to blame if said childer cause a mess.&lt;br /&gt;
&lt;br /&gt;
Anarch characters can be as ruthless or as pathetic as you&#039;d like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=983</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=983"/>
		<updated>2026-06-06T01:07:09Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
=== Camarilla ===&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=982</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=982"/>
		<updated>2026-06-06T01:06:56Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
== Camarilla ==&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=981</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=981"/>
		<updated>2026-06-06T01:06:27Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== Camarilla ====&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Portrayal Expectations ==&lt;br /&gt;
=== Sheriff ===&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
=== Hound ===&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=980</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=980"/>
		<updated>2026-06-06T01:06:07Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== Camarilla ====&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Portrayal Expectations ====&lt;br /&gt;
===== Sheriff =====&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
===== Hound =====&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=979</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=979"/>
		<updated>2026-06-06T01:04:43Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a [[Kindred]] (the WoD name for vampire). [[Kindred]] and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as [[Garou]] and [[Kinfolk]].&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let [[Kindred]] authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For [[Garou]], playing a [[Kinfolk]] that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== [[Kindred]] ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== Camarilla ====&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
===== Portrayal Expectations =====&lt;br /&gt;
====== Sheriff ======&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
====== Hound ======&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== [[Ghoul]] ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for [[Kindred]] across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of [[Kindred]] Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== [[Garou]] ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== [[Kinfolk]] ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their [[Kinfolk]]. [[Kinfolk]] are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. [[Kinfolk]] occupy a range of positions in [[Garou]] culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind [[Kinfolk]] to [[Garou]] are loving and freely accepted; other times, they sink [[Kinfolk]] in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=978</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=978"/>
		<updated>2026-06-06T01:03:18Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a Kindred (the WoD name for vampire). Kindred and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as Garou and Kinfolk.&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let Kindred authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For Garou, playing a Kinfolk that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== Kindred ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by clans, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every Kindred struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== Camarilla ====&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
===== Portrayal Expectations =====&lt;br /&gt;
====== Sheriff ======&lt;br /&gt;
You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn&#039;t become [[Sheriff]] if they couldn&#039;t do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results.&lt;br /&gt;
&lt;br /&gt;
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren&#039;t put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that&#039;s by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point.&lt;br /&gt;
&lt;br /&gt;
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.&lt;br /&gt;
&lt;br /&gt;
====== Hound ======&lt;br /&gt;
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.&lt;br /&gt;
&lt;br /&gt;
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...?&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for Kindred across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of Kindred Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a Ghoul, at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A ghoul&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== Garou ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most Kindred, Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== Kinfolk ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their Kinfolk. Kinfolk are an essential part of the world of the Garou. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. Kinfolk occupy a range of positions in Garou culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind Kinfolk to Garou are loving and freely accepted; other times, they sink Kinfolk in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
Kinfolk outnumber werewolves roughly ten to one - and considering the decreasing numbers of the Garou, Kin themselves are rare enough in their own right. Human Kinfolk usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many Kinfolk know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more Kinfolk are born to families who have no idea of their Garou connections. Unlike werewolves, Kinfolk go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost Kinfolk represent an ebb in the tide of Garou fortunes. Whether the werewolves realize the truth or not, Kinfolk are links to the future for Garou. Without Kinfolk, the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=977</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=977"/>
		<updated>2026-06-06T00:54:00Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a Kindred (the WoD name for vampire). Kindred and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as Garou and Kinfolk.&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let Kindred authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For Garou, playing a Kinfolk that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== Kindred ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by clans, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every Kindred struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
==== Camarilla ====&lt;br /&gt;
The [[Camarilla]] is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.&lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for Kindred across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of Kindred Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a Ghoul, at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A ghoul&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== Garou ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most Kindred, Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== Kinfolk ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their Kinfolk. Kinfolk are an essential part of the world of the Garou. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. Kinfolk occupy a range of positions in Garou culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind Kinfolk to Garou are loving and freely accepted; other times, they sink Kinfolk in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
Kinfolk outnumber werewolves roughly ten to one - and considering the decreasing numbers of the Garou, Kin themselves are rare enough in their own right. Human Kinfolk usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many Kinfolk know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more Kinfolk are born to families who have no idea of their Garou connections. Unlike werewolves, Kinfolk go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost Kinfolk represent an ebb in the tide of Garou fortunes. Whether the werewolves realize the truth or not, Kinfolk are links to the future for Garou. Without Kinfolk, the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=976</id>
		<title>Portrayal Guidelines</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Portrayal_Guidelines&amp;diff=976"/>
		<updated>2026-06-06T00:51:04Z</updated>

		<summary type="html">&lt;p&gt;Buffy: initial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First Steps==&lt;br /&gt;
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a Kindred (the WoD name for vampire). Kindred and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as Garou and Kinfolk.&lt;br /&gt;
&lt;br /&gt;
For beginners to the setting who aren&#039;t super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let Kindred authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For Garou, playing a Kinfolk that doesn&#039;t know about the World of Darkness is the equivalent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Splats==&lt;br /&gt;
&lt;br /&gt;
=== Kindred ===&lt;br /&gt;
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by clans, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.&lt;br /&gt;
&lt;br /&gt;
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every Kindred struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can&#039;t escape.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for Kindred across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of Kindred Society and their masters.&lt;br /&gt;
&lt;br /&gt;
Feed just about any living creature a little vampire blood and it becomes a Ghoul, at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A ghoul&#039;s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name &amp;quot;ghouls&amp;quot; was not chosen at random.&lt;br /&gt;
&lt;br /&gt;
=== Garou ===&lt;br /&gt;
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept.  To most Kindred, Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
=== Kinfolk ===&lt;br /&gt;
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their Kinfolk. Kinfolk are an essential part of the world of the Garou. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. Kinfolk occupy a range of positions in Garou culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind Kinfolk to Garou are loving and freely accepted; other times, they sink Kinfolk in a mire of forced obligations.&lt;br /&gt;
&lt;br /&gt;
Kinfolk outnumber werewolves roughly ten to one - and considering the decreasing numbers of the Garou, Kin themselves are rare enough in their own right. Human Kinfolk usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many Kinfolk know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more Kinfolk are born to families who have no idea of their Garou connections. Unlike werewolves, Kinfolk go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost Kinfolk represent an ebb in the tide of Garou fortunes. Whether the werewolves realize the truth or not, Kinfolk are links to the future for Garou. Without Kinfolk, the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=960</id>
		<title>Camarilla</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=960"/>
		<updated>2026-05-24T13:49:24Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim. &lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
==Ways==&lt;br /&gt;
===Ranks===&lt;br /&gt;
====Prince====&lt;br /&gt;
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.&lt;br /&gt;
====Seneschal====&lt;br /&gt;
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.&lt;br /&gt;
====Primogen====&lt;br /&gt;
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.&lt;br /&gt;
====Sheriff====&lt;br /&gt;
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.&lt;br /&gt;
=====Hound=====&lt;br /&gt;
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.&lt;br /&gt;
====Harpy====&lt;br /&gt;
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed. &lt;br /&gt;
====The Masses====&lt;br /&gt;
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].&lt;br /&gt;
==Laws==&lt;br /&gt;
===The First Tradition: The Masquerade===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.&lt;br /&gt;
&lt;br /&gt;
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.&lt;br /&gt;
&lt;br /&gt;
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.&lt;br /&gt;
===The Second Tradition: The Domain===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within. &lt;br /&gt;
&lt;br /&gt;
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.&lt;br /&gt;
&lt;br /&gt;
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.&lt;br /&gt;
===The Third Tradition: The Progeny===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.&lt;br /&gt;
===The Fourth Tradition: The Accounting===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.&lt;br /&gt;
===The Fifth Tradition: Hospitality===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.&lt;br /&gt;
===The Sixth Tradition: Destruction===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.&lt;br /&gt;
&lt;br /&gt;
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.&lt;br /&gt;
==Relations==&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
===The Convention of Thorns===&lt;br /&gt;
====Members====&lt;br /&gt;
=====[[Ventrue]]=====&lt;br /&gt;
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.&lt;br /&gt;
=====[[Toreador]]=====&lt;br /&gt;
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.&lt;br /&gt;
=====[[Nosferatu]]=====&lt;br /&gt;
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.&lt;br /&gt;
=====[[Malkavian]]=====&lt;br /&gt;
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.&lt;br /&gt;
=====[[Tremere]]=====&lt;br /&gt;
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.&lt;br /&gt;
=====[[Brujah]]=====&lt;br /&gt;
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.&lt;br /&gt;
=====[[Banu Haqim]]=====&lt;br /&gt;
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.&lt;br /&gt;
=====[[Gangrel]]=====&lt;br /&gt;
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.&lt;br /&gt;
=====[[Lasombra]]=====&lt;br /&gt;
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.&lt;br /&gt;
=====[[Followers of Set]]=====&lt;br /&gt;
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.&lt;br /&gt;
=====[[Daughters of Cacophony]]=====&lt;br /&gt;
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.&lt;br /&gt;
=====[[Tzimisce]]=====&lt;br /&gt;
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|[[Nemesis]].|A dramatic term for the Sabbat.}}&lt;br /&gt;
==History==&lt;br /&gt;
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.&lt;br /&gt;
===Recommended Reading===&lt;br /&gt;
Guide to the Camarilla&amp;lt;br&amp;gt;&lt;br /&gt;
Counsel of Primogen&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire 20th Anniversary Edition Companion&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=959</id>
		<title>Camarilla</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=959"/>
		<updated>2026-05-24T13:48:03Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim. &lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
==Ways==&lt;br /&gt;
===Ranks===&lt;br /&gt;
====Prince====&lt;br /&gt;
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.&lt;br /&gt;
====Seneschal====&lt;br /&gt;
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.&lt;br /&gt;
====Primogen====&lt;br /&gt;
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.&lt;br /&gt;
====Sheriff====&lt;br /&gt;
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.&lt;br /&gt;
=====Hound=====&lt;br /&gt;
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.&lt;br /&gt;
====Harpy====&lt;br /&gt;
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed. &lt;br /&gt;
====The Masses====&lt;br /&gt;
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].&lt;br /&gt;
==Laws==&lt;br /&gt;
===The First Tradition: The Masquerade===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.&lt;br /&gt;
&lt;br /&gt;
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.&lt;br /&gt;
&lt;br /&gt;
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.&lt;br /&gt;
===The Second Tradition: The Domain===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within. &lt;br /&gt;
&lt;br /&gt;
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.&lt;br /&gt;
&lt;br /&gt;
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.&lt;br /&gt;
===The Third Tradition: The Progeny===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.&lt;br /&gt;
===The Fourth Tradition: The Accounting===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.&lt;br /&gt;
===The Fifth Tradition: Hospitality===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.&lt;br /&gt;
===The Sixth Tradition: Destruction===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.&lt;br /&gt;
&lt;br /&gt;
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.&lt;br /&gt;
=Relations=&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
==The Convention of Thorns==&lt;br /&gt;
=Members=&lt;br /&gt;
==[[Ventrue]]==&lt;br /&gt;
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.&lt;br /&gt;
==[[Toreador]]==&lt;br /&gt;
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.&lt;br /&gt;
==[[Nosferatu]]==&lt;br /&gt;
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.&lt;br /&gt;
==[[Malkavian]]==&lt;br /&gt;
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.&lt;br /&gt;
==[[Tremere]]==&lt;br /&gt;
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.&lt;br /&gt;
==[[Brujah]]==&lt;br /&gt;
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.&lt;br /&gt;
==[[Banu Haqim]]==&lt;br /&gt;
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.&lt;br /&gt;
==[[Gangrel]]==&lt;br /&gt;
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.&lt;br /&gt;
==[[Lasombra]]==&lt;br /&gt;
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.&lt;br /&gt;
==[[Followers of Set]]==&lt;br /&gt;
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.&lt;br /&gt;
==[[Daughters of Cacophony]]==&lt;br /&gt;
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.&lt;br /&gt;
==[[Tzimisce]]==&lt;br /&gt;
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|[[Nemesis]].|A dramatic term for the Sabbat.}}&lt;br /&gt;
=History=&lt;br /&gt;
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Guide to the Camarilla&amp;lt;br&amp;gt;&lt;br /&gt;
Counsel of Primogen&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire 20th Anniversary Edition Companion&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=937</id>
		<title>Starter guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=937"/>
		<updated>2026-05-18T18:42:26Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is designed for ease of use for first time players, if you are new to byond games, or these style of roleplay communities start here! &lt;br /&gt;
If you are experienced at these kinds of communities, jump straight to applying on our [https://discord.gg/JTbCfX2Dpk Discord] and start your [[Character Creation]].&lt;br /&gt;
&lt;br /&gt;
To start out, go to http://www.byond.com/ and register an account.&lt;br /&gt;
[[file:byondregister.png]]&lt;br /&gt;
&lt;br /&gt;
Then you are ready to download the client, and install it. Use version 516.1663, lower versions are not supported!&lt;br /&gt;
&lt;br /&gt;
You can find most files [https://www.byond.com/download/build/516/ here] and a direct link to the version in question [https://www.byond.com/download/build/516/516.1663_byond.exe here.]&lt;br /&gt;
&lt;br /&gt;
When your BYOND account is set up, and you are logged in, you are equipped with everything you need to [https://discord.gg/JTbCfX2Dpk fill out our application and join our community on Discord.] Once you&#039;re in, start the age verification process.&lt;br /&gt;
&lt;br /&gt;
The age verification process is as follows:&lt;br /&gt;
&lt;br /&gt;
- You open a ticket via the button, and the Scarlet Screen bot DMs you. (If you don&#039;t get a DM within 2 minutes, try clicking the button again)&lt;br /&gt;
&lt;br /&gt;
- You state that you agree to our terms of service and submit a photo of a government issued ID (making sure to censor out everything except the birth date! We recommend MS Paint for this)&lt;br /&gt;
&lt;br /&gt;
- A host or head admin reviews the image without seeing your Discord information (not even your username!)&lt;br /&gt;
&lt;br /&gt;
- You are asked to take a second photo with a unique code or message either written down, or you can type it on your PC and have that in the photo. You can skip this second step entirely by having the ticket open in the background of the image and posting two angles; we ask for this to ensure it&#039;s not AI generated or an image taken from the internet.&lt;br /&gt;
 &lt;br /&gt;
Once you&#039;ve completed the age verification ticket process in Discord, use the #bot-spam channel and run the ?verify command with your &#039;ckey&#039; (BYOND login username .&lt;br /&gt;
&lt;br /&gt;
Some examples of proper ?verify syntax are as follows:&lt;br /&gt;
&lt;br /&gt;
If your BYOND login name is &amp;quot;Buffalo Wing&amp;quot;, use ?verify buffalowing&lt;br /&gt;
&lt;br /&gt;
If your BYOND login name is xxregimeenjoyerxx, use ?verify xxregimeenjoyerxx&lt;br /&gt;
&lt;br /&gt;
Note: Avoid using spaces if your username has any!&lt;br /&gt;
&lt;br /&gt;
The simplest way to connect to our server once verified [https://thefinalnights.com/ is to click the status banner on our Website&#039;s Front Page.]&lt;br /&gt;
&lt;br /&gt;
[[File:EnterTFN.png]]&lt;br /&gt;
&lt;br /&gt;
Our Server address is byond://gehenna.thefinalnights.com:1338 &lt;br /&gt;
To save this BYOND link, start out at your BYOND Application.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenMenu.png]]&lt;br /&gt;
&lt;br /&gt;
Click [[File:Open.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Byondbookmark.png]]&lt;br /&gt;
&lt;br /&gt;
From here, Click [[File:Add.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bookmark info.png]]&lt;br /&gt;
&lt;br /&gt;
Fill in the server info, and name your bookmark, then press OK. That&#039;s it! [[File:open.png]] the bookmark menu back up, and select it from the dropdown menu, and click OK! &lt;br /&gt;
&lt;br /&gt;
Once you have connected to the server, it is time to begin [[Character Creation]]!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=936</id>
		<title>Starter guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=936"/>
		<updated>2026-05-18T18:33:56Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is designed for ease of use for first time players, if you are new to byond games, or these style of roleplay communities start here! &lt;br /&gt;
If you are experienced at these kinds of communities, jump straight to applying on our [https://discord.gg/JTbCfX2Dpk Discord] and start your [[Character Creation]].&lt;br /&gt;
&lt;br /&gt;
To start out, go to http://www.byond.com/ and register an account.&lt;br /&gt;
[[file:byondregister.png]]&lt;br /&gt;
&lt;br /&gt;
Then you are ready to download the client, and install it. Use version 516.1663, lower versions are not supported!&lt;br /&gt;
&lt;br /&gt;
You can find most files [https://www.byond.com/download/build/516/ here] and a direct link to the version in question [https://www.byond.com/download/build/516/516.1663_byond.exe here.]&lt;br /&gt;
&lt;br /&gt;
When your BYOND account is set up, and you are logged in, you are equipped with everything you need to [https://discord.gg/JTbCfX2Dpk fill out our application and join our community on Discord.] &lt;br /&gt;
 &lt;br /&gt;
Once you&#039;ve completed the age verification ticket process in Discord, use the #bot-spam channel and run the ?verify command.&lt;br /&gt;
&lt;br /&gt;
The proper ?verify syntax is as follows:&lt;br /&gt;
&lt;br /&gt;
If your byond login name is &amp;quot;Buffalo Wing&amp;quot;, use ?verify buffalowing&lt;br /&gt;
&lt;br /&gt;
Avoid using spaces if your username has any!&lt;br /&gt;
&lt;br /&gt;
The simplest way to connect to our server once verified [https://thefinalnights.com/ is to click the status banner on our Website&#039;s Front Page.]&lt;br /&gt;
&lt;br /&gt;
[[File:EnterTFN.png]]&lt;br /&gt;
&lt;br /&gt;
Our Server address is byond://gehenna.thefinalnights.com:1338 &lt;br /&gt;
To save this BYOND link, start out at your BYOND Application.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenMenu.png]]&lt;br /&gt;
&lt;br /&gt;
Click [[File:Open.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Byondbookmark.png]]&lt;br /&gt;
&lt;br /&gt;
From here, Click [[File:Add.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bookmark info.png]]&lt;br /&gt;
&lt;br /&gt;
Fill in the server info, and name your bookmark, then press OK. That&#039;s it! [[File:open.png]] the bookmark menu back up, and select it from the dropdown menu, and click OK! &lt;br /&gt;
&lt;br /&gt;
Once you have connected to the server, it is time to begin [[Character Creation]]!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=935</id>
		<title>Starter guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=935"/>
		<updated>2026-05-18T18:32:53Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is designed for ease of use for first time players, if you are new to byond games, or these style of roleplay communities start here! &lt;br /&gt;
If you are experienced at these kinds of communities, jump straight to applying on our [https://discord.gg/JTbCfX2Dpk Discord] and start your [[Character Creation]].&lt;br /&gt;
&lt;br /&gt;
To start out, go to http://www.byond.com/ and register an account.&lt;br /&gt;
[[file:byondregister.png]]&lt;br /&gt;
&lt;br /&gt;
Then you are ready to download the client, and install it. Use version 516.1663, lower versions are not supported!&lt;br /&gt;
&lt;br /&gt;
You can find most files [https://www.byond.com/download/build/516/ here] and a direct link to the version in question [https://www.byond.com/download/build/516/516.1663_byond.exe here.]&lt;br /&gt;
&lt;br /&gt;
When your BYOND account is set up, and you are logged in, you are equipped with everything you need to [https://discord.gg/JTbCfX2Dpk fill out our application and join our community on Discord.] &lt;br /&gt;
 &lt;br /&gt;
Once you&#039;ve completed the age verification ticket process in Discord, use the #bot-spam channel and run the ?verify command.&lt;br /&gt;
&lt;br /&gt;
The proper ?verify syntax if your byond login name is Buffalo wing, is: ?verify buffalowing&lt;br /&gt;
&lt;br /&gt;
Avoid using spaces if your username has any!&lt;br /&gt;
&lt;br /&gt;
The simplest way to connect to our server once verified [https://thefinalnights.com/ is to click the status banner on our Website&#039;s Front Page.]&lt;br /&gt;
&lt;br /&gt;
[[File:EnterTFN.png]]&lt;br /&gt;
&lt;br /&gt;
Our Server address is byond://gehenna.thefinalnights.com:1338 &lt;br /&gt;
To save this BYOND link, start out at your BYOND Application.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenMenu.png]]&lt;br /&gt;
&lt;br /&gt;
Click [[File:Open.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Byondbookmark.png]]&lt;br /&gt;
&lt;br /&gt;
From here, Click [[File:Add.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bookmark info.png]]&lt;br /&gt;
&lt;br /&gt;
Fill in the server info, and name your bookmark, then press OK. That&#039;s it! [[File:open.png]] the bookmark menu back up, and select it from the dropdown menu, and click OK! &lt;br /&gt;
&lt;br /&gt;
Once you have connected to the server, it is time to begin [[Character Creation]]!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=934</id>
		<title>Starter guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=934"/>
		<updated>2026-05-18T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is designed for ease of use for first time players, if you are new to byond games, or these style of roleplay communities start here! &lt;br /&gt;
If you are experienced at these kinds of communities, jump straight to applying on our [https://discord.gg/JTbCfX2Dpk Discord] and start your [[Character Creation]].&lt;br /&gt;
&lt;br /&gt;
To start out, go to http://www.byond.com/ and register an account.&lt;br /&gt;
[[file:byondregister.png]]&lt;br /&gt;
&lt;br /&gt;
Then you are ready to download the client, and install it. Use version 516.1663, lower versions are not supported!&lt;br /&gt;
&lt;br /&gt;
You can find most files [https://www.byond.com/download/build/516/ here] and a direct link to the version in question [https://www.byond.com/download/build/516/516.1663_byond.exe here.]&lt;br /&gt;
&lt;br /&gt;
When your BYOND account is set up, and you are logged in, you are equipped with everything you need to [https://discord.gg/JTbCfX2Dpk fill out our application and join our community on Discord.] &lt;br /&gt;
 &lt;br /&gt;
You&#039;re in! Either inside your entry ticket, or in [[file:Ckeyconnect.png]] you will drop your ckey, then connect to our server after an admin (don&#039;t be afraid to ping a game admin for this!) has added you to the Whitelist. The simplest way to connect to our server, [https://thefinalnights.com/ is to click the banner on our Website&#039;s Front Page.]&lt;br /&gt;
&lt;br /&gt;
[[File:EnterTFN.png]]&lt;br /&gt;
&lt;br /&gt;
Our Server address is byond://gehenna.thefinalnights.com:1338 &lt;br /&gt;
To save this BYOND link, start out at your BYOND Application.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenMenu.png]]&lt;br /&gt;
&lt;br /&gt;
Click [[File:Open.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Byondbookmark.png]]&lt;br /&gt;
&lt;br /&gt;
From here, Click [[File:Add.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bookmark info.png]]&lt;br /&gt;
&lt;br /&gt;
Fill in the server info, and name your bookmark, then press OK. That&#039;s it! [[File:open.png]] the bookmark menu back up, and select it from the dropdown menu, and click OK! &lt;br /&gt;
&lt;br /&gt;
Once you have connected to the server, it is time to begin [[Character Creation]]!&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=File:EnterTFN.png&amp;diff=933</id>
		<title>File:EnterTFN.png</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=File:EnterTFN.png&amp;diff=933"/>
		<updated>2026-05-18T18:29:52Z</updated>

		<summary type="html">&lt;p&gt;Buffy: Buffy uploaded a new version of File:EnterTFN.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=932</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=932"/>
		<updated>2026-05-18T18:25:07Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel+Decorative:wght@400;700;900&amp;amp;display=swap&#039;);&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel:wght@400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
.full-width-image img {&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    height: 100% !important;&lt;br /&gt;
    object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
.red-links a { color: #870000 !important; text-decoration: none; }&lt;br /&gt;
.red-links a:hover { color: #ff0000 !important; text-decoration: underline; }&lt;br /&gt;
/* Infobox */&lt;br /&gt;
@media screen {&lt;br /&gt;
    table.infobox,&lt;br /&gt;
    .infobox tr,&lt;br /&gt;
    .infobox th,&lt;br /&gt;
    .infobox td {&lt;br /&gt;
        background-color: transparent !important;&lt;br /&gt;
        background: none !important;&lt;br /&gt;
        border: 0 !important;&lt;br /&gt;
        box-shadow: none !important;&lt;br /&gt;
        color: #202122 !important;&lt;br /&gt;
        font-family: sans-serif !important;&lt;br /&gt;
        white-space: normal !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    table.infobox {&lt;br /&gt;
        background-color: #f8f9fa !important;&lt;br /&gt;
        border: 1px solid #a2a9b1 !important;&lt;br /&gt;
        border-collapse: collapse !important;&lt;br /&gt;
        width: 22em;&lt;br /&gt;
        float: right;&lt;br /&gt;
        margin: 0 0 1em 1em;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .infobox-header {&lt;br /&gt;
        background-color: #cedff2 !important;&lt;br /&gt;
        font-weight: bold;&lt;br /&gt;
        font-family: &#039;Cinzel Decorative&#039;, serif !important;&lt;br /&gt;
        text-transform: uppercase;&lt;br /&gt;
        letter-spacing: 1px;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=931</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=931"/>
		<updated>2026-05-18T18:18:53Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel+Decorative:wght@400;700;900&amp;amp;display=swap&#039;);&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel:wght@400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
.full-width-image img {&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    height: 100% !important;&lt;br /&gt;
    object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
.mw-page-container {&lt;br /&gt;
    max-width: 1200px !important;&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
.red-links a { color: #870000 !important; text-decoration: none; }&lt;br /&gt;
.red-links a:hover { color: #ff0000 !important; text-decoration: underline; }&lt;br /&gt;
/* Infobox */&lt;br /&gt;
@media screen {&lt;br /&gt;
    table.infobox,&lt;br /&gt;
    .infobox tr,&lt;br /&gt;
    .infobox th,&lt;br /&gt;
    .infobox td {&lt;br /&gt;
        background-color: transparent !important;&lt;br /&gt;
        background: none !important;&lt;br /&gt;
        border: 0 !important;&lt;br /&gt;
        box-shadow: none !important;&lt;br /&gt;
        color: #202122 !important;&lt;br /&gt;
        font-family: sans-serif !important;&lt;br /&gt;
        white-space: normal !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    table.infobox {&lt;br /&gt;
        background-color: #f8f9fa !important;&lt;br /&gt;
        border: 1px solid #a2a9b1 !important;&lt;br /&gt;
        border-collapse: collapse !important;&lt;br /&gt;
        width: 22em;&lt;br /&gt;
        float: right;&lt;br /&gt;
        margin: 0 0 1em 1em;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .infobox-header {&lt;br /&gt;
        background-color: #cedff2 !important;&lt;br /&gt;
        font-weight: bold;&lt;br /&gt;
        font-family: &#039;Cinzel Decorative&#039;, serif !important;&lt;br /&gt;
        text-transform: uppercase;&lt;br /&gt;
        letter-spacing: 1px;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=930</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=930"/>
		<updated>2026-05-18T18:15:56Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel+Decorative:wght@400;700;900&amp;amp;display=swap&#039;);&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel:wght@400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
.full-width-image img {&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    height: 100% !important;&lt;br /&gt;
    object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
.red-links a { color: #870000 !important; text-decoration: none; }&lt;br /&gt;
.red-links a:hover { color: #ff0000 !important; text-decoration: underline; }&lt;br /&gt;
/* Infobox */&lt;br /&gt;
@media screen {&lt;br /&gt;
    table.infobox,&lt;br /&gt;
    .infobox tr,&lt;br /&gt;
    .infobox th,&lt;br /&gt;
    .infobox td {&lt;br /&gt;
        background-color: transparent !important;&lt;br /&gt;
        background: none !important;&lt;br /&gt;
        border: 0 !important;&lt;br /&gt;
        box-shadow: none !important;&lt;br /&gt;
        color: #202122 !important;&lt;br /&gt;
        font-family: sans-serif !important;&lt;br /&gt;
        white-space: normal !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    table.infobox {&lt;br /&gt;
        background-color: #f8f9fa !important;&lt;br /&gt;
        border: 1px solid #a2a9b1 !important;&lt;br /&gt;
        border-collapse: collapse !important;&lt;br /&gt;
        width: 22em;&lt;br /&gt;
        float: right;&lt;br /&gt;
        margin: 0 0 1em 1em;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .infobox-header {&lt;br /&gt;
        background-color: #cedff2 !important;&lt;br /&gt;
        font-weight: bold;&lt;br /&gt;
        font-family: &#039;Cinzel Decorative&#039;, serif !important;&lt;br /&gt;
        text-transform: uppercase;&lt;br /&gt;
        letter-spacing: 1px;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Main_Page&amp;diff=929</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Main_Page&amp;diff=929"/>
		<updated>2026-05-18T18:15:49Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 100%; height: 100%; margin-bottom: 50px; text-align: center; overflow: hidden;&amp;quot;&amp;gt;&lt;br /&gt;
    [[File:Banner5.png|link=|class=full-width-image]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #aed0ea; padding: 15px 20px; margin-bottom: 20px; border-radius: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
== Welcome! ==&lt;br /&gt;
This Wiki is under construction. Please bear with us, or better yet, contribute to the wiki as well!&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 0;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 50%; vertical-align: top; text-align: left;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;plainlinks red-links&amp;quot; style=&amp;quot;font-family:Cinzel; font-size:50px; line-height:1.1; text-align: left;&amp;quot;&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Starter_guide New Players]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Guides Guides]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Rules Rules]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Factions Sects and Septs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Locations Locations]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Criminal_law Mortal Law]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Disciplines Disciplines]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Attributes_and_Abilities Attributes]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Clan Clans]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide Setting and Lore]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://thefinalnights.com/wiki/index.php?title=Downloading_the_source_code Thy Own Realm]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width: 50%; vertical-align: top; padding-left: 20px;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #cccccc; padding: 15px 20px; border-radius: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The Final Nights ==&lt;br /&gt;
The Final Nights is an online multiplayer roleplaying game built on the BYOND platform set in the World of Darkness universe. It focuses on character and setting interaction through canon rounds and events. The server is whitelisted and you must apply on discord to play.&lt;br /&gt;
&lt;br /&gt;
Read more [[What is The Final Nights|here]]&lt;br /&gt;
&lt;br /&gt;
== The Final Nights Community ==&lt;br /&gt;
Main Website: https://thefinalnights.com/&amp;lt;br&amp;gt;&lt;br /&gt;
Forums: https://forums.thefinalnights.com/index.php&amp;lt;br&amp;gt;&lt;br /&gt;
Discord: https://discord.gg/JTbCfX2Dpk&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Server ==&lt;br /&gt;
&#039;&#039;&#039;Download [https://www.byond.com/download/ BYOND] to play.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;San Francisco, 2015:&#039;&#039;&#039; byond://gehenna.thefinalnights.com:1338&lt;br /&gt;
&lt;br /&gt;
== Helping Out ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Help:Editing Editing Guide] - Learn how to edit wiki pages and contribute!&lt;br /&gt;
* [[Special:Upload|Upload Files]] - Upload images&lt;br /&gt;
* [[Special:RecentChanges|Review recent edits]] to help maintain quality.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Main_Page&amp;diff=928</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Main_Page&amp;diff=928"/>
		<updated>2026-05-18T18:12:21Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 100%; height: 100%; margin-bottom: 50px; text-align: center; overflow: hidden;&amp;quot;&amp;gt;&lt;br /&gt;
    [[File:Banner5.png|link=|class=full-width-image]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot; border: 1px solid #aed0ea; padding: 15px 20px; margin-bottom: 20px; border-radius: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
== Welcome! ==&lt;br /&gt;
This Wiki is under construction. Please bear with us, or better yet, contribute to the wiki as well!&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;min-width: 611px; width: 100%;&amp;quot;&lt;br /&gt;
|valign=center; align=left; style=&amp;quot;width: 50%&amp;quot;|&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;New Players&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Guides&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Guides&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Rules&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Rules&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Factions&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Sects and Septs&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Locations&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Locations&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Criminal_law&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Mortal Law&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Disciplines&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Disciplines&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Attributes_and_Abilities&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Attributes&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Clan&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Clans&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Setting and&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Lore&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://thefinalnights.com/wiki/index.php?title=Downloading_the_source_code&amp;lt;p style=&amp;quot;plainlinks;font-family:Cinzel;color:#870000;font-size:50px;text-align:center;line-height:25%&amp;quot;&amp;gt;Thy Own Realm&amp;lt;/p&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=center; align=center; style=&amp;quot;width: 50%&amp;quot;|&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #cccccc; padding: 15px 20px; margin-bottom: 20px; border-radius: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The Final Nights ==&lt;br /&gt;
The Final Nights is an online multiplayer roleplaying game built on the BYOND platform set in the World of Darkness universe. It focuses on character and setting interaction through canon rounds and events. The server is whitelisted and you must apply on discord to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read more [[What is The Final Nights|here]]&lt;br /&gt;
&lt;br /&gt;
== The Final Nights Community ==&lt;br /&gt;
Main Website: https://thefinalnights.com/&amp;lt;br&amp;gt;&lt;br /&gt;
Forums: https://forums.thefinalnights.com/index.php&amp;lt;br&amp;gt;&lt;br /&gt;
Discord: https://discord.gg/JTbCfX2Dpk&amp;lt;br&amp;gt;&lt;br /&gt;
== Server ==&lt;br /&gt;
&#039;&#039;&#039;Download [https://www.byond.com/download/ BYOND] to play.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;San Francisco, 2015:&#039;&#039;&#039; byond://gehenna.thefinalnights.com:1338&lt;br /&gt;
&lt;br /&gt;
== Helping Out ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Help:Editing Editing Guide] - Learn how to edit wiki pages and contribute!&lt;br /&gt;
* [[Special:Upload|Upload Files]] - Upload images&lt;br /&gt;
* [[Special:RecentChanges|Review recent edits]] to help maintain quality.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=927</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=927"/>
		<updated>2026-05-18T18:12:14Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel+Decorative:wght@400;700;900&amp;amp;display=swap&#039;);&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Cinzel:wght@400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
.full-width-image img {&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    height: 100% !important;&lt;br /&gt;
    object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Infobox */&lt;br /&gt;
@media screen {&lt;br /&gt;
    table.infobox,&lt;br /&gt;
    .infobox tr,&lt;br /&gt;
    .infobox th,&lt;br /&gt;
    .infobox td {&lt;br /&gt;
        background-color: transparent !important;&lt;br /&gt;
        background: none !important;&lt;br /&gt;
        border: 0 !important;&lt;br /&gt;
        box-shadow: none !important;&lt;br /&gt;
        color: #202122 !important;&lt;br /&gt;
        font-family: sans-serif !important;&lt;br /&gt;
        white-space: normal !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    table.infobox {&lt;br /&gt;
        background-color: #f8f9fa !important;&lt;br /&gt;
        border: 1px solid #a2a9b1 !important;&lt;br /&gt;
        border-collapse: collapse !important;&lt;br /&gt;
        width: 22em;&lt;br /&gt;
        float: right;&lt;br /&gt;
        margin: 0 0 1em 1em;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .infobox-header {&lt;br /&gt;
        background-color: #cedff2 !important;&lt;br /&gt;
        font-weight: bold;&lt;br /&gt;
        font-family: &#039;Cinzel Decorative&#039;, serif !important;&lt;br /&gt;
        text-transform: uppercase;&lt;br /&gt;
        letter-spacing: 1px;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Basic_Infobox&amp;diff=924</id>
		<title>Template:Basic Infobox</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Basic_Infobox&amp;diff=924"/>
		<updated>2026-05-13T18:20:32Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-header&amp;quot; style=&amp;quot;font-size: 125%; padding: 0.6em; text-align: center; background-color: #cedff2 !important;&amp;quot;&amp;gt;{{{name|{{PAGENAME}}}}}&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;{{#if:{{{image|}}}|&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding: 0.8em 0; background-color: #f8f9fa !important;&amp;quot;&amp;gt;[[File:{{{image}}}|250px]]{{#if:{{{caption|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{caption}}}&amp;lt;/small&amp;gt;}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{occupation|}}}|&amp;lt;tr&amp;gt;&amp;lt;th scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: left; padding: 8px 12px; width: 40%; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;Occupation&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{occupation}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{location|}}}|&amp;lt;tr&amp;gt;&amp;lt;th scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: left; padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;Location&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{location}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{footnotes|}}}|&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 85%; text-align: center; padding: 10px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{footnotes}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;/table&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Copy and paste the following code to add this infobox to an article:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = &lt;br /&gt;
| image      = &lt;br /&gt;
| caption    = &lt;br /&gt;
| occupation = &lt;br /&gt;
| location   = &lt;br /&gt;
| footnotes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Nimisha Zakaria&lt;br /&gt;
| image      = nimi.png&lt;br /&gt;
| caption    = Nimisha photographed around the early 1900s&lt;br /&gt;
| occupation = Primogen&lt;br /&gt;
| location   = San Francisco, California&lt;br /&gt;
| footnotes  = One of many Malkavian Primogens, best known for her cruel affect towards non-Malkavians and extensive list of boons.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Nimisha Zakaria&lt;br /&gt;
| image      = nimi.png&lt;br /&gt;
| caption    = Nimisha photographed around the early 1900s&lt;br /&gt;
| occupation = Primogen&lt;br /&gt;
| location   = San Francisco, California&lt;br /&gt;
| footnotes  = One of many Malkavian Primogens, best known for her cruel affect towards non-Malkavians and extensive list of boons.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Basic_Infobox&amp;diff=923</id>
		<title>Template:Basic Infobox</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Basic_Infobox&amp;diff=923"/>
		<updated>2026-05-13T18:19:57Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-header&amp;quot; style=&amp;quot;font-size: 125%; padding: 0.6em; text-align: center; background-color: #cedff2 !important;&amp;quot;&amp;gt;{{{name|{{PAGENAME}}}}}&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;{{#if:{{{image|}}}|&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding: 0.8em 0; background-color: #f8f9fa !important;&amp;quot;&amp;gt;[[File:{{{image}}}|250px]]{{#if:{{{caption|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{caption}}}&amp;lt;/small&amp;gt;}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{occupation|}}}|&amp;lt;tr&amp;gt;&amp;lt;th scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: left; padding: 8px 12px; width: 40%; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;Occupation&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{occupation}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{location|}}}|&amp;lt;tr&amp;gt;&amp;lt;th scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: left; padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;Location&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{location}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{footnotes|}}}|&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 85%; text-align: center; padding: 10px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{footnotes}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;/table&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Copy and paste the following code to add this infobox to an article:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = &lt;br /&gt;
| image      = &lt;br /&gt;
| caption    = &lt;br /&gt;
| occupation = &lt;br /&gt;
| location   = &lt;br /&gt;
| footnotes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Nimisha Zakaria&lt;br /&gt;
| image      = nimi.png&lt;br /&gt;
| caption    = Nimisha photographed around the early 1900s&lt;br /&gt;
| occupation = Primogen&lt;br /&gt;
| location   = San Francisco, California&lt;br /&gt;
| footnotes  = One of many Malkavian Primogens, best known for her cruel affect towards non-Malkavians and extensive list of boons.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=File:Nimi.png&amp;diff=922</id>
		<title>File:Nimi.png</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=File:Nimi.png&amp;diff=922"/>
		<updated>2026-05-13T18:19:42Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Basic_Infobox&amp;diff=921</id>
		<title>Template:Basic Infobox</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Basic_Infobox&amp;diff=921"/>
		<updated>2026-05-13T18:18:22Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-header&amp;quot; style=&amp;quot;font-size: 125%; padding: 0.6em; text-align: center; background-color: #cedff2 !important;&amp;quot;&amp;gt;{{{name|{{PAGENAME}}}}}&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;{{#if:{{{image|}}}|&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding: 0.8em 0; background-color: #f8f9fa !important;&amp;quot;&amp;gt;[[File:{{{image}}}|250px]]{{#if:{{{caption|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{caption}}}&amp;lt;/small&amp;gt;}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{occupation|}}}|&amp;lt;tr&amp;gt;&amp;lt;th scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: left; padding: 8px 12px; width: 40%; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;Occupation&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{occupation}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{location|}}}|&amp;lt;tr&amp;gt;&amp;lt;th scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: left; padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;Location&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;padding: 8px 12px; font-size: 90%; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{location}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}{{#if:{{{footnotes|}}}|&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 1px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;&amp;lt;hr style=&amp;quot;height: 1px; background-color: #aaa; border: none; margin: 0;&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 85%; text-align: center; padding: 10px; background-color: #f8f9fa !important;&amp;quot;&amp;gt;{{{footnotes}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;/table&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Copy and paste the following code to add this infobox to an article:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = &lt;br /&gt;
| image      = &lt;br /&gt;
| caption    = &lt;br /&gt;
| occupation = &lt;br /&gt;
| location   = &lt;br /&gt;
| footnotes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Nimisha Zakaria&lt;br /&gt;
| image      = nimi.jpg&lt;br /&gt;
| caption    = Nimisha photographed around the early 1900s&lt;br /&gt;
| occupation = Primogen&lt;br /&gt;
| location   = San Francisco, California&lt;br /&gt;
| footnotes  = One of many Malkavian Primogens, best known for her cruel affect towards non-Malkavians and extensive list of boons.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=920</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=920"/>
		<updated>2026-05-13T18:14:42Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=919</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=919"/>
		<updated>2026-05-13T18:14:00Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=918</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=918"/>
		<updated>2026-05-13T18:13:50Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=917</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=917"/>
		<updated>2026-05-13T18:13:29Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=916</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=916"/>
		<updated>2026-05-13T18:11:49Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=File:Hsa.png&amp;diff=915</id>
		<title>File:Hsa.png</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=File:Hsa.png&amp;diff=915"/>
		<updated>2026-05-13T18:11:44Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=File:Cia.png&amp;diff=914</id>
		<title>File:Cia.png</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=File:Cia.png&amp;diff=914"/>
		<updated>2026-05-13T18:10:13Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=913</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=913"/>
		<updated>2026-05-13T18:08:59Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=912</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=912"/>
		<updated>2026-05-13T18:08:37Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=File:Nsa.png&amp;diff=911</id>
		<title>File:Nsa.png</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=File:Nsa.png&amp;diff=911"/>
		<updated>2026-05-13T18:08:23Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=909</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=909"/>
		<updated>2026-05-13T18:06:22Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.webp&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=File:Fbi_sad.png&amp;diff=907</id>
		<title>File:Fbi sad.png</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=File:Fbi_sad.png&amp;diff=907"/>
		<updated>2026-05-13T18:04:37Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=906</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=906"/>
		<updated>2026-05-13T18:03:31Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = F.B.I. &amp;lt;br /&amp;gt;Special Affairs Department&lt;br /&gt;
| image      = fbi_sad.png&lt;br /&gt;
}}&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = National Security Agency&lt;br /&gt;
| image      = nsa.png&lt;br /&gt;
}}&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = C.I.A.&lt;br /&gt;
| image      = cia.png&lt;br /&gt;
}}&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
{{Basic Infobox&lt;br /&gt;
| name       = Homeland Security&lt;br /&gt;
| image      = hsa.png&lt;br /&gt;
}}&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=905</id>
		<title>United States Government</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=United_States_Government&amp;diff=905"/>
		<updated>2026-05-13T18:00:55Z</updated>

		<summary type="html">&lt;p&gt;Buffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Basic Infobox&lt;br /&gt;
| name       = The United States&lt;br /&gt;
| image      = us_flag.png&lt;br /&gt;
| caption    = The U.S. Flag&lt;br /&gt;
| location   = North America&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The United States Government (also known as the U.S. Government, or simply the government) is the ruling authority of the United States. In the World of Darkness, the different branches and institutions of government are infiltrated to varying degrees by supernaturals, with the security agencies meant to shield against such often tangled in their own webs of conspiracy, intrigue and subterfuge. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 127 to 135, as well as parts of the “Project Twilight” (1995) book. Players are encouraged to check the source material themselves if they want to learn more about playing a government agent.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===Early Days &amp;amp; Expansion===&lt;br /&gt;
&lt;br /&gt;
For most of its existence, the U.S. Government was not so much a player as it was a puppet in the games that unfolded in the shadows between competing supernatural factions. It was only in the 1930s, during the crime wave that accompanied the Great Depression, when fresh-faced FBI agent Charles Horner, on the trail of notorious gangster boss Al Capone, was attacked by a vampire. Unlike most other agents who had the misfortune of encountering vampires, Horner survived, and would go on to pursue supernatural cases with a vengeance.&lt;br /&gt;
&lt;br /&gt;
In 1952, his hard work paid off. After many years of frustration and bureaucratic dead-ends, Horner was able to find a close aide of the FBI Director, J. Edgar Hoover, who listened to him, and after speaking with the director himself, he got his wish: the Special Affairs Department was born. While nominally under FBI control, in practice, the SAD retained great autonomy over its activities and operations, much to the chagrin of other Bureau agents, who could only speculate as to the department’s true purpose.&lt;br /&gt;
&lt;br /&gt;
From the 50s to the 90s, the SAD would know several ups and downs. It enjoyed great success and abundant funding during its first years of existence, notably managing to decapitate a Brujah union boss. In the 60s and 70s, however, the department would embark on a number of ill-fated missions to infiltrate and strike against liberation and indigenous rights movements (which were often backed by Garou), resulting in the losses of several veteran agents who had invaluable years of experience behind them. &lt;br /&gt;
&lt;br /&gt;
After Horner’s death in 1973 the department would change directors a number of times, but few inroads were made in regards to supernaturals until a lucky break in 1993 when a US senator, suspecting supernatural involvement in the disappearance of his daughter, managed to contact the SAD. In exchange for aiding in her search, the department would benefit from greatly enhanced funding. For a time, Special Affairs was on a roll, setting up teams and offices from the East to West Coast and everywhere in-between.&lt;br /&gt;
&lt;br /&gt;
Everything changed after 2001.&lt;br /&gt;
&lt;br /&gt;
===A New Millennium===&lt;br /&gt;
&lt;br /&gt;
Following the turbulent start of the 21st century and the subsequent adoption of the Homeland Security Act, the entire US intelligence community was shaken from the ground-up. The SAD was hit heavily during the changes that followed. Their autonomy was revoked, being fully reintegrated in the FBI, and the department’s chain of command was also thoroughly gutted. Most of its staff were either assigned to other divisions or forcibly retired.&lt;br /&gt;
&lt;br /&gt;
Another organization that had to suffer post-2001 was the National Security Agency. During the Cold War, it had quietly grown to be the core of American intelligence efforts, collecting swaths of signals and electronic data from all across the world. Now, though, faced with increasing oversight, much of its leadership was audited and deposed. Its head, General Arthur Clifford, took the brunt of the fall; unfortunately for the NSA, most of their knowledge on supernaturals left along with him.&lt;br /&gt;
&lt;br /&gt;
The remaining trifecta of knowing officers in the NSA were put on a false track by the poorly-understood “chaoscope” technology at their disposal. What the SAD correctly labelled as vampires, the NSA misidentified as “negative bodies” belonging to an “extradimensional realm”. The few agents brought into the fold by these officers are currently busy training armored moon suits with mirrored visors and aural inhibitors - supposedly to protect against &amp;quot;otherworldly influence”.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Central Intelligence Agency, another Cold War giant, was thoroughly compromised by supernaturals from the get-go, with the only agent properly in the know being a paranoid crank who is on his way out. As for the Department of Homeland Security, the most recent addition to the US intelligence community, its relative youth has made it an easy target for infiltration; many officials have been paid off by Kindred to look the other way, with the few DHS operatives determined to pursue paranormal activity being forced to communicate off of an e-mail chain known as the “Watch List”.&lt;br /&gt;
&lt;br /&gt;
All in all, the scarce and spread-out nature of the various different investigations into the paranormal, not to mention the heavy hand of {{Tooltip|the Carmilla|Vampiric society, coined for the First Vampire, Carmilla.}} in politics, has blocked many an agent in his tracks to uncover the truth that hides in the night. Those who persist must inevitably face ridicule from their colleagues and watch their back while on the way back from work. Paranoia is abundant, but so is determination - and these men and women in the service of the government will stop at nothing to get the job done.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
As explained above, the U.S. Government’s various different security agencies vary greatly between each other in their approach against the supernatural. &lt;br /&gt;
&lt;br /&gt;
===Special Affairs Department===&lt;br /&gt;
&lt;br /&gt;
A shadow of its former self, the modern SAD is down from dozens of full-time offices operating countrywide to just three overstretched teams that have to handle the vast majority of supernatural cases received by the FBI from local authorities. Previously feared within the Bureau for its secretive and independent nature, the department is now the butt of many jokes in regards to its ridiculous operational remit. Who would ever believe in monsters and vampires, after all?&lt;br /&gt;
&lt;br /&gt;
SAD agents, besides having to contend with little support from their parent agency, must also deal with the difficult task of sanitizing their reports when sent to HQ. “I encountered a vampire” is a surefire way to get given administrative leave, but “shot and killed a drug-crazed serial killer” is something that can get the nod from higher-ups. The irony of the fact that the department has to clean up the tracks of those they hunt is not lost on them, but given the alternative, they have little choice.&lt;br /&gt;
&lt;br /&gt;
In terms of operations, most are headed up by the SAD’s full-time agents, who possess a wealth of hunting knowledge and experience. But with how few of them they are, the department has to rely on a number of staff from other divisions in the Bureau to pad out its ranks. Most of these agents moonlighted with the SAD, having encountered the supernatural at least once in their past. While they’re not as in the know as their more veteran colleagues, they are aware of what’s at stake.&lt;br /&gt;
&lt;br /&gt;
===National Security Agency===&lt;br /&gt;
&lt;br /&gt;
Post-2001, with the NSA’s leadership thoroughly shuffled and General Clifford forcefully retired to a nursing home, the three officers left in the know - General Shivers, Colonel Riley and Colonel Johnstone - operate under a misguided view derived from what incomplete notes they could scrounge from their predecessor’s office. They believe the US is facing an extradimensional invasion, and have taken to training a small cadre of agents, about two dozen men, at a secret facility in New Mexico.&lt;br /&gt;
&lt;br /&gt;
These agents are thoroughly disconnected from the rest of the NSA, and have not seen any real action so far, instead spending their time keeping known extradimensionals under watch. A number of other operatives in the Agency have begun to found out bits and pieces about supernaturals themselves and have looked into joining forces, but have failed to do so due to the program’s secrecy.&lt;br /&gt;
&lt;br /&gt;
What the higher-ups behind this cadre don’t know is that their operation has already been compromised. Two vampires already within the NSA have been intercepting messages from the officer troika, so any actual action taken would likely lead to the plan’s demise in its entirety. The SAD, which has received information from NSA contacts in the past, has hesitated on full-blown cooperation for this exact reason. A couple of burned CIA spies now work with the Agency, but their numbers are few.&lt;br /&gt;
&lt;br /&gt;
===Central Intelligence Agency===&lt;br /&gt;
&lt;br /&gt;
“The Company” as it is more commonly known, the CIA, due to the external direction of its missions, has had few encounters with the paranormal and as such its leadership always dismissed claims of such as bogus. This is all too convenient for well-connected supernaturals, who will often call upon Company spies to do their bidding abroad and acquire information they couldn’t reach otherwise.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this: Bob Schnoblin. Considered a paranoid crank by most other agents, he nonetheless clings onto his desk job at Langley, largely busy stamping the reports of those actually on the field. When he’s not doing that, however, he’s drawing up his “Pyramid of Satanic Power” - which, given what information he has to work with, is surprisingly accurate, identifying figures such as “King Ventrue (666)”, “The Werewolf Order”, “Vampire Nuns” and, of course, “Black Dog Games”.&lt;br /&gt;
&lt;br /&gt;
===Department of Homeland Security===&lt;br /&gt;
&lt;br /&gt;
The youngest member of the US intelligence community, the DHS was, from its inception, turned into a trojan horse for vampires to sweep their activities under the rug.  This hasn’t stopped some members of the DHS’s various different subdepartments - FEMA, ICE, CBP, TSA, so on and so forth - from catching a whiff of the supernatural and deciding to investigate, even against management orders.&lt;br /&gt;
&lt;br /&gt;
DHS hunters coordinate via an electronic mailing list only known as the Watch List. Who runs it isn’t known; by this point it may very well be a fully decentralized effort. Monthly reminders are sent on the e-mail chain reminding hunters posting about “paranormal domestic terrorists” that the service they are using is probably compromised; both by their higher-ups and by the very creatures they seek to hunt.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
Currently, of the agencies above, only the SAD is playable in-game. As an FBI Special Agent, either a full-time SAD member or an employee from another division who is called upon to occasionally investigate the supernatural, you’re expected to document paranormal entities, largely by observing and, if necessary, terminating such targets.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. You are a federal agent who has likely spent years in training just to get a field assignment. You may have also seen things you can&#039;t unsee by this point. Screwing up here means, at best, a visit to IA; and, at worst, being &amp;quot;sanctioned&amp;quot; (read: killed).&lt;br /&gt;
* DON&#039;T play as a &amp;quot;super-cop&amp;quot;. While the FBI can (and sometimes, should) aid local law enforcement, your main job is handling cases at the national level. You should leave misdemeanours and light felonies to the SFPD, only intervening in emergencies or when relevant to your investigations.&lt;br /&gt;
* DO get involved in plots, or even start some of your own. As an agent, you ought to be keeping vampires and other supernaturals on their toes. Plant a wiretap, run a sting operation, tail people you deem suspicious - whatever it takes to keep paranormal activity in check. Just make sure to watch your back, as you can easily find yourself a target if you dig too far.&lt;br /&gt;
* DON&#039;T spread word of the supernatural. This may seem contradictory for an agent at first, but when faced with a secret society that has its hands in every pie around, staying inconspicuous is your best shot at survival. If someone asks you whether you saw something odd or not, you didn&#039;t. This is also a good way to avoid looking like a credulous idiot, which could run the risk of getting you fired.&lt;br /&gt;
* DO offer other players roleplay, including your enemies. Much of the SAD&#039;s current knowledge comes from analyzing and fighting their enemies up close, and capturing a Kindred is a fantastic opportunity for such, while also letting the other player remain in the game. Executions/RRs should only be done after adequate RP for all sides.&lt;/div&gt;</summary>
		<author><name>Buffy</name></author>
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