Virtual Adept Symbol � 010:�LABEL"The Void Engineers - Some stuff even the other Conventions don't know about the rocket jockies."
� 100: DISPLAY�"

=================================================================

THE VOID ENGINEERS
_________________________________________________________________

                    We Are!
                      we are. . .
                        we are. . .
                          we are. . .
                    We Are The Engineers!
                    We Can!
                      we can. . . 
                        we can. . .
                          we can. . . 
                    Demolish Forty Beers!

                                   - Anonymous Drinking Song


     The Void Engineers are the most eccentric and least
trustworthy members of the Technocracy - at least that's the view
of most other Conventions.  Unfortunately, with the defection of
the Virtual Adepts, their skills have become more vital than
ever.  Long the forefront of Technomancer activity in the Umbra,
the Void Engineers are now the Technocracy's front-line troops in
the Digital Web as well.  This vital dual role has increased the
importance, but not the influence, of the Convention.  

     To keep the fractious Engineers under control, the
Symposiums have consistently required the expenditure of vast
physical resources to make space exploration successful, placing
the Engineer's under the aegis of the shadowy Syndicate.  The New
World Order has made the projects of the Void Engineers matters
of 'National Security' in the countries where they are allowed. 
These two power-mad Conventions keep the Void Engineers from
straying into experimentation that would jeopardize the Time
Table.  They also have most of the Engineers living in fear and
some of them looking for a way out.

     Individual Void Engineers chafe under their dependence on
the Syndicate's funds and the constant supervision of the New
World Order.  Most simply aspire to the relative freedom of
Exploration and Development Stations, others are vocal and short-
lived.  There is a much greater incidence of Questing and Dynamic
Essences among the Engineers than within any of the other
Conventions and the behavior of its members reflects this.  Void
Engineers can be brilliant, erratic, inspired, and even
dangerously insane.  They often resemble the Sons of Ether as
much as they do the other Conventions.

     






SPHERES & FOCI:

               "So we trust in this grand creation 
                Of the scientist's bold art.
                And we trust in the lowest bidders 
                Who constructed all her parts."
          
                       - Steve Savitsky, 'Rocket Rider's Prayer' 


     Many of the Foci employed by the Void Engineers are very
difficult to obtain access to.  This is especially true of those
needed to perform magick beyond the second sphere of Spirit.  In
response, some have taken up the use of old Void Seeker foci even
though this means using Field Expedient and Experimental effects
more often.  A few have even abandoned the use of foci in one or
more spheres in spite of the risks this entails.  Unless she has
virtually abandoned the Technocracy's paradigms, a Void Engineer
using magick without a focus cannot cover it with a coincidental
effect - it is always Vulgar and in front of a witness (the
heretical Engineer, herself).  Those who overcome the need for a
focus completely are in more danger from their fellows than from
Paradox spirits.


Correspondence:     Astronomy:  The Void Seekers used astrolabes
                    and star charts to make effective navigation
                    possible (thus shortening travel times) at
                    the close of the Mythic Age.  Today the Void
                    Engineers can use all manner of astronomical
                    equipment to access the sphere of
                    Correspondence.  Telescopes (from portable to
                    observatory types), star charts, tables,
                    radio telescopes and satellite dishes are all
                    used, depending on the type of effect
                    invoked.  Generally speaking, foci used in
                    viewing remote locations take a small (+1)
                    initiative penalty, while those used in
                    movement take a much larger (+3) one.  

Entropy/Time:       Computer:  When accessing the spheres of
                    Entropy and Time, the Void Engineer must make
                    complex computations using concepts from
                    physics, quantum mechanics, and chaos theory. 
                    Level 1 effects can be punched out on a
                    scientific calculator.  Higher level effects
                    require sophisticated binary computers. 
                    Sufficiently powerful laptops are available
                    to perform any effect in the field
                    (initiative difficulty is +2) but mainframes
                    and super-computers are preferred for level 4
                    & 5 effects (taking minutes or hours to
                    program, but granting reduced difficulties). 
                    

Forces/Matter:      Spectrometer:  Void Engineers use light (and
                    other forms of electromagnetic radiation)
                    reflected from or emitted by patterns of
                    Matter and Forces to analyze and even
                    influence such patterns.  In a pinch, an
                    ordinary glass prism will work for low -
                    level effects.  Normally, a hand-sized
                    portable spectrometer (with built-in scanning
                    laser) is used.  There are no initiative
                    penalties for using such devices.

Life/Mind:     Telemetry:  To make use of the spheres of Life and
               Mind, the Void Engineer must have an established
               communications link with confederates (acolytes or
               fellow Engineers).  Any subjects to be affected
               must also be within communications range of the
               caster - this can simply be shouting distance or
               any form of electronic communications.  There is a
               definite delay in relaying and processing
               telemetry so effects using this focus occur on the
               turn after they are cast, however casting them
               incurs no initiative penalty.

Prime:    Photo-voltaic Cells:  The continuous light of the sun
          is what keeps the Earth from becoming a 'closed
          system,' doomed by the laws of thermodynamics.  So it
          should come as no surprise that the Void Engineers make
          use of solar panels in collecting and manipulating
          quintessence.  Void Engineer constructs make
          conspicuous use of these devices, and individual
          Engineers can carry small versions for field use.  Even
          the cells of a solar-powered calculator are sufficient
          for most needs.  Note that sunlight need only be
          present to fuel patterns - all other uses of Prime
          simply use the cells as a conduit.  Some Engineers use
          other power sources - notably atomic batteries - as
          Foci for Prime.

Spirit:   Space Exploration:  One of the must restricted, but
          most fascinating, areas of research for Void Engineers
          is the realm of Spirit.  Indeed, they are the only
          Convention to actively pursue mastery of this sphere. 
          Observatory telescopes, space probes, and (of course)
          the Hubble Space Telescope are used to plumb the Deep
          Umbra.  The Penumbra is scanned with Earth Observer
          Satellites.  Stepping sideways is permitted only at
          very high altitudes.  Level one and two effects can be
          done by linking to appropriate installations/telemetry
          (initiative penalty of +3).  Level three and higher
          effects require access to restricted telemetry or
          actual space vehicles.  Such spells can take minutes or
          hours to complete and actually gaining access to the
          needed foci can be the work of a lifetime.

Dimensional 
Science:  Cosmology:  Some Void Engineers have combined the
          spheres of Spirit and Correspondence into the
          discipline of Dimensional Science.  The Advanced
          Mathematics of Cosmology and Physics - usually
          performed on computers - is the primary focus for
          Dimensional Science.  Portable computers allow most DS
          effects to be invoked with a +2 initiative penalty. 
          Some Void Engineers have taken to performing
          calculations 'in their heads,' which boarders on the
          abandonment of foci.  These heretical Engineers are
          currently under close scrutiny by a special Amalgam. 
          Some Dimensional Science effects also require complex,
          futuristic foci so far beyond the current paradigm that
          they are only useable in the Umbra.  These odd
          technologies are usually voice controlled and take no
          initiative penalty.  The Dimensional Scientists refer
          to their improbable devices as Tecknology, and are
          developing applications in other Spheres, Including
          Prime and Forces.  In addition, Space Exploration and
          Astronomy have also been adapted to the precepts of
          Dimensional Science.  As a final note, some Tradition
          theorists fear that Dimensional Science may prove to be
          the first step towards the mythical Tenth Sphere - and
          a certain Technocratic victory in the Ascension War.

Virtual Reality:    When working on the Digital Web, Void
                    Engineers adapt all of their foci to computer
                    simulations.  Thus their focus for all
                    spheres effectively becomes their computer. 
                    This allows them to use most Virtual Magick
                    as Conventional Science (Static Magick). 
                    Their facility in this is not quite as great
                    as the Virtual Adepts, but the gap is small. 
                    Dimensional Scientists have a love-hate
                    relationship with the Digital Web.  On the
                    one hand, their computer foci are enormously
                    powerful there and they can perform all
                    manner of Experimental science without much
                    risk of Paradox - or complaint from the other
                    conventions.  On the other, they view the Web
                    as a pointless distraction from the grandiose
                    scope of the Deep Universe.


CONVENTIONAL AND FIELD EXPEDIENT EFFECTS:

              "Second stage is cut - 
               We're now in orbit.  Stabilizers up - 
               Running perfect.  Starting to collect - 
               Requested data.  What will it effect? 
               When all is done. . ."
                                        - "Major Tom" 


Earth Observer Satellite Telemetry:  Spirit *  Correspondence * *
     By training her satellite dish on an Earth Observer
Satellite, the Void Engineer receives data about any location on
the globe he wishes.  These data, collected in the infrared and
other spectra allow her to construct an image of the local
penumbra.
     [This rote combines the effects of Correspondence Sensing
and Spirit Sight.  The Gauntlet is effectively pierced at the
orbital altitude of the satellite being used so only two success
are necessary, unless the point to be viewed is not well known to
the caster]
     F/X - With the introduction of the EOS system to the masses,
this activity is now Field Expedient (Coincidental).

Probe Telemetry:  Spirit * * 
     This activity simply accesses the Telemetry of one of many
space probes that have been launched by the Void Engineers. 
Every 'planet' that has been probed is available for
investigation since the probes actually have much longer useful
lives than has ever been revealed to the masses.
     [This is a version of Plumb the Deep Umbra note that only
those areas of the Deep Umbra explored by Void Engineer probes
(all planets except Pluto & Mercury) are accessible, but a high
level of information can be gleaned.]
     F/X - This effect is Static if used to view the 'surface' of
planets, if used to view the actual realm, it is Field Expedient.

Hubble Telemetry:  Correspondence * *  Spirit * *
     The Hubble Space Telescope is perhaps the most coveted focus
in the world.  A Void Engineer who gets time with the Hubble can
view any region of the Deep Umbra.  The distortions caused by the
HST's 'flawed optics' allow the Void Engineers to draw
conclusions about the realms they view as well the 'stellar
objects' credited by conventional science.  The other Conventions
are not amused.
     [This is a version of Plumb the Deep Umbra but is not as
restricted in its capabilities as other, similar Void Engineer
Effects.]
     F/X - Use of the Hubble is Conventional, even when realms
are being viewed.

Telescopic Observation:   Spirit * * 
     This is the tried and true way of investigating the Deep
Umbra.  Telescopic Observation is used to scan the heavens for
evidence of Nephandi and Marauder activity and to provide the
Void Engineers with data for their many experiments.
     [This is yet another version of Plumb the Deep Umbra.  Only
areas corresponding the night sky can be investigated and clear
skies are required.]
     F/X - Telescopic Observation is a Conventional practice.

SETI   Spirit * * 
     You, too, can be a part of the Search for Extra-Terrestrial
Intelligence.  All you need is a radio telescope and lots of
patience.  If you are a Void Engineer you will soon find yourself
conversing with the inhabitants of the Umbra and even the Deep
Umbra.  You may also find yourself answering many difficult
questions posed by Men in Black.
     [This is virtually the only Technocracy effect that allows
for the use of Call Spirit.  All warnings about dealing with
spirits go Triple for Void Engineers.]
     F/X - The use of SETI equipment is Conventional, actually
getting an answer is Field Expedient at best.

Sub-Orbital EVA   Spirit * * *
     Void Engineers can only enter the Penumbra at high altitudes
where the gauntlet is fairly weak.  The required equipment for
Extra-Vehicular Activities include a space suit and umbilical. 
The effect is used to repair umbral satellites and reach space
stations (anchorheads to horizon realms).
     [This effect allows Void Engineers to Step Sideways into
Gaia's Near Umbra and back.  It also allows stepping from the
Near Umbra of some other realm to it's physical manifestation if
that realm has a gauntlet.  The Gauntlet at sub-orbital altitudes
requires only two successes to pierce.]  
     F/X - EVA is Conventional in orbit.  In the atmosphere it is
always Experimental (Vulgar).

Life Support Systems  Spirit * * * * *   Forces * * *  
                      Matter * *   Prime * *
     In the void of space, everything - food, water, air, warmth
& light - must be provided artificially.  In the vastness of
interstellar space, provisions must be made for producing such
necessities, for it would be virtually impossible to take enough
supplies for such long journeys.
     [Tradition Mages use the sphere of Spirit to keep themselves
alive during sojourns into the Deep Umbra.  The more rational
Void Engineers prefer not to breathe 'Ether' or eat 'Spirit
Food,' so they also include the necessary equipment and
Procedures to reproduce required mundane supplies.  Normally, a
mystic can remain in the Deep Umbra for the duration of his 'Deep
Umbral Travel' effect.  Void Engines routinely have their Life
Support Systems 'charged' for years of continuous use, and
generally have fall-back supplies of Quintessence, as well.]
     F/X - The effect is Conventional for orbital journeys, but
is officially considered experimental during interplanetary and
interstellar travel - though there is, of course, not Paradox
involved.

Inter-Planetary Launch & Fast Ion Drive   Spirit * * * * *
     This is actually a pair of effects used to escape the
Earth's gravitational field and journey quickly (at a significant
fraction of the speed of light) to other planets.  The Void
Engineers have several orbital (Near Umbra) facilities capable of
initiating such journeys.
     [Inter-Planetary Launch is the Void Engineer version of
Break the Dreamshell.  Fast Ion Drive moves the vehicle per Deep
Umbral Travel.]
     F/X - Because these effects are used in the Umbra, they draw
paradox like Coincidental Magic, however the other Conventions
regard them as Experimental.

Global Positioning System  Correspondence *
     Void Engineers can access a satellite system to instantly
ascertain their exact position on the globe.  The GPS is
available to the other Conventions as well and is often put to
unauthorized use by the Virtual Adepts.  In the past this was
done by observing stellar positions with an astrolabe or sextant
and consulting tables.
     [One success give a position good to within a few miles, two
successes to within meters, and three or more with any desirable
level of accuracy.]
     F/X - Conventional activity for the Void Engineers.

Simulation   Correspondence *
     Void Engineers use sophisticated computer simulations to
enter the virtual reality known as the Digital Web.
     [This is a version of Hardware Entry (Digital Web p.98).]
     F/X - Simulation is a Conventional effect.

Observation   Correspondence * *  Time * * 
     The many eyes of the Void Engineers do not look only
outwards.  The Void Seekers used their telescopes to view events
beyond the horizon by watching their reflections in portions of
the upper atmosphere.  Today, satellites used for surveillance
and communication give the Engineers even more potent abilities. 
Technomancer satellites can see through walls (and ceilings) by
scanning the infrared and even hear conversations by measuring
the air's vibrations with a laser beam.  It is even possible to
view past events by watching light from those events reflected
back off of distant objects.  This last application requires
digital enhancement and reconstruction more sophisticated than
any available to sleepers.
     [An application of Correspondence Sensing and
Retrocognition, Observation allows the caster to see any point on
the surface (or near the surface) of the earth and to view events
in the past as well.  The sphere of time (and computer focus) is
only necessary when past events are viewed.  The level of success
required is still based on the Correspondence range chart.]
     F/X - Spying on the surface (either with telescopes or
satellites is Conventional.  Viewing the past in reflected light
has not yet been revealed to the Masses and is Field Expedient.

Navigation   Correspondence * * *  or  * * * *
     One of the first really valuable effects created by the Void
Seekers, Navigation - originally done by observing the stars -
allows travellers to make the best possible speed to their
destination and to plan for the journey precisely.  This includes
avoiding possible delays and dangers along the way.
     [A Void Engineer travelling alone can use Navigation to
figure the fastest route between two distant locations given
available transportation.  If willing to cast the rote
Coincidentally he can also have the best possible form of
transportation made available.  Five successes reduce travel time
to the absolute smallest interval conceivable, one success simply
finds the shortest route.  The fourth sphere of Correspondence is
used if passengers are to be taken along.  This is effectively a
form of Teleportation 'covered' by an established Static effect.]
     F/X - Navigation is a well-established Conventional effect
as long as transportation is at hand.  It is Field-Expedient when
transportation is Coincidentally called up.  

Sample Container:   Spirit * * * *
     This effect 'shields' a small container or even a room. 
Samples from extra-terrestrial sources can be kept within such
Containers without fear of contamination (in either direction).
     [This is an application of Control Gauntlet.  It creates a
bubble of Ephemera within the physical universe surrounded by an
extended and strengthened gauntlet.  The Gauntlet strength is
equal to the number of successes obtained in its creation
(difficulty of 5+successes, to max 10 in Werewolf terms). 
Umbrood who lack the ability to materialize can thus be brought
into the real world.  A minor variation on this effect taps the
power of the sample inside (effectively creating a
TechnoFetish).]
     F/X - Creating and filling a Sample Container is
Conventional however, opening one in the real world can result in
paradox.  The fetish-like variation is Experimental.
     


EXPERIMENTAL & DIMENSIONAL SCIENCE EFFECTS:

               "The Meek shall inherit the Earth...
                The rest of us are going to the Stars!"

                              - T-Shirt seen at a SF Convention.

Hyperspace Jump  Dimensional Science * * *
     Add a 4th axis to three dimensional space and you have
defined hyperspace.  Void Engineers have developed a way of
successfully navigating the treacherous vastness of four
dimensional space by using the gravity 'shadows' of stars and
planets as references.  The Technocracy's Time Table introduces
this technology somewhere in the 22nd century in the form of
monolithic starships.  While it remains experimental, the Void
Engineers figure they may as well use it with much smaller foci
instead.
     [This is similar 'The Seven League Stride' or 'Leap
Sideways' and allows transportation between distant points in the
Umbra or physical space.  This rote requires several foci that
are well beyond current science including a pocket gravity-wave
detector and a 'dimensional stabilizer' as well as a navigational
computer.]
     F/X - This rote is Experimental.  Coincidental effects can
be used to 'cover' it as with Tradition magick.

StarGate   Dimensional Science * * * *  or * * * * *
     The Time Table admits this technology some decades after
Hyperspacial Jumping becomes commonplace.  It opens a stable
'gate' between two distant points in space.  All comments under
Hyperspace Jump go double for this one.
     [This effect combines  'Hermes Portal' with 'Breach the
Gauntlet' or 'Break the Dreamshell' - depending upon where the
StarGate leads.]
     F/X - This effect is Experimental unless covered by a
Coincidental Effect.

Dimensional Manifold   Dimensional Science * * * * *  Prime * *
     Also called a Warp Bubble or Shield, the Dimensional
Manifold is the key enabling technology of the Void Engineers'
most advanced vehicles.  It maintains a normal environment on
Void Engines travelling through the Deep Universe much as other
Life Support systems.  However, the purpose of the Manifold is
not merely to provide a livable environment, but to shield the
vehicle from the reality and denizens of the Deep Universe, as
well.    
     [The Dimensional Manifold creates an artificial Gauntlet
around the affected Void Engine (the Gauntlet rating is equal to
the intensity of the Manifold effect).  Within the artificial
Gauntlet, the physical laws of the Void Engineers hold sway,
allowing mundane technology and VE Tecknology to function
normally, and the Engineers and their Acolytes to live
comfortably (the Manifold even enables the Engineers' advanced,
Pattern creation technologies), even in the furthest reaches of
the Deep Universe.   
     While this enforced reality does not allow the Void
Engineers to take the force of Paradox with them into the Deep
Universe, it does cause anything entering the manifold to conform
to the enforced reality in a superficial way.  Likewise,
everything examined through the Manifold is perceived in the
context of VE science.  The practical advantages of this
perceptual shift are minimal to the Awakened, but it does help
keep the Engineer's acolytes sane, and makes for more consistent
log entries.]
     F/X - The Manifold can only be activated in the Umbra, so
there is no particular risk of Paradox.  However, the Symposia
still consider the underlying tecknology to be Experimental.
     
Vibratory Reality Shift   Dimensional Science * * *
     This is a highly experimental way of 'Stepping Sideways'
while on the surface.  It conceptualizes the Penumbra as a
separate but co-existent 'vibratory reality' - an alternate
universe whose sub-atomic oscillations make it invisible and
insubstantial with respect to our own.  There are a number of
other, equally weird explanations as well.  None have been
accepted at a symposium yet.
     [A version of 'Stepping Sideways.'  The focus is a 'phase
discriminator' that ranges from booth-sized to hand held.]
     F/X - This rote is always Experimental unless covered by
some Coincidental effect.

Personal Shield   Dimensional Science * * * *
     This particular piece of Tecknology has not been officially
accepted by a Symposium, but it is in fairly common use in the
fringes of Void Engineer space.  A personal shield is a small,
belt mounted, generator that produces an 'energy shield' to
protect the bearer.  
     [The 'energy shield' produced actually has nothing to do
with forces, it is more like an artificial Gauntlet.  Penetrating
a Personal Shield requires a successful use of Spirit or
Dimensional Science two, with a greater intensity than that of
the Shield.  Acolyte-useable Talisman Personal Shields can also
be penetrated by a melee or brawl - but the difficulty of the
attack is increased by the Intensity of the Shield.  The
protected individual must also be able to attack across the
Gauntlet if he is to attack while Shielded.  Note that
penetrating a Shield does not cause it to fail, subsequent
attacks must still get past it.]
     F/X - A Personal Shield can be activated, even in the real
world, but is Experimental.  They can, of course, be freely used
in the Umbra and Deep Umbra.

Anionic Interference Pulse   Dimensional Science * * * * *
     This effect tunes a destructive pulse of energy to the
individual waveform of an 'Anionic Life Form' (unmanifested
spirit), annihilating it totally.  Such energy beings have long
been a bane of Void Engineer explorers, so the AIP has been well
received.  The weapon has a more sinister side, however - if
turned upon a human, an AIP devastates the victim's psyche,
leaving him a zombie-like, soulless, husk.  
     [This Gilgul-like effect is designed to destroy spirits. 
There are many ways of attacking a spirit to reduce it's Power,
but the spirit can always go into slumber and regenerate.  An AIP
inflicts 5 Power worth of damage per Intensity on any type of
spirit, destroying the target permanently if it's Power is
reduced to zero.  When turned on a human, each success reduces
the victims's Willpower one.  Once Willpower is zero, the victim
is reduced to a zombie-like state, unable to initiate action on
it's own.  For each success after 5, the victim's Avatar is also
reduced by one - if taken below zero, the victim's magickal
abilities are lost forever.  If his Avatar is 'merely' damaged,
it will regenerate in time (how much time, and what measures must
be taken are up to the ST).  The effect is resisted by Willpower. 
Note that damage caused to Spirits or Willpower is cumulative,
but that destruction of an Avatar must be all at once.  And that
only the designated victim is affected (the weapon is tuned to
the individual spirit's or person's unique anionic signature), so
it is possible to 'exorcise' a possessing spirit without
affecting the subject.]
     F/X - This effect is always Vulgar when used in Consensual
Reality.  It can even be Vulgar in many Near Umbral and Horizon
Realms.  It can be used freely in the Deep Universe.

Position Determinism   Correspondence * * * 
     The Void Seekers occasionally risked Paradox to use this
rote to travel instantaneously by 'proving' that they were
actually at the new position.  This kind of 'upside down science'
is fine for the Sons of Ether, but anathema among the
Conventions.  This rote is officially outlawed, however, because
of its simple foci it is often used by desperate Engineers in a
pinch or by those travelling in the Penumbra where the danger of
Paradox (and of detection by the other Conventions) is minimal.
     [This is a version of 'The Seven-League Stride.'  The Void
Engineer must have an accurate map, star chart, and a sextant,
astrolabe or even a compass & protractor.]
     F/X - This rote can be Coincidental (in the Tradition's
sense) if the Engineer really is lost and could have reached his
destination in the time he has been travelling.  Otherwise, it is
Vulgar.

Inire's Mirrors   Correspondence * * * *  Spirit * * * * * 
     The heretical Void Seeker, Father Inire, built a set of
opposing mirrors that infinitely reflected the distant stars. 
The supposed observatory was really a gateway, a gateway to any
place - physical or spiritual - in the Tellurian.  History says
that Father Inire was stripped of his Avatar by the Order of
Reason and burned as a witch by the Inquisition.  Some however,
contend that he used his Magickal Mirrors to escape.
     Father Inire's Mirrors predated the Dimensional Science
movement by centuries, but the nature of the Mirrors - the
blending of Correspondence and Spirit - suggests that the
heretical Void Seeker may merely have been ahead of his time.
     [This is a combination of 'Hermes Portal,' 'Breach the
Gauntlet,' 'Break the Dreamshell,' and 'Deep Umbral Travel.'  It
effectively allows instant travel to any place in any realm,
physical or spiritual.  Five successes are needed to pierce the
Dreamshell - the most difficult part of the process.  If used to
travel to an umbral location only the local gauntlet at the
Mirrors must be pierced.  Use the normal correspondence range
chart to reach other locations in the physical world.  A little
known fact is that the mirrors were one-way devices.  A new set
must be built at the destination in order to return.]
     F/X - Inire's Mirrors are Vulgar period.  Only a Marauder
could use them without incurring Paradox.


Copyright 94-97, Tony Vargas 

=================================================================


��"
��990: PRINT�"All writing in this site (excepting Trademarks of White Wolf Game Studios) is Copyrighted, 94, 97, 98 by Tony Vargas"
��999: END OF FILE




1