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    Hollow Knight: Silksong — All Seven Crest Locations and Best Playstyles Master all seven Hollow Knight: Silksong Crests, from Hunter to Shaman, with locations, slot colors, and combat perks that trivialize bosses. In Hollow Knight: Silksong, Crests are not just shiny trinkets — they are the backbone of Hornet's entire kit. Seriously, picking the right Crest can make a brutal boss feel like a walk in the park, while the wrong one can leave you tearing your hair out. Each Crest changes your basic melee attacks, dictates the color-coded slots you have for tools, and often brings a special twist like life steal or drill strikes. Whether you're a speedrunner, a support player, or someone who just wants to bonk bosses into next week, there's a Crest for you. Here's the lowdown on all seven Crests discovered so far as of 2026, including where to find them and what makes each one tick. Crest Starting Slots Specialty Hunter 1 White, 1 Red, 1 Yellow, 1 Blue Balanced Wanderer 2 Yellow, 1 Red, 1 White Speed/support Reaper 1 White, 1 Red, 1 Yellow, 1 Blue Heavy combat, silk gain Beast 1 White, 2 Red Life steal Witch 1 White, 1 Red, 1 Blue Twisted Root life steal Architect 3 Red Drill attacks, craft tools Shaman 2 Blue Triple Silk Skills Hunter Crest — The Default Option The Hunter Crest is the one you wake up with, no farming or key required. It's balanced, giving Hornet one slot each for white, red, yellow, and blue tools. That's handy for learning the ropes. The catch? Its diagonal downward attack can feel a bit wonky during tight platforming bits, so don't be surprised if you whiff a pogo or two. Still, it's a dependable all-rounder until you find something spicier. ️ Wanderer Crest — Speed & Support To snag this one, you'll need to head beneath Moss Grotto and unlock the Bonegrave with a Simple Key. Pebb in Bone Bottom sells one, but at 500 Rosaries it's a real grind early on. Honestly, waiting until you've banked some Rosaries is the smart play. Once inside, head west and follow the path to claim the Wanderer Crest. It kicks off with two yellow slots, one red, and one white, making it a dream for support-focused builds that lean on speed and utility. ️ Reaper Crest — Silky Smooth When you reach Greymoor, make a beeline for the far west and the Chapel of the Reaper. Clear the arena fight, climb to the top, and the Reaper Crest is yours. This one is much more combat-focused, dishing out heavy strikes and boosting the silk you build from defeated enemies. Its starting slots mirror the Hunter — a balanced set — but the downward strike is way easier to pull off. If pogo-jumping over spikes is your jam, the Reaper Crest is a solid pick. 🩸 Beast Crest — Life Stealer The Beast Crest waits in Hunter's March, at the Chapel of the Beast along the southeastern passage of that gnarly area. You'll need to beat the Savage Beastfly first. It starts with one white and two red slots, and later upgrades add yellow but no blue. The real draw here is the life-stealing ability: Hornet can go berserk and heal by attacking enemies. For aggressive players who hate backing off, this Crest is a total game changer. Witch Crest — Act 2 Exclusive This one's locked behind Act Two, and it's no quick pickup. You'll need to finish the Wishes 'Rite of Rebirth' and 'Infestation Operation,' which form the Twisted Root questline across Shellwood and Greymoor. After both are done, head back to Greyroot in Greymoor to receive the Witch Crest. It starts with one white, one red, and one blue slot, with room to add more blue and red later. The ability to summon Twisted Root extensions and steal life from enemies is as creepy as it is useful. ️ Architect Crest — Twisted Mind Head east of the Underworks area to find the Twelfth Architect, who'll sell you the Architect's Key for 110 Rosaries. Keep in mind you need at least 25 tools in your inventory before he'll even consider it. Take that key to the northern part of The Cauldron, unlock the Chapel of the Architect, and claim your prize. The Architect Crest turns Hornet's needle into a drill and lets her craft tools on the fly by spending Silk. It starts with three red slots, with upgrades adding two blue and two yellow — pure damage, no fluff. ️ Shaman Crest — Silk Skills Galore Last but not least, the Shaman Crest only shows up in Act Three. After unlocking Silk Soar, head to the specified spot, run right a screen, and break through to a higher platform just below the ceiling light. Follow the path over spikes, drop down, and dive into a deep pit to find it. Its big selling point? You can equip three Silk Skills at once, each slightly empowered. The trade-off is just two blue slots, so plan your loadout carefully. So that's all seven Crests uncovered so far in Hollow Knight: Silksong. Each one can flip the script on how Hornet plays, so don't be shy about experimenting. Whether you're after speed, life steal, drill attacks, or triple Silk Skills, Pharloom has you covered — if you're willing to hunt them down. Now get out there and claim them all. ️ Before you dive into Pharloom and start tracking down every Crest, it's worth making sure you've got the game in your library at the best possible price. With a title this anticipated, prices tend to fluctuate quickly — especially around launch windows and seasonal sales. If you're looking to grab Hollow Knight: Silksong without overpaying, keep an eye on the latest [game deals today]( to catch discounts the moment they drop. You never know when a solid price cut might appear, and every saved coin is another step toward those expensive tool upgrades. Happy hunting, and may your Silk meter always be full. https://dealnesthq.com
  • How to Get the Fractured Mask in Silksong

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    How to Get the Fractured Mask in Silksong The Fractured Mask in Hollow Knight: Silksong blocks one critical hit then shatters; Mottled Skarr sells this missable Tool in Hunter’s March. In Hollow Knight: Silksong, Hornet can dodge, slash, and parkour through an entire kingdom, but even the nimblest protagonist occasionally eats a hit that feels like being swatted by a cathedral bell. That is where the Fractured Mask earns its keep. This blue Tool acts as a crunchy layer of insurance: it protects Hornet from critical damage, breaks in the process, and then patiently waits at a bench to be glued back together. Like most things worth owning in Silksong, it is completely missable. Hunters in a hurry will sprint right past the vendor like a tourist ignoring a perfectly unmarked taco stand. As of 2026, the hunt for this missable Tool still sends players rummaging through Hunter’s March like they lost a contact lens in a carpeted hallway. How the Fractured Mask Works The Fractured Mask is not just a stylish blue trinket. Its official description says it plainly: Shields against critical damage but shatters on impact. If shattered, the mask will be repaired while resting at a bench. Mechanically, it behaves like a one-use bodyguard made of sugar glass. It takes exactly one terrible idea, does its job, and then evaporates until Hornet sits down for a rest. Think of the Fractured Mask as the cicada husk of defensive tools: impressive, hollow, and single-use until a bench breathes life back into it. Scenario How the damage is handled Fractured Mask result Fatal blow All damage is completely nullified once Shatters Hit that deals two hearts or masks One heart of extra damage is blocked; the remaining heart still goes through Shatters Once it shatters, the mask becomes a decorative reminder of poor decisions until Hornet rests at a bench and repairs it. Where to Find Mottled Skarr The Fractured Mask is sold by Mottled Skarr in Hunter’s March, an early Act 1 area. The secret vendor hides in the room directly above the trapped bench. Unsurprisingly, the game does not roll out a red carpet for this discovery. To reach the vendor, players first need the Drifter’s Cloak, which is unlocked by completing the Flexile Pines quest. With that cloak equipped, Hornet can ride the air current at the location marked on the Hunter’s March map to reach the top of a tall shaft. On the top level, the entrance to a seemingly empty room sits on the left. That emptiness is a lie. Players should hug the left wall and jump left to enter the secret passage leading to Mottled Skarr. After avoiding the traps, the NPC can be found sitting on the leftmost side of the room. Entering this hideaway is like finding a false back in a suspiciously empty wardrobe, except the wardrobe also has spike traps and a merchant. Mottled Skarr’s Inventory Mottled Skarr does not have a huge catalog, but he does have exactly what a cautious Hornet needs. Item Price Curveclaw 140 Rosaries Fractured Mask 260 Rosaries Shard Bundle 50 Rosaries For 260 Rosaries, the Fractured Mask is not an outrageous purchase. Players should think of it as a relatively cheap get-out-of-one-mistake pass. The real cost is the detour: climbing the shaft, sniffing out the secret passage, and surviving the traps before the shop even appears. The Fine Print: Critical Damage Explained The Fractured Mask only reacts to critical damage, which can happen in two specific ways: A hit that deals two hearts or masks of damage to Hornet. A hit that would destroy Hornet’s last heart or mask. For fatal hits, the mask fully nullifies all damage once before breaking. For two-heart hits, it shields Hornet from one heart’s worth of extra damage while the remaining one heart of damage still goes through. In both cases, the mask works only once before being destroyed. It is not a reusable shield. It is a crumple zone in a very small, very angry vehicle: it deforms so Hornet does not have to. Bottom Line The Fractured Mask is one of the earliest and most practical Tools a player can grab in Act 1. It will not carry Hornet through a boss gauntlet, but it will stop one catastrophic hit from ending a run. For the price of 260 Rosaries and a brief detour through some traps, players get a single-use defensive miracle. Just do not expect it to stick around after the chaos. Like a bouncer who stops one flying bottle and then clocks out, it does its job and waits for the bench to call it back. Managing Rosaries wisely is half the battle in Silksong, and knowing when to spend or save in-game currency is a skill that carries over to real-world gaming habits. The same mindset that makes you pause before dropping 260 Rosaries on a single-use Tool—asking whether the protection is worth the detour—is exactly what separates a savvy player from one who burns through resources without thinking. Getting the most value out of every purchase, whether it’s a defensive item in Hallownest or a game in your library, comes down to knowing where the good deals actually are. Players who appreciate that kind of cost-benefit analysis will find familiar ground in tracking down great prices for their next adventure. Just as the Fractured Mask rewards the hunter who takes a brief detour through traps to reach Mottled Skarr, hunting for the [cheapest steam keys]( on DealNest rewards those willing to look past the storefront. The best bargain is rarely the one sitting in plain sight—it takes a little patience, a little digging, and a willingness to check the hidden corners before you commit your hard-earned currency, whether it comes in the form of Rosaries or a credit card. https://dealnesthq.com
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    All Seven Crests in Hollow Knight: Silksong and How to Get Them Silksong Crests guide: uncover all seven powerful relics, their locations, and how they transform Hornet's abilities in Pharloom. I have been running Hornet through Pharloom again in 2026, and if there is one thing that changes a Silksong playthrough more than tools, it is Crests. These seven equippable relics are hidden across chapels and questlines, and each one alters how your needle, silk, and survivability work. Below is my updated field guide for all seven crests, where to find them, and what they actually do. Quick Crest Summary Crest Location Main Benefit 1 Crest of the Wanderer Bone Bottom More critical hits at shorter range 2 Crest of the Beast Hunter's March Life-stealing savage attacks 3 Crest of the Reaper Greymoor Heavy slower attack plus extra silk drops 4 Crest of the Witch Shellwood questline Infestation transformed into crest 5 Crest of the Hunter Upgrade Weavenest Atla Base crest upgrade; possible Vesti Crest 6 Crest of the Architect Underworks Tool-related crest reward 7 Crest of the Shaman Ruined Chapel Final crest tied to Act 3 and Silk Soar Crest #1: Chapel of the Wanderer I almost skipped this one on my first run, but Grindle, the bug you rescue in The Marrow, can hint at the location if you pay him a few rosaries. From the maiden at the start, head right past the pond into a graveyard around a run-down old chapel. The inside is a wave fight against pilgrim bugs. They are simple if your health is full because their movement patterns match the ones outside. After clearing the room, go deeper until you see a cloth-covered corpse. Stab it and bind to it three times. The screen will flash blinding white and you receive the Crest of the Wanderer, shaped like a lyre. It makes your needle strikes shorter but crit more often, which is great for aggressive close-range builds. Crest #2: Chapel of the Beast Deep in Hunter's March, the Chapel of the Beast is lit by candles. This chapel has a flying mini-boss, the Savage Beastfly. It moves like the smaller beastflies from Bone Bottom and Moss Home, but faster and far more aggressive. I recommend entering with at least Swift Step to keep up with its movement. Silkspear or traps from Deep Docks also drain the beastfly quickly. Knock it out twice and a left chamber opens. Stab the large Savage Beastfly husk three times to claim the Crest of the Beast. It adds life-stealing to Hornet's attacks and lets you enter a wild fury while slashing into prey. Crest #3: Chapel of the Reaper On the far left of Greymoor is a chapel marked clearly on the map. This is another wave fight, but now you face scissor bugs, heavy staff bugs, and rake bugs. Clear them and travel upward to a cloth-covered corpse. Stab it three times for the Crest of the Reaper. This crest gives Hornet slower, heavier needle attacks and allows you to collect extra silk from fallen foes. I found it especially useful in Bilewater, where the silk-eating affliction can quickly drain your resources. Crest #4: Witch Crest This one is a long questline involving Greyroot and Yarnaby, and it will lock away your other crests, combat silk abilities, and tools until the end. The route is: Enter Bilewater through the Whispering Vaults and find the Twisted Bud. Go to Shellwood, hand the Twisted Bud to Greyroot, and accept the Rite of Rebirth. After completing her wish, go to Bellhart and speak to Pavo to learn about Yarnaby in Greymoor. Find Yarnaby in Greymoor. Accept the Infestation Operation, go to Sinners Road, and purchase Steel Spines. Return to Yarnaby and finish the quest. Yarnaby then transforms the infestation inside Hornet into the Crest of the Witch. It is difficult because you lose many abilities, but if you avoid unnecessary fights and rest often, it is manageable. Crest #5: Hunter Crest Upgrade Your base Crest of the Hunter can be upgraded after you complete Bellhart's silkspun curse wish and obtain the Needolin ability. Play the Needolin at the marked door in Bone Bottom and continue to the right. There is no chapel here. Instead, you meet an imprisoned bug named Eva. Let her offer insight into you and she will upgrade your Hunter Crest. If you speak with her a second time and have four or more quests completed, she will also grant the Vesti Crest. That is extremely valuable because it lets you use a tool regardless of how many slots your current equipped Crest has. Crest #6: Chapel of the Architect Under the Citadel, in the Underworks, the Chapel of the Architect is locked by the Architect bug. To prove yourself, you need enough tools to purchase the key. The bug keeps a number counter beneath the key description so you can track your progress. Some useful tools for the key include Magma Bell and Silkshot from the Forge Daughter, plus Scuttlebrace, Sawtooth Circlet, and Cogwork Wheel from the Architect Bug, and Sting Shard from the Forge Daughter. Once you buy the key, enter the chapel and claim the crest from the small platform in front of the defunct chorus machine. Crest #7: Chapel of the Shaman This is the final crest and only opens in Act 3 at the Ruined Chapel. It takes the longest but is worth it. After entering Act 3, make your way to Bone Bottom. The ruined chapel path will be open. You also need to unlock Silk Soar in the Deep Docks bell area. Return to the Ruined Chapel, head right until you find an opening, and use Silk Soar. Crush the boulders blocking the path until you reach a large snail shell. Bind to the shell and you will receive the Crest of the Shaman, ready to pair with your chosen silk abilities. In 2026, this remains my preferred endgame setup path because the Crest of the Shaman opens up powerful silk-focused playstyles that feel completely different from the early game. If this guide has convinced you to finally take on Hollow Knight: Silksong's crest system, you will want to make sure you actually own the game for as little as possible. Rather than paying full price at launch, many players hold out for a good deal before diving into Hornet's journey, especially if they are planning to replay the game to grab every upgrade across multiple saves. Thankfully, you do not have to wait for a Steam sale to get a fair price. Game key marketplaces often offer significant discounts compared to the official storefront, and knowing where to look can save you a surprising amount of money. If you are ready to start your own crest hunt without breaking the bank, it is worth checking out DealNest for some of the [cheapest steam keys]( available before you set off into the depths of Pharloom. https://dealnesthq.com
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    The Co-op Horizon Is Calling Me After Falling Hard for Split Fiction Split Fiction fueled my love for cooperative games; 2026 titles like Voyagers, Haunted Paws, and Stage Fright promise chaotic fun and dark thrills. I have spent a large portion of 2025 glued to my couch with a controller in hand, and I can honestly say that Split Fiction ruined me in the best possible way. It was that rare title where the split-screen action felt cinematic, the storytelling hit every emotional beat, and the cooperative interactions never felt tacked on. But as the year wrapped up and the calendar flipped toward 2026, I started looking ahead. The gaming landscape is shifting, and a wave of cooperative games is threatening to swallow my free time whole. From whimsical LEGO adventures to claustrophobic horror, there is an impressive lineup designed to bring couples, friends, and small groups closer together than ever before. Voyagers of the Tiny Block There is something undeniably magnetic about LEGO, so when I first saw Voyagers, I felt an immediate rush of childlike glee. This game lets me and a partner take control of two tiny blocky explorers as they trek across vibrant lands to rescue an abandoned spaceship. It lacks the relentless intensity of Split Fiction, but that is precisely why I want it. The puzzles seem creative without being punishing, and the freedom to roam at my own pace feels welcoming. Sometimes I do not want adrenaline; I want a calming journey with someone I love, complete with surprises hidden behind every brick-built corner. Haunted Paws and Wholesome Spooks As a lifelong dog person, Haunted Paws immediately grabbed my attention by casting players as canines exploring a spooky yet endearingly childish world. The idea of solving puzzles and uncovering secrets with my coop partner while wagging a virtual tail sounds absolutely delightful. Its charming aesthetic makes it approachable for all ages, and the mechanics seem built around creativity rather than raw skill. I can already picture myself laughing at the silly animations while we use our canine abilities to ward off spirits and save humans in need. It is whimsical, engaging, and exactly the kind of shared experience I crave on a lazy weekend. Orchestrated Chaos with Stage Fright Coming from the creators behind Overcooked, Stage Fright has my full attention. I have vivid memories of screaming orders at my friend while our virtual kitchen burned down, so I know this team understands chaotic teamwork. Stage Fright promises more puzzles, more communication, and more scares, all wrapped in a problem-solving setting. The concept of environments splitting into two drastically different themes excites me. One moment I might be navigating a cheerful room while my partner stands in a distorted nightmare version of the same space. That kind of mind-bending absurdity requires constant verbal coordination, and I am absolutely here for the madness. The Darker Side of Togetherness Beyond the colorful chaos lies a shadowy corner of cooperative gaming that I find deeply compelling. Little Nightmares 3 is finally bringing a friend into that desolate, shrinking world. The same gloomy atmosphere that gave me goosebumps in previous titles now comes with a companion, and that changes everything. Solving puzzles while both of us are tiny, vulnerable figures in a cold environment sounds emotionally draining in the best way. It is not just a sidescrolling adventure; it is an unsettling exploration of fear itself. Knowing that a beloved franchise is finally embracing cooperative play makes me eager to revisit that world with someone brave enough to stand beside me. Then there is Reanimal, coming from the same devious minds behind Little Nightmares. This one dials the tension to eleven by forcing both players to share a single claustrophobic camera space. I cannot imagine the stress of squeezing into one cramped perspective while avoiding giants. The 2.5D action looks simple on the surface, but I suspect it will demand razor-sharp timing and constant communication. The pure nerve-shredding potential here is unmatched. Meanwhile, Visk is pulling me toward a misty island with little guidance and no safety net. As an atmosphere-first experience, it promises doubt and dread, where working together is the only way forward. Puzzling My Way through 2026 For my brainier coop sessions, Escape Simulator 2 feels like the next big thing. The replayability through player-created content is enormous, meaning my puzzle-solving partner and I will never run out of fresh challenges. Built from the ground up for cooperative play, it rewards observation, creative thinking, and the kind of descriptive communication that turns a simple room into a social event. Every group approaches problems differently, so I expect endless variety and plenty of 'aha' moments shared over voice chat. The next twelve months look genuinely stacked for cooperative gaming. Whether I am wandering through brick-built meadows, wagging a spectral tail with a friend, braving dark hallways side by side, or decoding escape rooms together, the future feels bright and deeply social. 2025 gave me Split Fiction as a high-water mark, but 2026 looks ready to fill my calendar with shared adventures. I cannot wait to see which of these titles becomes the next unforgettable couch co-op obsession. With so many promising co-op experiences on the horizon, my wishlist is already overflowing. Between Split Fiction's spiritual successor, the return to Little Nightmares' haunting world, and the endless puzzle rooms waiting in Escape Simulator 2, I know my gaming budget is going to feel the strain. That is why I have started planning ahead, keeping an eye on [PC game discounts]( so I can pick up these titles at the right moment. A good deal turns an already exciting launch into something I can justify without hesitation, especially when I know my co-op partner will want to jump in alongside me. Building a shared library of cooperative adventures has never been easier when you shop smart, and that extra savings can go toward the next hidden gem we discover together. After all, 2026 is shaping up to be a year where every session brings something fresh, so staying prepared financially just means more time spent exploring those worlds with a friend. https://dealnesthq.com
  • Insights: Esports Highlights #a1d89245

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    Insights: Esports Highlights #a1d89245 Availability check on esports highlights (a1d89245). This is an automated availability check post (a1d89245). We share quick notes on esports highlights and related updates. For more game top-up deals and guides, visit [LootBar]( Topic: esports highlights. Thanks for reading. This entry verifies the publishing pipeline works. https://www.lootbar.com
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    • Ken(Hideki Takashi) Dice Pool: gnosis(3) + spirit(1) + lantern(1) + order tool brass knucles(1) + high speech(2)=8 Reaches 1 for instant cast, 1 advanced duration Action: cast exorcist eye and talk to Drowned host. Health: 8/8 Mana/Vitae: 13 Willpower: 6/7 Conditions: Description Ken takes the lantern without a word. Its light stains his features amber as he glances back at Chance and Dosbox, giving them a small, deliberate tilt of his head—be ready. Then he turns toward the empty stretch of pier. To Ken, the sea is standing upright. As he walks, he slides the brass knuckles onto his fingers, the metal kissing bone with a muted click. He rolls his shoulders once and rubs the plates together slowly, deliberately. The sound is soft—but it lands heavy in the air. High Speech spills from his tongue. Not loud. Not dramatic. Precise. The world answers. The wind stretches thin and begins to harmonize. The tide fractures into layered whispers. Twilight deepens into a bruised spectrum where colors hum instead of fade. The boards beneath his boots murmur in old timber dialect, remembering storms long past. Over it all comes the sound of distant bells—no harbor bell, but something deeper, submerged. The air thickens. And the Drowned Host clarifies before him—eight feet of vertical water. Faces press outward from within its shifting surface. Eyes glow like drowned lanterns. The water reflects him, then shifts, reflecting something pale and lifeless in his place. Ken does not flinch. He stops a respectful distance away. He bows, smooth and formal, lantern lowering with him like an offering. When he speaks, his voice carries two tones—his own, and the echo beneath it. “How may we be of service, great one?” The pier is silent. But the sea inhales.
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    • Ken(Hideki Takashi) Dice Pool: wits(3) + Investigation(2)=5 Action: try and glean what what the wound is in japan. Health: 8/8 Mana/Vitae: 13 Willpower: 6/7 Conditions: Description Ken stood there a moment, studying Sarah with an unreadable calm. “The problem with tools,” he said at last, “is that once someone’s finished using them, they get tossed aside.” A faint, humorless smile touched his lips. “I should know.” Silence lingered between them. “What ails Chicago isn’t the same thing that ails Japan,” he went on. “But maybe we can compare notes.” He drifted toward Himu, extending his cup without a word. Sake streamed into it, clear and steady. Ken nodded his thanks, returned to his seat, and leaned back, cradling the warmth in his hands. “I have some thoughts on what’s wrong with Chicago,” he said, eyes fixed on the pale surface of the drink. Then he looked up. “But tell me—what’s ails Japan?”
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    Edgar Williams Dice Pool: Wits - 3, Investigation - 2 Action: Ask Armin questions about the mission at the lake and the scope of what proof is sufficient for the Vatican. Health: 8 Vitae: 12 Willpower: 6 Conditions: None Description: Edgar reaches out and takes the phone from Armin. A few moments pass in silence as they look at each other. It finally dawns on Edgar that Armin is allowing him a chance to ask questions. He's been so focused on taking everything in and not missing a detail that he almost missed his opportunity to find out answers himself! That and generally Armin didn't tolerate many questions. First things first, the mission at hand, "Regarding the lake, is this just a fact-finding mission, or should I try to get involved in preventing the situation from worsening, if that is even possible?"
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    Armin Saberlin, Saberlin being his current name, was an older vampire of the Lancea et Sanctum, the dark church of kindred [vampires], and a sworn member of one of their more prestigious dark knighthoods. This one, a direct descendent of the knights hospitolier, better known as the Knights Templar of Crusade fame, calls itself the Order of the Temple of Solomon and has successfully made one of its order an Archimandrite, a member of the council that 'runs' the Lancea et Sanctum, as much as any group could control a covenant of vampires. They send agents to make new bases of control, help those that join their order gain power and influence, and utilize the Vatican to provide pressure and local power for their agents. Most of the leading elders have their own sect or order; disciplined kindred first loyal by the blood bond, zealous faith, and fear, they have grown to be powerful establishments on their own to act as their masters hand in the world. The Order of the Temple of Solomon consider themselves knights, and upon success in the Trials, can choose to swear their oath on the sword of their original founder, kissing the blade and pledging themself forever to the order. This places a magical curse upon the kindred sworn in, one that bites when they disobey. In return for serving the order, they have opportunity to rise in the rank, allowing them to have sworn knights under their tutelage and house. At the top of the order are the Houselords, each having a 'house' of knights like a massive pyramid scheme underneath them. All of the knights above support those below in their House, while those below must take Quests from those above, earning them training, gifts, favors, and secrets in return.
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    [image: upper_logo.png] Richard "Ricky Dee" Davenport - DosBox - Mad Black Hatter Dice Pool: Composure (3) + Expression (1) = 5 Action: Trying to look like he didn't just get his shit rocked by a fucking werewolf kaiju or whatever Mana Pool: 12 [X] [X] [X] [X] [X] [X] (Spend 3/Turn) [X] [X] [X] [X] [X] [X] Health: 7 [X] [X] [ ] [ ] [ ] [ ] [ ] Willpower: 5 [X] [X] [X] [ ] [ ] Conditions: None Description: The Man in Black brings a thumb and forefinger to his chin, making an intrigued sound emanate from his vocal cords before he begins to read the document presented. Like REALLY READ the thing. Every so often he'll make an, "Oh?" or an, "Aha!" while glaring at the words on the charter before removing some kind of ornate stamp, wrapped in a kerchief from his pants pocket. With a strong press, he leaves a mark on the document, reading, 'The Mad Black Hatter'. The 'B' is wearing a jaunty fedora. Cute. Someone is putting way too much effort into this bit. With a nod, the Hatter emotes cheerfully, "That should be as legally binding, or more so, than a signature, I suspect?" The Hatter doesn't make any comment on the vampire because vampire knowledge isn't in his wheelhouse.
  • Apartment Tea Time - Ken [MAGE] - [2-6-2026]

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    • Ken(Hideki Takashi) Dice Pool: wits(3) + socialize(-1)=2 Control insticts(duration) withstand resolve: life(3) + gnosis(3) + path tool(brass knuckles 1) + environment(1)=8 Reaches: affect supernatural creatures, instant and advanced duration Action: try to get Nova to open up by being vulnerable and asking if she needs help. Also cast control instincts to have her see me as a possible mate and lower her gaurd. Health: 8/8 Mana/Vitae: 13 Willpower: 6/7 Conditions: Description Ken rubs the back of his head and says "would you be willing to help me fight spirits better? I felt a little inadequate in the fight. After a minute he starts again. Do you have plans? Are you planning to work as just a party of 2 or are you looking for more allies? Ken looks into her eyes "What are you looking for?" Ken rubs the back of his head, eyes drifting toward the street before settling somewhere just past her shoulder. “Would you be willing to help me fight spirits better? I felt a little… inadequate in that fight.” He lets out a slow breath, the admission hanging awkwardly between them. After a minute, Nova’s hand comes up and touches his arm softly, like she’s confirming he’s solid and not something that might disappear. “I still can’t believe you’re here.” She stares at him intensely, her eyes watering. The weight of her gaze makes him shift his footing. This—this kind of intensity—felt overwhelming. “I’ve seen you… I… you were…” Her voice falters, catching in her throat. Ken feels the moment tipping into something he doesn’t know how to hold. In that moment 1 hand slides into his pocket fingers gliding over his brass knuckles. He imagines Nova lokking at him. Heat in her eyes wanting to impress him so he would choose her. The spell snaps into place silently. Retrieving his hand from his pocket he leans away and scratches his cheek lightly, giving her space. “are you sure I'm that guy." steering them back to safer ground. “Do you have plans? I mean—are you planning to just work as a party of two? Or are you looking for more allies?” His gaze finally meets hers, hesitant but steady. “What are you looking for?”
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    LOCKED The gun shots cause a panic as people scream and begin running. The place is big, so it is hard at first to tell where the shots are coming from -- We can do this on a Tues as a scene --
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    CLOSED Ken, Dante, Chance, DosBox +2 Beats
  • There's More Than Meets the Eye - Dante [MAGE]

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    : Suggested Actions : Decide what to do next Explain what happened to Ashbriar to catch her up to speed Roll checks to try and think of what could have happened, or to bring up other details from his investigation that might suddenly be relevant
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    Dice Pool: Composure (2) + Persuasion (1) = 3 Action: Learn what she can from this new "relative". Health: 7 - no damage Vitae: 5 Willpower: 4 Conditions: None Description “Fiadh, right?” "In public, aye," she confirms with the briefest of nods. ”It’s been… a strange few months.” "Heh, if that isn't an understatement. I was mortal less than a year ago. “Mind if I sit?” "I keep hearin' how this is a free country or somesuch," she says, waving a hand casually at the seat next to her. “Whatever it is, it’s spreading through the lines. Thought maybe you’d seen something similar.“ "Oh, saw some funny shite in a museum basement a few weeks back..." She explains the shadow monster, the Ordo box, and whatever tidbits her new mage associates shared with her while there. "So, what news from Sire-Dearest?"
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    JacktheCowJ
    Just letting you know I am not forgetting about it, but I need to get some folks spun up on it, which probably requires a downtime action.
  • Hellpit - South Side Chicago Industrial Area - Abyssal Verge

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    Perception Across the Worlds To Mages (Mage: the Awakening 2e): The things at the center, seen through Mage Sight, it is an anti-symbol, a void where Supernal resonance collapses. Death mages feel its pull like a black hole dragging their souls forward; Matter mages see the world’s lattice corroding around it. To gaze too long upon it risks Wisdom degeneration—the mind rebels against the idea that this could exist.
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    +1 beat to DosBox, Dante +2 beat to Ken
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    +2 Beat to DosBox, Chance, Ken
  • Buck's Diner

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    Buck's Diner - The neon sign over the door just says BUCK’S—no apostrophe, one tube burned out so it flickers like it’s thinking about quitting. It’s the kind of place you only find if you need it, or if you’ve been coming there for twenty years. The diner straddles the edge of downtown and the Near West Side, close enough to the Loop to catch cops, hospital night staff, and insomniacs, but far enough out that no one’s trying to impress anyone. Buses hiss past the fogged windows, the L rattles somewhere overhead, and at night the place feels insulated from the city—like the noise hits the glass and just… stops. Dante wants to make Buck's neutral ground, a blind spot in Chicago’s supernatural geography, where secrets stay put as long as you finish your coffee and don’t make trouble. NPC: Buck - Large, broad-shouldered man with a permanent pot belly, balding, greasy dark hair clinging to the sides and back, five o’clock shadow that never quite goes away, dirty white T-shirt under a stained cook’s apron, smells faintly of bacon grease, burnt coffee, and cigarettes, and a thick Chicago working-class accent. Mean by default, not cruel — sharp tongue, zero patience, treats customers like they’re inconveniencing him personally, hates outsiders: suits, college kids, tourists, anyone who looks like they won’t finish their food, once you’re “his,” though, he’s fiercely loyal. Will lie to cops, cover for regulars, and remember favors forever. Runs the grill himself on night shift, knows every regular’s order without asking, keeps the coffee bad on purpose — “keeps people honest”, and has an uncanny safe for when trouble is about to walk through the door.