Using the Moirai **of Note** Although the Moirai have been presented here as fitting into a Camarilla city, there’s no reason they can’t be adapted to serve as a Sabbat pack of advisors to the archbishop. The Malkavian antitribu are somewhat infamous for creating their own tribal packs, and in this case it would be fairly easy to assume that the archbishop tolerates the Moirai because they prove useful. One of the Moirai’s primary uses is as blackmailers or brokers in secrets; like a Greek chorus, they can pop up at the beginning of a story with a warning for one or more characters. They might also pass on an elder’s secret to the characters, either out of necessity or curiosity. In either case, they’re much more likely to appear when they’re unasked for; they see it as their role to drag out the tidbits that nobody’s talking about. Although individual Moirai might make good allies or contacts for the characters, the Witnesses as a group refuse to dispense information at another vampire’s beck and call. They answer to a higher authority. Malkavian characters have several more options open to them; any one of the brood might be a character’s sire, or perhaps a “sibling” with a common sire. Lunatics with sufficiently high ratings in Malkavian Time might even be considered as potential candidates for joining the Moirai. However, as the Moirai are more loyal to one another than they are to outsiders, a character probably couldn’t maintain strong ties to the other players’ characters. Unlife among the Witnesses is a very demanding existence, and a player’s Malkavian might be better off refusing such an offer. Politely. Of course, the Moirai act as a frightening collective from time to time — but they are individuals, and they aren’t soulless. Any one of them might make a beguiling romantic interest for a character — although a character dallying with Jack or Faye will probably have a much more interesting (and dangerous) time of it. Lizzie in particular has a hunger for attention during her manic Clanbook: Malkavian cycles, and is very receptive to solace and comfort on her downswing. This might stir up an interesting series of relationships with the rest of the brood, however; what if another Moirai becomes jealous, or doesn’t think that the character deserves an “in” with the Witnesses? In any event, such a romantic relationship won’t protect a player character from being the subject of a biopic “project” or warning if the Moirai decide that he’s in need; no matter how strong the personal relationship, it’s impossible to convince these vampires that what they’re doing isn’t good for all concerned. On the subject of romantic subplots, it’s also possible that one of the Moirai could become a romantic rival for a character. And there’s no telling how this rivalry might manifest itself; Malkavians are capable of great subtlety, and the denizens of the Hyde are no different. If Jack or Faye starts stalking a character’s paramour, they’re not likely to leave simple, pasted-together “Stay Away” messages for the character’s benefit — they’re more likely to arrange small incidents or accidents while the couple are together. The whole idea is to make the “interloper” unconsciously associate their paramour with bad luck and strange happenings, eventually driving the two apart. If the character doesn’t get the message, then the stalker will take things to the next level — as creatively or even gruesomely as the Storyteller sees fit.