The Severed Hand

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Backstory: The Severed Hand was the second of the five Coteries to be created, like two sides of the same coin, the Hand was born out of a need to balance out Axis Mundi. While Axis Mundi was meant to handle relations, finances and politics from high up in their glass towers, the Severed Hand would handle everything street level. In truth, the Severed Hand like to think of themselves as the true representatives and architects of the Anarch Movement's interests in Montreal. They keep their thumb firmly pressed against the pulse of the city, ensuring that they have eyes and ears in the mortal spheres that other Coteries would look down upon.

To lead the Coterie, Baron Ward of Ottawa called upon one of his many contacts among the Milwaukee Anarchs; a Brujah biker by the name of Stavros. A former career criminal and breakneck driver, Stavros had spent countless years as a member of the Psychopomps, a group of Kindred roadsters who's primary charge was to smuggle kindred ( and their contraband ) in and out of the city, along the horrors and lupine infested roads of the Wisconsin wilderness. The prospect of establishing a new Free State, and being able to put his skills to the test without interference from Milwaukee's Camarilla was more than enough to entice Stavros to answer the call. Along with him, he brought Kier, a mysterious Ravnos ally of his with a knack for finding the most obscure contraband, and representative of the Circulatory System. Lastly, to the complete the original roster, Baron Ward assigned one of his own henchmen, Iggy, a Toreador mechanic, union worker militant, blue collar activist & Graffiti Artist.

After making the move to Montreal in early 2025, the trio and the rest of their Coterie got to work laying the groundwork for their operation. Stavros focused on infiltrating the ranks of notable criminal organizations, as well as establishing the groundwork for the Barony's smuggling network. Meanwhile, Iggy nurtured relations with the forgotten and destitute mortals on the streets, and digging his fingers into the many blue collar industries and unions in the city. Lastly, Kier set up the Circulatory System's base of operation in the city, securing an alliance between the blood smugglers and the budding Anarch state. Now, over 9 months later, the Coterie readies itself to ramp up and officially claim the city as an Anarch Free State.

Purpose and goals:

  • Assist the Baron of Montreal in seeing to the Anarchs' interests in the city.
  • Assist the sister Coteries in upholding the Traditions, as well as keeping the city free of threats.
  • Assume and maintain control over the Underworld, Street & Blue Collar Industry spheres of mortal influence.
  • Assist and protect the Circulatory System and their operations in the city.
  • Assign Sweepers to keep an eye on Camarilla representatives and potential spies and infiltrators from other factions.

Style & Symbolism

  • The Coterie's chosen crest is the Hand of Glory.
  • The Coterie's chosen color is Green.
  • Coterie members tend to favor alternative fashions, whether it's streetwear, goth, punk, hobo chic, bohemian, or even biker attire. Tattoos, piercing and other body modifications are common among members of the Coterie.

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Spheres of Influence: Industry, Street, Underworld, Circulatory System.

Clans: All Clans are allowed.

Favored Candidates: Rebels, Blue Collars, Idealists, Philosophers, Activists, Anti-Conformists, Thugs, Mafiosi, Outsiders, Weirdos, Bikers.

Domains: After the Eyes of Argus, The Severed Hand's domain is the largest as far as acreage go. While it is a collection of several neighborhoods and boroughs, it can be divided in two distinct areas; Northern Montreal, and Eastern Montreal. Both domains are renowned for being heavily middle to lower class in terms of population and wealth, and this suits the Coterie just fine, as most Anarchs like to be closer to the people than the elite. The vast majority of both domains' layouts consist of small to moderately sized apartment buildings and complexes along the main arteries, with small townhouses, duplexes and triplexes cramped along narrow, often one way streets.

Eastern Montreal was, until recent years, demographically renowned for being predominantly white and french, but this has become less and less of a fact in recent decades as the country welcomes more and more immigrants every year, creating small pocket communities all around the domain's limits, bringing with it more diversity and vibrant cultures.

Northern Montreal, however, is renowned to be the complete opposite, with several large, multi generational immigrant communities calling it's neighborhoods home.

Both domains vary greatly from neighborhood to neighborhood when it comes to safety, cleanliness and appearance; some neighborhoods are clearly upper to lower middle class, generally well maintained, but there's usually always something to remind the locals that they're not living the high life: Maybe it's a run down apartment building surrounded by piles of trash, or perhaps sketchy pawn shops & dive bars with a even sketchier patrons, maybe a screaming drunk or drug addict, or a few destitute congregating around a filthy corner store or metro station. There's also a handful of more run down neighborhoods with buildings so run down and pest infested one can't help but wonder how they manage to hold up. Trash and debris littering the streets as weary locals shuffle about trying to make ends meet, or looking for their next fix. You can also find a handful of mostly industrial district in Eastern and Northern Montreal, especially the closer you get to the island's extremities. These areas are defined by a number of large factories, warehouses and shipping facilities that were built on their territories.

When it comes to Crime, Biker and Street Gangs, as well as Mafias tend to run amok in these boroughs, further aggravating rampant poverty, violence and addiction issues. The most notorious and powerful of these criminal organizations are the Hell's Angels who operate primarily out of Eastern Montreal, while the Belangers, a Haitian Street gang operate out of Northern Montreal. The Coterie also nurtures ties with the Sicilian Mafia that tends to operate in the downtown area.

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Democratic Communism: The structure of the Severed Hand is simple; those who contribute get a voice. Whether that is through providing resources, influence, manpower or anything that helps strengthen the Coterie, and the city's Barony. Whenever it comes to making important decisions ( Such as calling for a change of leadership, as well as political or administrative decisions ), a debate is usually held, followed by a public democratic vote. The Coterie's leader is usually a trustworthy individual chosen by vote that takes day to day administrative decisions and enforces order within the Coterie. However, the Coterie's leader holds no true political power, as the one true political representative of the Anarchs in Montreal is the Baron.

The Coterie is also tasked with assigning a number of it's members as Sweepers. The role of a Sweeper is simple; in most Anarch domains, they are to keep track of all local Kindred, as well as those coming and going into the city in an attempt to sniff out Camarilla moles & spies. However, the situation in Montreal being what it is, their focus is instead on sniffing out any activity from outsider threat ( such as the Sabbat activity, Unsanctioned or Infernalist cult presence ) but also, unbeknownst to their Camarilla allies, Sweepers should keep an eye on Camarilla agents and allies within the city to find out any hint of betrayal or foul play. Characters who are lifted to the office of Sweeper benefit from a one dot bonus of Status: Anarch background ( Maximum of 5 ), granting them a +1 to social rolls when dealing with Anarch NPCs.

Also of note, Stavros & The Severed Hand are also the ones in charge of the new Psychopomps, a small faction of kindred smugglers. For more information, see The Psychopomps.

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Grunt Work
As a form of initiation, each member of the Severed Hand is expected to provide what they call a Proxy. A proxy is a ghoul who has either a position of power or strategic authority/access within one of the Severed Hand's fields of influence ( Street, Underworld & Industry ). For example, a high ranking member of the Hell's Angels or Sicilian Mafia, a beloved volunteer among the homeless who knows the word on the streets, a successful construction company owner, or a pimp in charge of a small prostitution ring. The retainer is expected to be gifted to the Severed Hand's collective in order to empower the pack's influence. Once per month, members of the pack must maintain the Proxy via the blood bond. ( Rouse the Blood once per month ). As an added bonus, the Sphere of Influence in which the character's Proxy operates grants them full access to the level 5 dots without the requirement for leadership clearance.

Pedal to the Metal
The Severed Hand are renowned to be the Kings & Queens of the Streets, and it is a reputation they intend to cultivate. At least once every season, members of the Severed Hand are expected to organize a street racing event called Pedal to the Metal that is meant to test the Coterie's best drivers, and in doing so, help hone their skills. The Grand Prize of these racing events can vary, but are often provided either by the leadership, by Baron Ward himself, and sometimes even by the Circulatory System. Other Coteries are often invited to spectate the event, and even take bets on the winners and losers, it isn't unheard of for some particularly ballsy Kindred to wager.

Roadtrips
Members of the Severed Hand are expected to patrol the streets on the outskirts of the Barony's territories at random, at least once a week, keeping an eye out for anything unusual to report. Members of the Coterie are obligated to form parties of 2 to 3 to carry out these patrols. (( Note that storytellers may ask for rolls from PCs, who knows what your characters may stumble upon? ))

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Pre-Requisites:

  • While all clans are allowed in the Coterie, potential players should favor members of the Free and independant Clans ( Brujah, Gangrel, Ministry, Ravnos & Tzimisce ).
  • The character must provide a 2 dots in Retainer as per the Grunt tradition mentioned above. The retainer must occupy a strategic position within one of the Coterie's preferred spheres of influence ( Underworld, Street, Industry, Transportation ( Maritime & Ground ) ).
  • All characters should have at least 1 dot in driving.

Merits and Advantages:

  • Characters who are part of the Severed Hand benefit from a +1 dot to the Status: Anarch background, granting them a +1 to all social rolls when dealing with Anarch NPCs. Characters who are also Sweepers up that benefit to +2.
  • Members of the Severed Hand benefit from a free dot in the Herd merit, provided by the Circulatory System.
  • Members of the severed Hand know the city'S streets like the back of their hands, as such, they benefit from a +2 bonus to all rolls that involve either chasing or being chased, as well as when tracking someone in the streets of Montreal.

Character Creation Tips

  • Founding members may have been recruited by Stavros, Kier or Iggy. Some may even be their progeny, reach out to a storyteller for assistance if you wish to explode this option.
  • Characters of the Severed Hand should be staunch supporters of the Anarch cause. You should also make sure that your character can contribute to the Coterie's ambitions and purposes.

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