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1001 Interesting Crafts

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  • 1001 Interesting Crafts

    Figured someone might as well do this, so here it is. Put your Craft ideas here.

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    1. "It's not just make-believe. It's us trying to we make sense of a scary world."

    The Children's Crusade
    Say what you will about children and their inherent immaturity, they do tend to have vivid imaginations. Perhaps it's because their perceptions of the world haven't been set in stone yet and they still believe the sky's the limit. Or maybe its because many of them have yet to experience the dream crushing hammers that are reality and responsibility. Regardless, children have ability to wholeheartedly and earnestly imagine realities and possibilities that a lot of adults understandably can't anymore without feeling silly. Of course, as any mage would know, belief has power, and even the most seemingly absurd beliefs can empower some of the most unlikely heroes. The Children's Crusade knows this quite well and its members unabashedly rely on their childish beliefs and superstitions to fight predators, human and otherwise.

    None of the current "leaders" of the Children's Crusade really have much idea of how the Craft got started. Some think they are descended from the medieval Children's Crusade, a popular crusade in 1212 that was mostly comprised of children that wished to retake the Holy Land. Given how disastrously that crusade turned out most members of the Craft prefer to believe that the Craft's true founders just saw the name somewhere and thought it was cool. Others speculate the the Children's Crusade was founded in the 1980s by a party of child mages who were rescued by a sect of Ecstatics of the same name and wished to honor them by taking their name as their own. In the end, few Crusaders are all that interested in what they consider ancient history. Instead, these child mages concern themselves with protecting children everywhere from adult tyranny, bullies and monsters, which in many cases are all one and the same.

    Crusaders see themselves as defenders of childhood and imagination who've become empowered by their own imaginations to do just that. There's is a magick that relies of the superstitions of children and the logic superhero comics, fantasy adventure novels, video games, cartoons, old folk tales and anything else that can set children's imaginations ablaze and make them believe they have the power to fight back. Think you can summon a terrifying spirit just by saying their name three times in the dark? Better be prepared to deal with something creepy! Believe your slingshot of is more powerful than your dad's gun and can totally harm the monster terrorizing your town? Get ready to cause some damage. Confident that the gizmo you made out of a remote, kitchen utensils and an old geiger counter can detect ghosts? I hope you're brave enough to go ghost-busting. In this way their magick is very personalized and individualistic, with few Crusaders having an identical Focus. Most Crusaders embrace this weird diversity of talents and abilities and rarely alone question it, if only because it better matches the adventurers and superheroes they'll seen cartoons.

    Organization: The Children's Crusade is ultimately an alliance of smaller Crafts and cabals who've banded together to defend children (and to a lesser extent teenagers) from predation using their magick. As a result, they lack much in the way of leadership and instead rely on ad hoc teamups and meetings to get things done. Usually this is done online, but some Crusader groups meet each in their Horizon realm, the Treehouse, for added security. The basic grouping of Crusaders is the Party, an essentially a local cabal of child mages who defend a neighbourhood or small town from nightfolk and child abusers. Most Party's are made out of friends who experienced their Awakening collectively after discovering some secret, monster or mystery. These Party's are usually left to their own devices, being allowed to handle issues in their territory in their own way, with other Parties only coming down on them when they neglect their duties or allow too many adults to control their actions.

    Those Parties that manage to grow beyond half a dozen members are recognized as Clubs, Crafts in of themselves which typically have a slightly more rigid paradigm of how they do magick. The leaders of these Clubs are the closest thing the Children's Crusade has a leadership and together they try to ensure that local Parties are protected. The most notable of these Clubs are; The Mystery Gang, a group of "investigators" who help solve mysteries that adult authorities can't figure out; The Midnight Society, amateur occultists and storytellers obsessed with learning as much as they kind about nightfolk and other mages; The Monster Squad, the Midnight Society's more aggressive counterparts who'd rather just kill the monsters and not bother asking questions that don't help toward that end; The Digi-Destined, Data and Spirit mages who've managed to discover unique realms in the Digital Web that seem influenced by the dreams of children; The Fellowship of Esteemed Wunderkinds, prodigies of both mundane and Awakened science whose gizmos are the source of much of the Craft's Wonders; The Sisterhood of the Moon, a moon blessed sorority of girls who perhaps most emphatically stand for the Children's Crusade's mission, being defenders of innocence and champions of love and friendship.

    Initiation: Many child mages who join the Children's Crusade were Orphans that Awakened after suffering a trauma that forced them to believe in something, anything, to survive the experience. Perhaps they were attacked by vampire, possessed by a spirit or escaped from an abusive household. Whatever it was, it made them realize that monsters do exist, but also magick as well. Many of these mages try to find others like them on the Internet and by happenstance, or Entropy magick, manage to find the Crusade. They're are typically very few hoops a child mage has to go through to join the Children's Crusade. Usually all it takes is for the local Party to admit them in once everyone's sure that the initiate isn't just a kid with an overly active imagination. That said, its not common for non-mage children to be allowed to join as well, since kid Sleepers tend not to bring about Paradox with their presence less frequently as adults or teenagers do. While the rule fluctuates from group to group, it is understood that no one above the age of sixteen can be a fully fledged Crusader, with some party's believing having their age limit even lower at thirteen. The reasons why is myriad but many Crusaders just believe that adults just can't be trusted to hold the Craft's secrets. As a result, any Crusader that reaches the age limit is either exiled from the Craft or have their memory erased with Mind magicks.

    Affinity Spheres: Entropy, Forces, Prime, and Spirit. Wild Talent is common as well.

    Focus
    Paradigm: A World of Gods and Monsters, All the World’s a Stage, Everything is Chaos, It’s All Good – Have Faith, Might is Right, Transcend Your Limits
    Practice Chaos Magick, Faith, Gutter Magick, Psionics, Weird Science
    Instruments; Artwork, Blessings and Curses, Books, Cards and Instruments of Chance, Computer Gear, Dance and Movement, Fashion and Costumes, Gadgets and Innovations, Group Games and Rites, Household Tools, Music, Prayers and Invocations, Toys, Tricks, True Names, Wands, Weapons

    Terminology: Make Believe (Magick), Gifted (The Awakened), Paradox (Jinxed), The Blind (Adults), Tagalongs (Sleeper children allied with the Crusade), Harringtons (Sleeper teenagers allied with the Crusade), Harpers (Adults allied with the Crusade), The Big Three (The Traditions, Technocracy and Disparates), Wonderland (The Umbra), Crybabies (Hollow Ones)

    Stereotypes
    The Traditions: They're the good guys, I think. If they offer you help and things are really bad, accept it. Do not tell them about the Crusade! They'll just try to tell us what to do and throw us all into magic school, or something.
    The Technocracy: They're weird. Most are bad, but some are actually ok. Just try to avoid them I guess, especially the scary ones dressed in black.
    The Disparates: I think they're like the Traditions but different. Not sure if good different or bad different. Just make sure to stay away from the Crybabies. They just want to complain and give up.

    ------------------------------------
    Anyone who can spot the obvious and self-indulgent references here gets a like.
    Last edited by Weirdboyz; 07-01-2018, 04:17 AM.

  • #2
    2. The Heretical Order of Draconic Knights

    "A dragon I become, so a dragon I can slay."

    Founded by five errant knights in the middle ages, who trekked out to do what knights do best: slay a dragon. Each had their own reasons for seeking the dragon: moral principle, the thrill of battle, camraderie, the desire for wealth, and even an unspoken desire for death. The knights were victorious and, on the spur of the moment, they celebrated their victory by drinking the dragon's blood. The inherent magic in the beast caused them to Awaken. Emboldened by their new power, they founded a knightly order to hunt dragons and other monsters, and explore the limits of their draconic abilities.

    Over time, however, these dragon slayers noticed the waning mythic age, which saw more and more dragons either retreat to Umbral realms, or perish from disbelief. It's here that a change occurred in the order. Where before, they ardently sought the destruction of all dragons and other monstrous creatures, they began to feel regret. They had aided in the expulsion of wondrous creatures from the world - some, perhaps even to extinction - simply for their own edification. In grief and guilt, they sought to remedy the harm they'd done, while not losing sight of humanitarian causes. They became what would in future times be called Conservationists, especially when it came to creatures of magic. They still opposed those beasts that overly victimized mankind; their most common foes on the battlefield are, as they've long been, vampires and fomori. The Draconic Knights have long been acknowledged - even well-regarded - enemies of the Tzimisce, and certain Garou and Mokole tribes have used the knights as convenient pawns against Pentex and other Wyrmish threats. (It's worth noting that there's a distinction between the Wyrm of the triat, and the "Wurms" these knights identify with). Outside of direct combat, however, the knights use their magic and influence to effect societal change and promote good works. They have their hands in charities, relief work, medical foundations, and other humanitarian causes. They believe in the knightly virtues of nobility, honesty, fairness, and justice.

    They are, however, just as much dragons as they are knights. The original consumption of dragon's blood left its mark on the founding knights, and that mark has passed on to their progeny. Many knights come from family lines, that exhibit draconic features. Others gained their dragon's blood through purported intermingling between shapechanged dragons and humans, whose bloodlines the order adopted over time. Those who exhibit such traits are called "Drakebloods", and have positions of especial honor in the order. For those who don't possess a direct draconic lineage - and even for those who do - there is a constant attempt (or Quest) to channel dragonic power through means alchemical, spiritual, practical, and otherwise esoteric. The order has adopted everything from philosophy to physical training to meditation, in hopes of achieving their ideal of Ascension. They identify this as "becoming dragon", though the exact nature of their Great Work varies from knight to knight and from tradition to tradition. Despite their sometimes scholarly or technical pursuits, the Draconic Knights are, first and foremost, a mage tradition by warriors, for warriors. As such, many currents of magical work are less scholarly, and more visceral. They are described as "wizards of few words", though this is hardly universal.

    The Draconic Knights are independent, though they collaborate with a number of mystic groups as suits them, if their purposes align. During the formation of the Traditions, the Heretical Order walked out of the Convocation; while they saw promise in the Council of Traditions, they were too at odds with the Choir Celeste (who found their use of dragon power too much like that of Satan, despite assurances of certain faithful elements within the order) and the Verbana (who despised the killers of such noble creatures, a practice the order hadn't reconsidered at this time). Certain White Dragon Knights will work with Celestial Chorus and Templar mages, though the friction caused by the overall Order complicates extended partnerships.


    Organization: The Heretical Order is divided into five primary houses, one for each of the founding knights. Certain lesser houses have come into the fold, as the Draconic Knights made contact with dragon mystics and wurm hunters from areas like Asia and the Middle East. Each of the major houses also represents a different aspect of dragon lore, and trend towards different approaches to knighthood and the quest to become dragon. The major houses are:

    1) Red Dragons: Represent the dragon that breathes fire and spills blood (both of others and of its own). Masters of combat in its purest form, Red Dragon Knights study the dragon as a potent destructive force. They employ Martial Arts better than all others, combining it with Invigoration and certain forms of internal Alchemy (they pioneered the breathing exercises that stoked the fire within). Fire and blood are their greatest tools, and they are often the first to the battlefield. Primary Sphere: Forces

    2) Green Dragons: Represent the dragon curled around its clutch. The greatest number of Drakebloods trace lineage back to this house's founder, who was gregarious in socializing, loving of food and drink, and prosperous in siring children. The Green Dragon Knights study dragons as forces of fecundity, and of living adaptation; dragons were transformative, and so the Green Dragons pursue transformation. Masters of Alchemy and Medicine Work, they favor healing, shapeshifting, and fostering new life. The Green Dragons run an ongoing dragon breeding program in the Umbra, in hopes of eventually reintroducing them into the Consensus. Primary Sphere: Life

    3) White Dragons: Represent the dragon on the wing. The air is associated with heavenly ideals and pure light. High-minded idealists, the White Dragon Knights were founded by a deeply religious man, who spent much of his life after consuming dragon's blood wrestling with guilt, and trying to reconcile the use of what (to him) was unholy power. He came to accept his path as one of a burden that would test him and make him stronger, allowing himself to wield unnatural power for the sake of goodness. "For indeed," White Dragons say, "while the devil can only steal and corrupt good things, God uses all tools as part of His greater design; even dark powers can be used for the light". The traditional core of this house tend to be more knight than dragon. However, over time, the order has absorbed mystics and warriors from different cultures, many from places that worship dragons, not as infernal monsters, but as gods in their own right. The White Dragons, therefore, form a varied society of religious traditions and holy warriors. They combine their Martial Arts with Faith, to better discipline and bind themselves, lest their power run wild, unchecked. Primary Sphere: Prime or Mind

    4) Gold Dragons: Represent the dragon on the hoard. Focused on the earth, the Gold Dragons (also called Yellow, Bronze, or Brass) are materialists and pragmatic. A dragon's hoard is the accumulation of its wealth, yes, but also the lure it uses to attract the avaricious and foolhardy. They bankroll the Heretical Order, using business acumen and prognostication to further economic ends. These ends are not always selfish; they run the charitable foundations that allow great good to flourish, while on the other hand using the promise of wealth to lead the wicked to their doom. The Gold Dragons oppose the Syndicate for many reasons, but most despise the breaking of the Gold Standard; they believe, for all its faults, that the economy will suffer long term when money is decoupled from commodities. Gold Dragons hoard large reserves of actual gold and silver, and distrust modern fiat currency, crypto-currencies most of all. They tend to focus on the Art of Desire, but some non-business focused Gold Dragons practice Craftwork, producing magical items (especially from the remains of deceased magical creatures). They are noted misers, and dole out money and magical items with irregularity, unless they can be well convinced of the need. No use in squandering the hoard. Primary Sphere: Matter or Time

    5) Black Dragons: Represent the dragon in the deep. Sometimes called Sea Serpents, Black Dragon Knights peer into deep mysteries. Their founder suffered from melancholy, and indeed unknowingly participated in the initial dragon hunt out of desire to die. He was the first to drink the dragon blood, for he cared not the danger. This drought saved his life, in all likelihood, as his desire for oblivion was replaced with a curiosity for deeper meaning, prompted by his expanded senses. Ever since, his followers have wrestled with enigmas, meditated into astral reaches, and dove into the realm of spirits. The dragon is a creature privy to deep secrets and hidden truths. Some accuse them of being close to infernalism or even Nephandism, but they rebuke such accusations. They consider infernal spirits to be distractions, and Nephandi to be offensive; what greater blasphemy can there be, after all, than to claim that the deepest reaches hold nothing at all? They practice Yoga, Mediumship, Shamanism, and sometimes even primitive Psionics, hoping to become dragon through mental and spiritual development, and communion with the greater spirits and platonic ideals of dragons. Primary Sphere: Spirit or Mind


    Initiation: The Draconic Knight induct all new members with a ritual consumption of blood, as reenactment of the order's founding. In the early days, it was always the blood of a slain dragon - a dragon hunt would double as an trial for new members and means of initiating them both. As dragons became scarce, reasonable substitutes were enacted, usually with the blood of serpents. As a member grows higher in rank - going through normal ranks from apprentice to master - new rituals are conducted to mark the occasion (unless situations, like field promotions, make pomp and circumstance inexpedient). These often use higher order reptiles, like bigger snakes, iguanas, komodo dragons, and the like. Some adepts and masters have even been initiated by blood taken from dinosaurs, when the Draconic Knights have had occasion to quest with Etherites in the Hollow Earth, or in distant Umbral realms. Other times, Drakebloods will bleed themselves for the ritual cup, to mark a significant initiation. The highest honors, of course, come with the drinking of the blood of True Dragons; this happens most often these days with knights making epic pilgrimages to the Umbra, where they bargain with old dragons to be gifted their blood. Some dragons even deign to grant this request, if the knight shows proper respect.

    When a knight is first initiated, it is common for them to name their Personal Dragon. That is, the one foe they seek to slay above all others. This doesn't need to be a literal individual or monster. Some Personal Dragons named in recent times have been "Tyranny", "Poverty", "Ignorance", "the Technocratic Union", and "Cancer". No initiate is required to decide immediately what their Personal Dragon must be, and many times initiates will name "the enemies of the Draconic Knights", as a show of solidarity. It is expected, though, that every knight eventually find an opponent they wish to dedicate their life to destroying. No one expects many of them to totally succeed, just that they pursue it with all their heart. For what is a knight without his or her quest?
    Last edited by Bluecho; 07-03-2018, 09:34 PM.


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    • #3
      3. The Suitors of Fortune

      "You win some, lose some. It's all the same to me."

      A motley collection of gamblers, games persons, tricksters, and daredevils, the Suitors of Fortune (or "Fortune's Suitors") are united by their adherence to that most fickle of mistresses: Dame Fortune. Luck is a Lady (except when she isn't), and they her men and women wooers, seeking ever to win her affection and favor. Fortune favors the bold, as well as the brilliant, so Suitors push themselves to ever greater heights of risk and reward.

      Less a Craft and more a Faction, the Suitors of Fortune trace their lineage back to an ancient Roman Mystery Cult that venerated the goddess Fortuna. The "Fortunate Mysteries" as they are called now survived the rise of Christianity and the fall of the Western Roman Empire, by hiding in the Eastern Roman Empire. It's unknown if the Suitors mark an actual unbroken line, or if their founders discovered and revived elements of the Fortunate Mysteries later. Whatever the case, these acolytes of Fortuna rubbed elbows with a fellow Mystery Cult, a group that would come to be known as the Pomegranite Deme. So when the latter joined forces with Indian Chakravanti, the Fortunates tagged along for the ride as these disparate groups formed the Euthanatos Tradition. They found much in common between their own goddess's circular design - the Wheel of Fortune - and the Wheel of reincarnation that Indian mystics treasured.

      To the Suitors, Life itself is a huge game of chance played with and against Dame Fortune, who spins her wheel and doles out goodness and badness. Even Death is merely an opportunity to see what new form they take in the next life. To die isn't to cease, but to cash out. Then, when the game is over, Fortune shuffles the deck and resets the wheel, and a new game begins. For this reason, experienced Suitors instruct new recruits not to fear death overmuch. Any competent gambler knows that losing a single game means nothing, when Chance is in play; the mark of a true gambler is how many games you win.

      The Fortunate Ones are, to a man, very good players. Ever since the Renaissance, they've acquired and perfected skill at games of chance, supplementing their classical High Ritual with Crazy Wisdom and the Art of Desire. When merchants were in their markets and scholars in their studies, the Suitors were in the gambling dens and salons, mingling with folks from all walks of life (and taking their money). They were among the first to consider the symbolic power of playing cards; many compared notes with members of the Order of Hermes concerning the Tarot deck, with its Minor and Major Arcana (naturally, X: The Wheel of Fortune, was and is their favorite). Later, modern playing card sets - and more exotic ones, like Japanese Hanafuda - came into their collective repertoire. Meanwhile, Suitors learned to derive magic from dice (frequently bone dice) from Verbana, runic fortune telling from the Norse, joss sticks from the Akashics, and countless other games. If there is a game with elements of skill, intellect, and chance, the Fortunate Ones have studied it. (The major exception are non-game gambling, like slot machines; there is no skill or way to affect the outcome, and Suitors rightly disdain the machines as tools of the Syndicate to prey upon the weak). More than just game players, though, they master all ancillary aspects of Gambling; masters of psychology and deception, a Suitor can play circles around opponents. To them, half of wooing fickle Fortune lies in tipping the odds in their favor; a lazy lover is a bore, and unlikely to keep Fortune's attention.

      Of course, being magically empowered gamblers, it is trivially easy for Suitors to cheat. Most can do so without even directly evoking Fortune's powers; raw skill is often all that's needed. Enforcing rules against cheating in all cases would be impossible (except in games between Suitors), nor do the Suitors think they ought to. Nonetheless, there is an ethical thread running through the faction, when it comes to the subject of cheat, that all mentors try to teach their students. Just as other Euthanatoi see Killing as a sometimes necessity, Suitors of Fortune acknowledge that Cheating, too, can serve a purpose. Usually it is permissible in service of undermining the wicked, teaching lessons, redistributing wealth, or when lives and livelihoods (including the Suitor's own) are on the line. Suitors play fast and loose with these guidelines, but they generally consider it good to use common sense and basic human decency, letting conscience guide. This extends to more general ethical aspects of gambling; for instance, a Suitor should probably either allow someone to win if they would otherwise lose everything, or return the winnings afterwards. Many Suitors - cocksure and charismatic as they are - understand the burden of pride, and so would probably return a winning in a roundabout way, like by "forgetting" to collect, or by arranging an equal sum of cash to cross the loser's path "by chance". (Unless, of course, the loser has an obvious gambling habit, in which case sometimes letting them endure the loss is more helpful in the long term, to break their habit).


      Organization: Suitors of Fortune, like most Euthanatoi, organize informally. Mentor-Apprentice relationships are the usual extent of their society. However, it's customary for Suitors to assemble every so often, for spirited rounds of games. Such games are often ranked, according to the stakes and what is permitted. Stakes can range from playing for sport only or for trivial bets, all the way up to enormous "pots" that could make Syndicate men take notice. As for "what is permitted", this refers to how much cheating is allowed, as Suitors see competitions of cheating as wholly legitimate levels of the game (at least among each other, and only when all parties agree as to the level). The lowest levels may be strictly enforced; no cheating, just skill. The next might allow cheating, but only of the mundane variety (with separate stipulations on whether participants can prepare the environment and bystanders, or whether they have to cheat with only what they carry on them). The greatest levels, of course, involve high level use of magick, where participants bend Reality and Luck in their attempts to achieve victory, and to counter their opponents moves. Hermetic bystanders liken this sort of thing to Certamon challenges, and such games can get insane. As such, this level is often divided between Coincidental and Vulgar cheating; the latter kind are done solely within the confines of a Chantry or Sanctum. It's considered poor form to challenge a Suitor to a "level" of game above what they can reasonably compete with. It's also frowned upon to actually try to harm the opponent or anyone else during the course of the game. Not unless the players agreed to a bloody game, though these are rare in modern times.


      Initiation: In new recruits, Suitors look for a sharp mind, a deft tongue, often some existing experience with games of chance, and, most importantly, a willingness to risk everything. One cannot seriously court Dame Fortuna if one is afraid to lose. Often new Suitors are approached from the pool of existing gamblers, with one exception. Fortuna's Suitors rarely approach those who suffer from Gambling Addiction. Such people are enthralled to the pursuit; they gain no pleasure from the act of gambling, but rather are slaves to it. Such pathetic sorts are usually better off staying away from the passtime, and so Suitors tend to involve themselves insofar as to guide them towards kicking the habit. The Fortunate Ones know all too well how addiction (of all kinds) can flush a person's life down the drain, leaving them homeless, penniless, hopeless, and alone. (It's for this reason that, again, Suitors despise the Syndicate-run Casino system, and its mechanized, optimized way of sucking people dry. Suitors feel no shame in taking Casinos for all they're worth).

      On the other hand, some Suitors take a chance on such people, usually when they are early on in their careers and can potentially be salvaged. If they can be taught how to play the game, they can be taught moderation, and how to be successful. More than a few great Fortunate Ones have come out of such people, though not all can fully overcome their addictions.

      A student often remains apprenticed to their Mentor until such time as they can best their teacher in a legit game. Given that a Suitor who is trying to win can play circles around any novice, this is often more a formality. The competition acting as a test of the student's skill and ability to cheat (without getting caught). If a Mentor judges that they've progressed enough that they could beat any mundane opponent - or if the apprentice manages to surprise their teacher by winning on their own merits - the student is made a Journeyman, and sent out on their own.


      Focus: The oldest magick belonging to the Suitors of Fortune are the High Ritual Magick and Faith passed down to them from the Fortunate Mysteries. Over time, they've learned to supplement these Practices with Crazy Wisdom, the Art of Desire, Domination, some Witchcraft, and even forms of Weird Science (mostly Mathematics and soft sciences like Psychology) and Invigoration (honing their senses, stamina, and dexterity to meet the challenges and rigors of gambling). They consider the Magick to come from a mixture of adherence to divinity, mysticism, guile, and raw skill. Their Paradigms reflect this: World of Gods and Monsters, Bring Back the Golden Age, Everything is Chaos, and It's All Good - Have Faith!
      Primary Spheres: Entropy, Matter, Mind


      Stereotypes:
      -Traditions: Often a stodgy old bunch, many of whom are reluctant to take a risk on new methods. But they've made their bets, and intend to see this game through to the end. For that, they have our eternal respect.
      -Technocracy: Now if you want to talk "risk averse", these guys take the whole pot. They've built this world by convincing the common people to play it safe, rather than reaching for the impossible. Look where that's gotten us. But the game isn't over yet, and they'll regret the day they thought otherwise.
      -Nephandi: A bunch of sore losers burned by failure one too many times, and now would rather flip the whole table like petulant children. Disgusting. I'm not done playing, and won't stand for them ruining the game for us all.
      -Marauders: The ultimate wild cards. Can never predict them, because they think unlike anyone else, and pursue gambits locked off to all others. On the other hand, we wouldn't be gamblers if we didn't appreciate unpredictability. At the very least, when they get dealed it, the game gets...interesting.
      -Disparates: Old, familiar faces. But we keep our eyes peeled at the other players, as a matter of course. We see some of them meeting together, more than usual. Strange collaboration, but if this lot wants to cast their lots together, it might be just the shake-up this game needs.
      Last edited by Bluecho; 08-02-2018, 11:35 PM.


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      • #4
        [I decided I had more to talk about, vis a vis Fortuna's Suitors. So here's additional information.]


        Organization (cont.): While there is no hierarchy per se among Suitors, there exists certain titles of prestige given to the faction's Masters and accomplished Adepts. These titles are singular - only one Suitor may wield a title at a time - making them prime material for betting between Suitors (since a Suitor who can win a title from another Suitor is obviously worthy of it, at least until they lose it again). There are 29 titles, which are named for the "court" cards of the Tarot (Kings, Queens, Knights, and Pages, totally 16) and Modern (Kings, Queens, and Jacks, totally 12) playing card decks, as well as one for the Joker. A Master Suitor might, for instance, be called the Queen of Hearts, the Page of Cups, or, again, the Joker. The division between Tarot and Modern cards isn't merely to pad out titles. They also tend to denote a Suitor's mystic specialty. Tarot Suitors tend to be experts in the old High Ritual Magick, who explore and rediscover the Fortunate Mysteries. Modern Suitors employ modern methods, and their magick tends towards the eclectic; to have a Modern card title denotes one who seeks to develop new and novel ways of gaining Fortune's favor. The Joker is, naturally, a Wild Card, able (and indeed encouraged) to go, do, and learn as he pleases. It is a coveted title, though not without its baggage; some even say the title is cursed, which many Suitors consider nothing less than a personal challenge, not a deterrent.


        - ROTES -

        Cards that Cut [Matter 3; optional Forces 2 and/or Prime 2]: A common spell employed by the Fortunate, who like to always have a weapon up their sleeve. Instead of reshaping the material, Matter 3 is used here to force it NOT to change its shape, but remain rigid. Resistant to bending, shearing, or tearing, a playing card's paper-thin edge becomes a deadly sharp weapon. Many Suitors add Prime 2 so the "knife" does Aggravated damage. Forces 2 is often employed when throwing the cards, making them accurate and powerful ranged weapons. A similar Effect might employ the cards as an Instrument for a Matter 3 Effect, that simply creates a cut through a solid object; the result is the same for material targets, though Life 3 is needed to use the card as an Instrument to cut living targets. As such, many Suitors learn to just use Matter 3 to turn the card into weapon unto itself, usable on any target and able to be applied many times for the spell's Duration.


        Loser's Penalty [Variable]: More an approach to doing magick than a specific spell, the Loser's Penalty is often applied when Suitors are doing "Tradition business". They ARE Euthanatoi, after all, and so will frequently involve themselves in the dispensing of justice. The Suitor challenges their target to some competition. If the target wins, they are given something they desire (often money, though the Suitors encourage their members to get creative and personal). If the target loses, however, they must "suffer a penalty". In most cases, the game being played is, ITSELF, the Instrument for the Effect, a Ritual that goes off if the target loses (or is caught cheating). Sometimes Suitors will cheat, in an effort to ensure a wicked person is punished, but it's considered proper sport to only cheat if the target tries cheating themselves (or if they really had it coming).

        The actual Effect that goes off varies (as do the Spheres involved), though they are usually either a signature of the Suitor using the Effect, or tailored to the target and the severity of their crimes. Against minor offenders - or those the Suitor thinks can be reformed, if they just got the right "push" - the "penalty" will be injuring, traumatizing, or deriving of something the target values, but nonlethal. Common Effects include physical harm or temporary disfigurement (Life), reducing valuable materials to worthless ones (Matter), terrifying illusions (Forces or Mind), or inflicting onerous curses (Entropy). Against those truly deserving - or who cannot be expected to change their ways - the penalty is, straight up, the Good Death delivered, usually in some karmic form. Things like death curses, rotting them from the inside, lethal illusions, turning the target into an animal permanently (which is functionally death for their ego), or opening a gate to allow the target to be assailed by the ghosts of their victims. Some Suitors even rip the spirits from the bodies of their targets and trap them, creating a grisly collection of minds/souls. This latter punishment is considered severe - their spirits cannot reincarnate and atone for their karma if they cannot move on - so it is used only in certain circumstances, or when the Suitor in question is rather cruel.


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