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101 Crossover Story Hooks

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  • 101 Crossover Story Hooks

    1. (Changeling and Werewolf) During a stroll through the dreams of various people in the city, a changeling accidentally went into a Gibbous Moon werewolf's prophetic dream and drastically changed what happened in it. That pack of werewolves is pissed, because that dream can't just be done any old time, and it was the only way they had left to find clues to their new enemy's identity. Luckily, the changeling has friends who can interpret what was seen: a particularly powerful and malevolent True Fae is coming to town, and bringing an army.

    2. (Vampire and Changeling) Several changelings have gone missing, at the same time that the vampires are noticing an increase in erratic behavior among the Kindred. All evidence points to someone kidnapping changelings and selling access to their blood to the vampires. Years ago, the Prince made a pledge of protection to the changelings' rulers, and when he finds out what will happen to him if he doesn't hold up his end of that pledge he starts to get VERY worried.

  • #2
    3. (Demon and Promethean): Something wrecked a big piece of Infrastructure, and the local Agencies have no clue what the hell did it. It wasn't one of their own, or else someone would be gloating, and it wasn't an intentional demolition by the Machine, because there are Angels on the lookout all over the place. The lone witness is a crazed bum, who swears he saw the building consumed in golden light, and what he swears was an angel. More incidents occur; Infrastructure and Angels both destroyed, always burned, and feverish accounts of golden fire and winged figures. The Divine Fire has come to town.

    4. (Hunter and Demon): Hunters are going missing all over the place, and nobody seems to know why. Skinchangers would leave bloody messes, Leeches would brag, Witches would be more covert about things... this doesn't fit any of the usual suspects. Everyone from lone cells on the streets to the local VALKYRIE observer is on edge. Something stranger is happening; the missing people are starting to show back up, but they aren't themselves; they have no interest in their former friends, and pursue strange, nonsensical agendas. Where the Hunters are in the dark, the Demons are scared as hell; the Machine is turning lots of people into shoddy Covers very quickly, and they can't figure out what it needs all that manpower for. The local Unchained have a valuable resource in the local Hunters, but one wrong move will have them hunting them instead of their common enemy.
    Last edited by atamajakki; 05-10-2016, 03:47 AM.


    Remi. she/her. game designer.

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    • #3
      5. (Demon and Changeling) Through a Pact, a Demon has obtained the identity of a Fetch. The Changeling has freshly come back, but when it turns out his twin is no longer "just" a puppet but another fugitive, he faces a dilemma. The best solution appears to have the both of them share the same identity alternatively.

      6. (Demon and Werewolf) A pack's Totem has vanished. Before word could get out and damage the werewolves' reputation, a Demon with the strange ability to make ephemereal Covers proposed the pack to masquerade as their Totem until they got it back or figured out what happened to it. For a hefty price.

      7. (Demon and Vampire) It's been determined that a ritual that is about to be enacted by the Circle of the Crone or the Lancea Sanctum is no mere ritual, but an occult matrix. It's hard enough stopping human cultists, so just imagine how violently a half-dozen superpowered corpses and their priest(ess) are going to react.
      Last edited by ChairKicker; 12-20-2013, 07:26 AM.


      Part-time table flipper.

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      • #4
        8. (Vampire and Demon): The God-Machine seems to have an odd relationship with time, and often creates bubble realities and splinter timelines. There are persistent rumors that one could lead to a timeline in which the Camarilla never fell and the Kindred still have a glorious, united society. What secrets could these ancients hold for a modern vampire, and why do those who go searching for this splinter seem to meet their Final Deaths so often?


        Remi. she/her. game designer.

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        • #5
          Changeling and Promethean: A buddy-comedy road-trip. A changeling wants to kill his fetch. A Promethean wants to kill his creator. The pair are after the same man.

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          • #6
            Mage and Hunter: A new paranormal TV show is looking to film their pilot by looking for a cryptid, only this one is sitting right on top of a powerful and relatively untouched hollow. While hunters would be fine with letting the witches screw this up themselves, the fact is that this TV show also threatens to drag every amateur with a chip on their shoulder and gun in their hand into the area and cause trouble. Either production is sabotaged soon, or both parties are left pointing fingers.

            Werewolf and Changeling: A hunter's gone off the rails now, and they're so insane they've managed to see through the Mask, despite this being all but impossible as far as changelings are concerned. The werewolves are on said hunter's trail, since they're leaving murder and death spirits in their wake so thick that whole blocks are at risk of being urged or ridden. Time to find this lunatic and stop him before he kills both parties.

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            • #7
              Hunter and Mummy: A local cell is up against something very old and powerful and EVIL. Luckily, an ally at the museum has found someone who fought this thing many centuries ago, who can be awakened to fight alongside the cell. What could possibly go wrong?

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              • #8
                Giest and Mummy: A sin eater may have accidentally joined a arisens cults accidentally thinking it was a Krewe what happens when the Sin Eater meets the arisen.

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                • #9
                  14. (Mummy and Demon): Agents of the God-Machine have somehow seized one of the Arisen and have plugged it into a crucial piece of architecture as a sort of occult battery. The Arisen's cult is outraged and panicked, but stand little hope of recovering their leader on their own; the Infrastructure that holds the Mummy prisoner is hidden by other Infrastructure and guarded by stigmatics and Angels. It's a daunting task, but any ring of Unchained willing to take this gamble on has the chance to strike a massive blow against their former master and gain the favor of a powerful being. This could even lead into a shared cult, but there's work to be done before any talk of spoils...

                  One of the Arisen is a potent being; it could be fueling a piece of Command & Control Infrastructure. Free it, and the Machine may well lose its grasp over an entire city. That's as close a shot at Hell as any Demon could hope for.


                  Remi. she/her. game designer.

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                  • #10
                    15 (Mage and Changeling) A cabal of mages is tracking an odd being, actually a hobgoblin, when they find their way into the Hedge. Lacking much in the way of Fate magic, and any idea of where they've ended up, the nearby Changeling motley needs to decide if they want to help these 'mortals' out before they lose their minds, or draw them further in to make sure they don't go talking about the experience.

                    16 (Werewolf and Mage) Two packmembers have made one of the ultimate sins against their inner harmony, causing the female to become pregnant with a unihar. No rite is known to exist to get rid of such a being before they're born, but rumor has it that they have no such immunities to human magic...

                    17 (Vampire and Mage) Summoning a being from the Primal Wilds is a risky proposition, and sometimes, there's unforeseen side effects; when an Obfuscated vampire witnesses the event, for a brief moment he feels his heart beat, without the flush of Blood within his system. Of course, he needs to learn more about what exactly those magic using mortals did.



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                    • #11
                      18: Hunter and Princess (Unless we can't do fan-splats, in which case I'll edit later): A local nun is found dead in his church, clutching at a small piece of jewelry with a weird emblem on it. Local hunters hear the story and are convinced the poor holy woman just found a bad relic. Then a teen from the same Catholic school the nun taught in is found dead with a similar object in her hand. Hunters think they've uncovered some kind of cult (Or for the Malleus, an infiltration), and are set to root it out. The Radiant are busy too, since a particularly fierce amanojaku killing to keep themselves safe from being returned to their prison. Proactively killing any of the Radiant it can find, the situation and context makes the nakama hunting this killer feel that, sadly, local hunters have started fighting "witches". If the Radiant can't convince the hunters that they're both after the same goal, the local princesses are facing people who know how to fight dirty in the darkness. The hunters are more curious about this "cult"; Is it friendly, useless, or does something have their eye on local teens?

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                      • #12
                        19. (Hunter and Changeling): Alien abductions. Tons of them. Why are the aliens suddenly so active, and who keeps making the witnesses disappear? The cell comes across an 'escaped abductee,' but can it be trusted?

                        20. (Mage and Demon): The Seers have almost entirely ceased operations in the city. A little digging reveals something far more sinister; they aren't cutting back, they're just gone. The local Pentacle mages shrug, celebrate, and enjoy a break in the competition for a few months. Then a handful of the missing Seers turn back up, but they're acting strange, almost robotic. More worrying than that is a massive surge in Paradox within the city; something is making magic difficult and dangerous, and it's their missing enemies. Is this an elaborate scheme by the servants of the Exarchs, or something much worse?


                        Remi. she/her. game designer.

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                        • #13
                          21. (Mage and Demon) The local demons have been approached by a new ally. It is a strange entity that becomes more powerful as certain pages of paper are gathered in close proximity to each other. With enough pages together, it can disrupt or completely stop the Machine's actions. Through its mortal servants, this entity is able to communicate to the demons. It claims to be an old enemy of the Machine, exiled from the universe and time itself, and it wants to help the demons destroy the Machine so that it can return to reality.

                          The entity calls itself the Prince of a Hundred Thousand Leaves.

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                          • #14
                            22. (Vampire and Demon) a ring of demons and coterie of vampires are both working overtime to influence and take over a local corporations. When they come into contact with each other, the groups realize that a third party has been pulling their strings. 23. (Everyone!!) A mad seer has been discovered in a local asylum. He/she seems to know everything about everything, but can only access these memories by "flashing" on certain stimuli. This seer is to valuable to kill but no group can allow another to possess him. Even worse, he is actually a paranoid insane person. Each of the characters are members of a group (a krewe, Covenant, Agency whatever) that is tasked with protecting the seer and acting on his visions, defeating the dark things that threaten everyone. When the seer starts having visions of an apocalyptic end, its up to the group to stop the ephemeral enemy. And yes, this is totally a Chuck as a Mad Prophet kind of deal.

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                            • #15
                              24: (Sin-Eaters/Mage) A group of Mystagouges seek the guidance and assistance of the krewe to either negotiate entrance or be smuggled into a Dead Dominion. They want to ransack a sanctum of a Death Master who lived in their, but his actions long ago caused the Awakened to be barred from entering the Dominion.

                              25: (Mage/Demon) Even Stranger(s on a Train): The local Guardians of the Veil have brokered a deal with the local Agency. The Agency targets and eliminates several high-ranking Seers of the Throne and the Guardians disrupt a major, heavily guarded Occult Matrix in the works, the belief being that each side's enemy won't have the capability of really defending themselves against an outside, unknown threat.

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