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[CofD] DIY Mystery Cults

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  • wyrdhamster
    started a topic [CofD] DIY Mystery Cults

    [CofD] DIY Mystery Cults

    So in our brand new Chronicles of Darkness corebook we have Mystery Cult Initiation and rules on making some Cults for the games. We have only two example in book, so this topic is for your own creations or helping others to made there own.

    And here are guidelines on creating the Mystery Cult Initiation Merit itself from the CoD corebook:
    • A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.
    •• A one-dot Merit.
    ••• A Skill dot, or a two-dot Merit (often a supernatural Merit).
    •••• A three-dot Merit, often supernatural in origin.
    ••••• A three-dot Merit, or a major advantage not reflected in game traits.

    So I will start.

    Good Christians ( a.k.a. Knives of Abraham )
    In our New England (pre)Mage game we have loosely defined cult few characters are part of – it’s Christianity-based local church that believes they are freeing humans souls from prison of this world trap to the Heaven by killing as sacrifice those that are willing. Cultist sometimes even goes with those unwanted sacrifices, if they think it will serve “Gods will”.

    Any help with them will be appreciated. Name was just made by me now, maybe it will be change later. And no, I do not want them to be connected to God Machine. Other forces of CoD universe are invited.

    Purpose: Freeing souls of true believers, to end their suffering in this wretched world. Lord has spoken to our Prophet by the Angel and we must do what needs to be done, like Abraham needed to sacrifice his own son, Isaac. ( In reality: Maybe collecting souls for something? Sinister agenda? )

    Relic: Blade of Abraham - Holy knife that severs souls with each cut.

    Doctrine: For most time, cult looks like typical small town Christian church. They goes on masses, take communion, listen to their Reverend's sermons. It only become apparent if you see when they go. Most attended masses are just after sunset, on Sunday night. Church is then locked from the inside. Usually it’s just closed ceremony. But ones a month ( and in major holidays, another time ) there are people sacrificed by the Reverend – most time it’s one person, chosen from congregation. On those special nights only most dedicated and loyal are invited. But on the major festivities ( like Easter or Christmas ) some tourists passing by the town or people from neighbor communities are taken and freed from the shackles of the life in the name of Lord!

    Those that study history of the Knives of Abraham know their roots are in Cathars Heresy, from X century France and Italy. They believe that flesh is corrupting spirit and only way to purify soul is only by separating that holy part from it's meat container. Then truly freed soul can goes straight to Heaven. To achieve this, some need to be in this world and free souls of others, withstanding wickedness and corruption of world - those are true Samaritans. Good Christians.

    Cultists: Paragon Christians, Soul obsessed sinners, Religious sadists

    Initiation Benefits
    - Gain an Weaponry Specialty in Knives.
    •• - Gain Tolerance for Biology Merit.
    ••• - Gain Closed Book (••) Merit.
    •••• - Gain Inspiring Merit.
    ••••• - Hand of the God: Ability to sever souls from the living through a dark gnostic ritual (Extended action, Occult + Resolve, costs one willpower point to even attempt, successes must exceed the victim's Resolve + Composure). Souls could possibly be 'consumed' for Willpower or placed into soul jars.

    Edit: Used propositions below to the MCI Merit benefits itself. Will refine a text even more later.
    Last edited by wyrdhamster; 01-03-2016, 04:27 PM.

  • Corrigan
    Originally posted by Master Aquatosic View Post
    This is really awesome, but I might rename the Hedge Prowler merit to make sure people don't think you're talking about The Hedge from Changeling: the Lost
    Fair point. Will do.

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  • Master Aquatosic
    This is really awesome, but I might rename the Hedge Prowler merit to make sure people don't think you're talking about The Hedge from Changeling: the Lost

    Leave a comment:

  • Corrigan

    The Janlarek Koyperu

    Set in the English Channel, the island of Sarnia is culturally a mix of English and French. Yet on the uplands is a people who stubbornly cling to their own ways for thousands of years. The Bailish are clannish and suspicious of outsiders. The Romans, the French, the English, and even the Nazis learned that, like hornets, the Bailish are most dangerous when their homes are disturbed. The Bailish territory is the Balabaro, the land surrounding sacred Mount Belmuno.

    Though nominally Christian, the Bailish are deeply superstitious; every bird carries omens based on the way they fly, and meaning and portent can be found in an unusual flower or the fall of a stone. The landscape is covered in spirits of place, and creatures that play tricks or wield magic are often circumscribed by time of day or place. Cunning folk are sought out before doctors or veterinarians. If a rumored witch is accused of doing harm, the locals won’t turn to the priest, but to another witch for redress.

    The witches keep their secrets. Perhaps the greatest secret of a true witch, or sorkosa, is that the goddess of the ancestral Belexi is still worshipped, prayed to, and offered sacrifices.

    The remnants of the ancient priesthood, the Janlarek, are the liaison between the people and their goddess, part of a line stretching back to Neolithic times.

    While most Bailish don’t claim to be worshippers of the raven goddess Beliankos, most are superstitious enough to follow the tenets of the folklore.

    The Balabaro has many dolmens and rings not shown on the archeologist’s map. Some stone circles still feel the tread of feet at dusk. Upon death, a Janlar is secretly removed before embalming and carried to a stone circle, where rites are performed as a corvid makes a meal of corpse’s eyes. Then the dead one is left to decay in a dolmen. When the faithful unseal the barrow to check on the skeleton a year later, they invariably find the skull missing.

    Initiation Benefits

    Magpie Early in their training, the neophyte is taken under the wing of an experienced sorkosa, usually the one living closest. They learn the signs, charms and folklore of their people. Gain the Specialty: Occult (Bailish Lore)

    •• Crow At this point, the student is initiated, becoming a Janlar. To the student’s newly-opened eyes, anything out of the ordinary is backed by hidden forces. With more experience, a Janlar can discern between mundane and supernatural. These have become the eyes and ears of the group. Gain the Merit: Eye for the Strange••

    ••• Rook The experienced sorkosa knows the Balabaro like the back of her hand, including the locations of passage graves which were not abandoned. Gain the Merit: Moor Walker••

    •••• Raven As a mark of honor, the respected elder Sorkosa is given the “bird’s ale”, a potion that instills the power to speak with any bird. Through the birds, the elders communicate to each other or spy on interlopers. Gain the Merit: Animal Speech (Bird) ••. In addition, the Sorkosa learns how to meditate in a dolmen to gain the knowledge of the ancestors. Gain the Merit: Channeling •.
    ••••• Owl The oldest and wisest of the Janlarek, the Jankosa, learn the secret ways around and into Belmuno, and know how to seek an audience with the Goddess – either in person or in a vision. (The folklore hints at how to do so-- chanting in stone circles, balancing on certain cliffs in the moonlight, etc – but the Jankosa is less likely to die from a successful attempt).

    Other common Merits:
    All speak Bailish, a language in the same family as Basque. A few speak Belexi (the pre-Roman language of the area), which is preferred for the oldest rites and chants.
    Thaumaturgies are also prevalent—divination, familiars, enchantments, etc.; a substantial portion of the upper-level Jalarek are hedge witches.
    The particular goddess is, in reality, a vampire. Beliankos has a strong affinity to the Balabaro, so much so that she is loathe to travel outside her domain. As far as she is concerned, she is a goddess– one forgotten by her people, but still tied to them and the land. She rarely involves herself with them; like a biologist who loves a species but is more interested in the population than any short-lived individual, she likely won’t intercede on a mortal’s behalf. Someone who knows the old ways may earn her favor on a whim, or as part of a long-term plan which may help the Bailish but probably won’t end well for the individual. The Janlarek are the most likely to get her attention, and the mostly likely to survive it. The best that could be said for her is that no vampire or werewolf can step into her territory without her finding out, and such trespassers will die before they can trouble the Bailish.

    Though Beliankos is a hands-off sort of diety, there are many spirits that become involved in the religion, to be placated or driven off by a sorkosa with the attunements to sense them.
    Merit: Moor Walker (• to••••)
    Prerequisites: Athletics ••, Stealth ••, Streetwise/Survival ••
    In the folklore, the witches of the Bailish can change into owls or crows, or turn invisible. That isn’t necessarily true, but they can move unseen and unimpeded throughout the Balabaro.
    Effect: When rolling to navigate, hide, evade, or pursue in the Balabaro, Moor Walker takes effect.
    With the one-dot version of the Merit, four successes mean an exceptional success on these rolls. With two dots, three successes make an exceptional success. With three dots, any successful roll is considered exceptional. Note that this doesn’t affect actual successes in extended or contested actions, but affords the advantages of exceptional success regardless of successes rolled.
    Last edited by Corrigan; 09-09-2019, 06:27 PM.

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  • Reighnhell
    Some thread don't die, they go into Torpor!

    While I can't speak for the other contributors, the way I make use of cults is for world building and setting texture.

    When running chronicles of darkness, I like playing up the fact that the world is scary, mysterious, and (most importantly) weird. Conspiracies, Cults, Secret Societies, and Government Experiments are all things players can unwittingly stumble into. I can use them as allies, antagonists, bizarre scenery, or story seeds when I am having a hard time coming up with a good plot for the session.

    For cults specifically, I like having a good write up with detailed-but-not-too-detailed mechanics.That way I have a solid framework to go by when interacting with players, but enough wiggle room to adjust details to better fit the needs of a given campaign.

    For the cult write ups I have done, I aimed for a "Mortal/Hunter" tier campaign, but they work pretty well when interacting with the major templates.

    Hope that helps!

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  • Mateus
    Performing a little thread necro: these are all great ideas but I would love to know how you guys have used these cults in chronicles? Are they all antagonists for the PC to take down or occult allies for them to join?

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  • Reighnhell
    revised an old idea

    Ideal Inc.
    Ideal Inc. began as a project developed by their parent organization Arashi Medical Research. The operation has made pioneering advances in the fields of genetics and cloning. While their work is secretive and wildly experimental, they have yielded promising results through their public facade as an expensive and exclusive data service. Using revolutionary technology, Ideal Inc. is able to create a tailored clone with traits and personae added to match the client’s specifications. All such entities are given counterfeit public documents that allow their clones to slip seamlessly into society. The clones, in almost every detectable way, are normal human beings. However, field reports site instances of emotional instability, violent outbursts, abnormal physical capabilities, and other behavioral aberrations. Such incidents are addressed by Ideal Inc. directly. Current company plans involve expanding its operations to athletic performance, fertility treatments and genetically optimized children.

    Purpose: To use advanced research into genetics to improve the quality of life for paying customers.
    Relic: The Creche Protocol – the procedure that is at the root of Ideal Inc.’s cloning process. Only the lead scientists of the project seem to truly understand the procedure, and elements of it do not line up with existing principles of biology.
    Doctrine: Despite its methodology, Ideal Inc is driven to help individuals live better lives and find love and fulfillment that has otherwise eluded them.

    Initiation Benefits
    ● - Freshman Staff come from medical backgrounds, gaining a Medicine specialty in Genetics
    ●● - Junior Staff gains experience with cutting edge technology and techniques, and receive the Area of Expertise Merit for an existing Academics, Medicine or Science specialty.
    ●●● - Senior Staff receive instruction on the portion of the Creche Protocol dealing with personality imprinting and memory manipulation. Gain a dot in Empathy or Persuasion
    ●●●● - Executive Staff gain access to resources that allow them to bribe, manipulate and coerce mundane institutions and individuals. Gain three dots of Merits that may be distributed between Allies, Contacts, and Resources
    ●●●●● - Project Leaders utilize the Creche Protocol to make subtle enhancements to their bodies. Gain three dots of Merits that may be distributed between Biokinesis, Eidetic Memory or Hardy.

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  • Pale_Crusader
    I had this mystery cult within a Horror Show entry, I am moving it here and quoting it there for ease of future reference

    Cult of the Yonder
    Beyond all reality is the Abyss, a nonexistence that contains everything possible and impossible all constantly contradicting itself in a roiling chaos of stagnant abeyance. Members of the Cult of the Yonder universally have been in the Abyss either mentally or with their whole being. If the cult member is fortunate the way they entered the Abyss will be an event that transforms them into a creature which is no longer human in mindset(such as a being without Wisdom nor Integrity), so they don't suffer the negative affects of the Been Yonder [Persistent] Condition. This leads the Cult of the Yonder to be filled with the shaken, spooked, guilty, broken, mad, and those with alien minds. Frequently those that belong to this cult feel a strong need to make sense of their experience and this leads them look deeper into Abyss for answers, which in turn leads to more trauma that increases the desire to understand the source of their pain in a spiral going ever inward and downward.
    Cultists: Worms that Walk, Abyssal Beings Madmen
    Initiation Benefits
    All initiates learn many unspeakable secrets of the Abyss. They gain a Occult Specialty in
    Abyssal Blasphemies.
    •• Full members have their unconscious mind linked to horrific astral realms that reflect abyssal concepts within the Temenos which causes them to always have nightmares instead of dreams, but those nightmares become a source of terrible revelations. They gain a dot of the Dream Merit free of charge.
    ••• As a cultist delves into the mysteries that their sleeping mind wrestles with night after night, they become metaphysically tethered to a Rank 1 Acamoth of their own Virtue in a relationship which grants them the Familiar (••) Merit free of charge.
    •••• The crazed insane priests of the Yonder gain the Astral Adept (•••) Merit. The ceremony they must perform is to sleep un-medicated in a dark room with no one else present, and in relative silence. This will cause a horrendous night terror which will shape itself into a journey beyond their own soul in order to escape.
    ••••• Those of the Yonder Cult which have traveled the deepest pits of raving Abyssal madness within the Astral find they able to give fellow Astral Travelers they meet in their Astral Journeys the Been Yonder [Persistent] Condition if they ask to have revelations of the Abyss revealed to them.

    Been Yonder [Persistent]
    You've been in the Abyss either mentally or with your whole being, experiencing in each moment as countless eternal epochs of cosmic apostatizing exposure to things minds were not mean to know. Suffer a Breaking Points simply by thinking about your experience within the Abyss, remembering it, or being reminded of it as long as you have either Wisdom or Integrity to lose. You also qualify to join the Mystery Cult of the Yonder if you explore your subconscious connection to it.
    Causes: Experience being within formless timeless portions of the Abyss, Having Amnesia of that experience removed, Have the mental totality of that experience artificial transplanted within your mind (Which require Mind 5, or an apporpriateInfluence 4 by an Acamoth to Create an exact copy of an existing experience, mere modification of things that can be mundanely known does not suffice)
    Resolution: Gain the Amnesia Condition concerning time in the Abyss

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  • Pale_Crusader
    I made this for another thread but it belongs here, so here I'll post it and then link the other thread here. Hope other people find use for this Vampire Mystery Cult Initiation too. :-)

    Mystery Cult Initiation
    Honesta Mortuis(Honorable Dead)
    This mystery cult dates back to the Camarilla, and the Roman tradition of gladiatorial contests. In much the same way humans will engage in pugilism, cock fights, or dog fights for glory, honor, and a form of immortality through blood thirsty entertainment, so too do the Invictus whom belong to this mystery cult strive for those three things. Since vampires are as far above men as men are to livestock and dogs, Ghouls are prized combat proxies bred, groomed, and trained to fight. Ghoul matches are sometimes to injury or when incapacitated for low stakes opener and warm-up matches, and high stakes main events are always death matches between Ghouls, unless there is a vampire match. Vampires whom vow their immortal Fealty to the Blood Arena to be Gladiators, serve the blood sport as a vassal serves a lord and are rewarded with Vitae, and the chance to be resurrected if they meet Final Death in a manner which isn't equivalent to diablerie, if fellow Gladiators are willing to fight in a special match which costs the loser their immortal unlife and Soul. All vampires above merely being an Audience member is also a Gladiator for a particular Blood Arena. Gladiators are sworn to a Blood Arena and their lies are plain for all to see while, which cultivates a general atmosphere greater honesty and trust of those vampires while within their sworn Blood Arena. Final Death for vampires in sanctioned matches within the Blood Arena are verboten, and with the exception of special matches specifically sanctioned for the purpose of resurrecting vampires sworn to the Blood Arena. The power to sanction a way to cheat Final Death and the prestige of hosting. The Honorable Dead are a microcosm which highlights the juxtaposition of savage predators and genteel Lords which reflects the seeming paradox of the First Estate as a whole.
    Relic: The Red Sand of the Blood Arena fighting rings
    Doctrine: Be disciplined and ruthless yet honorable, Honorable Dead do not fight Honorable Dead outside the ring, Nor do Honorable Dead strike for Final Death unless the Match is an assenting Sacrifice for the Second Embrace of a fallen Gladiator, Wagers on lives consumed within the fighting ring shall be honored, and only members may attend.

    • (The Honored Audience) To even be able to attend one of these fighting events requires membership in this mystery cult and this mystery cult only accepts Invictus, and increases the prestige of those already Invictus whom join. Gain or increase Merit - Status (Invictus)•
    •• (Gladiator) To even be able to participate (which is required to advance) in one of these fighting events involves swearing an Oath of Fealty to the Blood Arena where inducted to this level of mystery, as opposed to owing fealty to a Vampire. The limitation of only having a single Liege still applies and any lies spoken or written by a vassal a shows a synesthesia-like black-veined aura to all those perceiving it within the Blood Arena the Gladiator is sworn to. Gain Merit - Oath of Fealty (Specific Blood Arena)•• .
    ••• (Contender Owner) Most fighting in the Blood Arena are not vampire, instead the blood is shed by Ghouls specifically bred, groomed, and trained for the sport, like champion fighting animals, and the right to own such Ghouls, and the gift of your first such Ghoul is granted by this level initiation. Gain Merit - Ghoul Retainer (Blood Arena Fighting) ••
    •••• (Champion Owner) The only way to advance beyond merely owning a Contender Owner in hopes of earning the right to become an Arena Owner is to invest the time and effort to train, groom and truly cultivate one of your fighting Ghouls so that he wins a tournament. Add ••• to one of your existing Ghoul Retainers (Blood Arena Fighting).
    ••••• (Blood Arena Owner) The road to becoming an Blood Arena Owner requires taking your fighting Ghouls on a circuit of tournaments at various Blood Arenas until your Ghouls have won enough championships to earn the respect of many Blood Arena Owners until a quorum petition one of the one of the Blood Arena Owners with the Devotion Blood arena Comissioner (aka sanguis arenam Aedilis) to perform the ritual which makes the Blood Arena with the Blood-Arena-Owner-to-be. There are three alternative methods to reach this level. First if you are in Dynasty, reach the rank of Champion Owner, a member of your dynasty who is a Blood Arena Owner faces a non-diablerie Final Death, and uses a special type of Speaker for the Silent to declare you heir. Second learning the devotion yourself allows you to just purchase this level of initiation, and your Oath of Fealty applies to your own Blood Arena (which is undesirable). Third and very unlikely is the Final Death of a Blood Arena Owner in a manner which disqualifies them to speak from through proxy, in which case Blood Arena becomes freely available to the first Champion Owner to use Unmarked Grave while within the fighting ring to a silent spectators of thirteen other Honorable Dead, their silence indicating their approval or acceptance. Merit - Strange Place (Blood Arena) •••

    Strange Place
    Blood Arena
    Through an application of a Devotion by one of the Elders of this Mystery Cult make the ground itself becomes hungry for blood spilled in combat and able to offer it blood-bond free Vitae to those of this mystery cult who've been inducted to at least Gladiator, before being promoted to owners of fighting ghouls. Needless to say older vampires have used this to avoid hunger due to blood thickening, and this Mystery Cult goes back to the glory days of the Camarilla, for good reason. The benefits granted by Blood Arenas are significant enough to tilt the power balance in favor of the Invictus in any place this mystery cult can take hold. These arena must always be subterranean chambers certain elements, there needs to be a deep sandy circular fighting ring whose floor is blood red sand with a depth of several feet, paths for the combatants to enter the ring, and the ring is surrounded by seats for spectators.

    Die Pool: 9
    Gauntlet: 5
    Potency: 3
    Mystery Opacity: 4
    Willpower: 4
    Arena of Blood and Sand:
    Blood Arena requires matches which are sanctioned by the owner of the Blood Arena within the arena, one of which must be a Matches resulting in injurous incapacitation through intense struggle between skilled human Ghouls fighters trained and groomed for the purpose at least once a Lunar month. Once a year one of those must be a Death Match, (Losing Ghoul bust be decapitated and left to bleed out onto the sand of the fighting ring). Having this met allows vampires whom have an Oath of Fealty claim their Status (Invictus) in Vitae from the Blood Arena as per normal from that merit. Additional fights are frequently useful for fulfilling Masks and Dirges (In particular the Authoritarian, Competitor, Conformists, Courtesan, Guru, Masochist, Monster, and Nurturer Perfectionist, Visionary Masks and Dirges are well suited) to recover Willpower are useful. Each Lunar month a Blood Arena goes without its minimum matches sanction by its Blood Arena Owner all members of the Honorable Dead Mystery Cult Initiation within a radius of seven Leuga (15.54 Km) suffer a cumulative 1 Die Penalty to resist Frenzy and cumulative 2 Die Penalty to Ride the Wave, with the desire of the Frenzying vampires' Beast being ensuring there is a sanctioned Death Match in the Blood Arena as soon as possible so that they watch from the stands.
    Inhabited By Blood Cultists and their fighting Ghouls:
    Member of the Honorable Dead Mystery Cult within and their Blood Arena Fighting Ghouls consider the Place their home, and that preternatural familiarity grants them a distinct advantage against intruders. Any member of that mystery cult or their Blood Arena Fighting Ghouls within the Environment gains 3 dots of the Safe Place Merit and gains a +2 bonus to its rolls to resist supernatural effects. The Honorable Dead Cultist who is the Blood Arena Owner for this particular Blood Arena may revoke this Environment for any being whom doesn't have an Oath of Fealty to the Blood Arena. This Environment is always active for as long as the creature resides at the location.
    Vampiric Reconstitution:
    Vampires which have Fealty to this specific Blood Arena may be resurrected as per the Immortal Dread power should they die, if the owner of the Blood Arena declares a special "to the diablerie" match for the specific purpose, and two vampire of their own free will without of mystical or discipline coercion opt to fight for the purpose of resurrecting the slain vampire. The battle must take place within the fighting ring, with at least thirteen Mystery Cult members need to attend and watch the event. Being diablerized, having the Environments of this Strange Place give someone else the Tainted Condition because you were reduced to sand, having the Obliterated Condition, or being the victim of something equivalent to Diablerie disqualifies them from being resurrected by Environments of Blood Arenas. The winner of the fight survives but has none of the normal benefits or penalties of diablerie, the loser has his soul ripped from them and their body is reduced to the same type of sand which comprises the fighting ring. Emerging from the fighting ring's Sand as if it was an Unmarked Grave comes the Resurrected vampire. That vampire has the Tainted Condition as if they had diablerized the losing vampire for the severity of the Die penalty or contested roll for the Condition, and counts as having diablerized them for all detection purposes. The loser of the special "to the diablerie" match leaves no Ghost, may not be resurrected as if they had been diablerized, The resurrected vampire's Blood Pool upon resurrection equals what ever blood was drained from the loser beyond what could fit in the winner's Blood Pool + their Status (Invictus) merit. Solely for two purposes in the case of vampires whom owe Fealty to their own Blood Arena may be channeled by Speakers for the Silent if they'd qualify to be Channeled while torpid if they suffer Final Death by any means which isn't equivalent to Diablerie; the first being to declare which Dynasty whose also a Champion Owner within the mystery cult inherits their Blood Arena or the conditions of such an inheritance, or second to declare a special tournament "to the diablerie" to resurrect themselves and in that declaration of the tournament they may list a prize which they are Oath-Bound on pain of death to grant within a single lunar cycle to the winner of the fight.
    Honor Among The Dead:
    While within the ring during a fight sanctioned by the Blood Arena Owner the following rules apply:
    • The Lives Consumed by the Blood Arena are Sacred, all Wagers Made Within the Arena Over a Death Match Shall Be Honored. Mechanically this rule is enforced that lies about a Sanctioned Death Match shows a synesthesia-like black-veined aura to all those perceiving it within the Blood Arena, revealing them to be lies. Those that refuse to pay whatever was wagered within a Lunar month upon losing are perceived with a synesthesia-like black-veined aura around them, even through disguises, or heavy clothing, anything they say or write to all those perceived by members of the Mystery Cult of the Honorable Dead until the wager is paid. If the wager become unpayable the This isn't direct enforcement but does apply a lot of social pressure.
    • The Heartsblood's Sacrifice Match is to be Embraced by the Sand of the Arena, but Otherwise the Honorable Dead Do Not Battle to Final Death. Mechanically this rule is enforced that (except when declared "to the diablerie" to resurrect a vampire), if a vampire successfully inflicts Final Death against another vampire, both vampires are instantly killed and reduced the sand which comprises the fighting ring floor. This happens before being diablerized succeeds and prevents its success, then the character which had Final Death inflicted by the other vampire resurrects by rising from the sand of the fighting ring as per Unmarked Grave and has the Tainted Condition as if they had diablerized the vampire which inflicted Final Death for the severity of the Die penalty or contested roll for the Condition, and counts as having diablerized them for all detection purposes. If a vampire is reduced torpid during a fight sanctioned by the Blood Arena Owner while within the ring, that vampire has similar protection until waking from Torpor even when removed , but the vampire whom counts as the one inflicted Final Death is the one most morally responsible, and the resurrected vampire rises at the Blood Arena. Many elder Gladiators whom grow world weary fight until torpid in a fight in order to protect their bodies. If a Gladiator or higher ranking member of the Honorable Dead attacks in a manner which would inflict wounds or drain Vitae to another member of the Mystery Cult outside of a a Sanctioned Match within the fighting ring within a Blood Arena the aggressor gains the Beaten Down Tilt, as does the defender if they opt to similarly strike the aggressor. Honorable Dead whom inflict Final Death upon another Honorable Dead immediately lose all levels of the Mystery Cult Initiation (Honorable Death) with part of the Sanctity of Merits going towards maintaining the Oath of Fealty Merit to their home Blood Arena for those of Gladiator or greater rank, and note they are not exempt from the penalty of slaying vampire protected by being rendered torpid in a Sanctioned Match.
    • Authority is to be Trusted to Use Violence with Honor. Kindred to Advance in the Honored Dead Must Battle Within the Ring, and Swear Fealty to their Home Blood Arena. Mechanically it is impossible to advance in the Honorable Dead Mystery Cult Initiation without a proper induction ceremony which includes swearing an Oath of Fealty to the Blood Arena where the ceremony takes place and then immediate engaging in a Sanction Match to Torpor with an existing Gladiator with at least six Honorable Dead Mystery Cultists watching the Match from the spectator area.

    Blood Arena Commissioner (aka Sanuis Arenam Aedilis)
    Animalism ••••• Protean • (Invictus Oath) Notary •• Mystery Cult Initiation (Honorable Dead) •
    The use of this devotion may be done for the Vampire who has the devotion, but only is they do not already have an Oath of Fealty, but it also can be used on the behalf of another vampire whom has met the requirements of the Honorable Dead Mystery Cult •••••. The successful use of this devotion is what imbues a Blood Arena with its supernatural abilities and makes it a Strange Place owned by the vampire on whose behalf this devotion was used.

    Rolls: None
    Cost: 9 Vitae of the Vampire on whose behalf this Devotion is used, 1 Dot Humanity of the Vampire on whose behalf this Devotion is used, and another 1 Dot Humanity of the Vampire who uses the devotion, all the Vitae of the newly Embraced Neonate, the newly Embraced Neonate's Soul
    Requirements: One human willing to swear unlimited service to the vampire on whose behalf this devotion s being used in exchange for immortality and the power life and death over vampires swear Fealty to him. A Structure which meets the physical characteristics of a Blood Arena, except the sand need not be blood red.

    After the subterranean structure is built, with sandy fighting rings, paths for combatants, and seats for spectators, the vampire on whose behalf this devotion will be used must convince a mortal to eagerly accept the Embrace and to be willing to swear to unlimited service in exchange for immortality and the power life and death over vampires whom swear Fealty to him. The Mortal is Embraced within fighting ring, and then the fresh neonate is offered the special Oath empowered by this devotion, and the neonate Embraced in this manner must accept the terms willing without embellishment on promises nor threats for not swearing. If the newly Embraced accepts the Oath, the vampire on whose behalf this Devotion is used then dictates: "As my first command I order you to submit to <insert vampire performing the devotion"'s bite, so that you may be made one with this place so that all you were promised shall be fulfilled." The Power of the Oath then rendering them with the Enslaved(Condition) and obeying that command. The vampire performing the devotion then begins to drain all of the Vitae from the neonate which he then spills back onto the sand of the fighting ring focused through the power of of the devotion. Once the neonate is without Vitae the vampire performing the devotion proceeds to suck out the neonates soul and then without resistance channel the soul into the sand which turns blood red, as the neonate's body disintergrates into red sand as will, with the power of Animalism to claim land with Blood, Protean's power to merge with the earth, but the real noose around the victim's neck yanking their soul from their corpse was own willing Oath for eternal unconditional service to Sire in which the Oath demanded they be rewarded in such a way. While the vampire siring pays the humanity Price for siring, and the performing vampire pays the humanity price for diablerizing the childer, the performing vampire has no risk of gaining diablerie addition, they do not gain the Tainted Condition, nor do they gain any of the usual benefits of diablerie because they did not devour the soul, they merely channeled it into an eternal mindless prison of servitude as the power behind the Blood Arena.
    Last edited by Pale_Crusader; 01-01-2019, 05:14 PM.

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  • Reighnhell
    Re: Perro Muchachos

    I really like this one! It focuses on a culture I don't see often, which is something I appreciate.

    It inspired me to come up with a few more organizations of my own.
    No one is certain who founded the hacker collective known as Nihil, they have been responsible for several campaigns of cyber-terrorism, harassment, and information warfare that only increase with frequency and severity as the years go by. They do not seem to have an agenda beyond sowing anarchy and chaos, and on the few occasions the group has made a statement, the speak of “making the world pure once more”.
    Nihil recruits by finding individuals with a demonstrated talent for hacking or other high-end digital skills, and who display an anarchic or overall contemptuous persona. From there they begin to indoctrinate the individual, often having them perform criminal acts that incriminate them deeper into the organization. While authorities are well aware of Nihil (and worse yet, copy cats and pranksters that claim to members), they have little concrete evidence and feel it is only a matter of time before something truly horrific happens.

    Purpose: To use advanced computing and information technology to breakdown infrastructure and erode society.
    Relic: Nihil.Exe – a difficult to detect and remove virus that gives access to photos, cameras utilities, and social media credentials on the infected device.
    Doctrine: The Only Purity is Oblivion

    Initiation Benefits
    ● - Prospective Members are savvy computer users, who are coached in using their talents more effectively, and gain a Computer Specialty in Programming.
    ●● - Members of Nihil known how to hide their true identities and erase evidence, gaining a dot of the Anonymity Merit.
    ●●● - Members of Nihil support each other on any of their schemes and projects, gaining the Hobbyist Clique (Computers) Merit.
    ●●●● - Veteran Members of Nihil are ghosts, leaving nothing but dead ends and false leads; gaining an additional two dots of the Anonymity Merit and the Untouchable Merit.
    ●●●●● - the most hard-line Members of Nihil develop a web of influence and talents that seem almost other worldly; they gain three dots of Merits, which they may distribute as they see fit between Allies, Contacts, and the two dot version of the Technopathy Merit (Hurt Locker)

    Sigma Lambda Rho – ΣΛΡ
    Sigma Lambda Rho is a sorority started in the early 1980’s. They focus on four principles – Courage, Pride, Strength, and Wisdom. They are multicultural, and accept any woman who meets their high standards regardless of race, ethnicity, or economic background. They have a preference for Pledges with strong academic performance and some degree of athletics background, but often seeking out those with more esoteric skills, going so far as to approach non-students and offering to help them pay for their education.
    Once initiated into the secrets of the sorority, pledges learn that the Founding Mothers of the sorority were all women from different schools, all of whom were college students belonging to different sororities, who were abducted by a cult to serve as ritual sacrifices. The events of the night ended with the cult members (and the awful thing they summoned) slain and four of the young women surviving. The survivors started Sigma Lambda Rho as a way to fight back against dark forces they learned were all too real.

    Purpose: To protect their community (especially women and children) against hostile supernatural forces.
    Relic: The 4 Weapons – The Knife, The Sledge, The Machete, and The Sickle were the weapons used by the Founding Mothers to escape the cult that had abducted them. Each is stained with the blood of a creature Not of This World.
    Doctrine: To Embody the Four Principles; Courage to face the unknowable and impossible, Pride in yourself, your sisters and your community, Strength of body, mind, and will, and Wisdom to learn, grow, and thrive.

    Initiation Benefits
    ● - Pledges cannot be squeamish, and must be able to push through physical and emotional discomfort. Pledges gain either the Tolerance for Biology Merit or a dot in the Iron Stamina Merit.
    ●● - Initiates gain full access to the Sorority House, gaining a dot in the Safe Place Merit.
    ●●● - Sisters must know how to defend themselves, and gain a dot in either Brawl or Weaponry.
    ●●●● - Senior Sisters develop a keen eye for detail, mundane and otherwise, gaining the Eye for the Strange Merit and a dot in the Trained Observer Merit.
    ●●●●● - Alumni Sister typically retire from active participation, but remain well connected. Alumni gain three dots of Merits, which they may distribute as they see fit between Allies, Contacts, and Hobbyist Clique.

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  • Pale_Crusader
    Mystery Cult Initiation
    Perro Muchachos
    These men are members of families which have raised dogs for brutal life and death sport of dog-fighting for generations, learning the meaning of loyalty, honor, and self-sacrafice from the noble beasts they raise and fight against each other. They use them as a means to earn money by selling entertainment to drug cartels, arms dealers, and even the local public, and have developed a fierce reputation in their own right for those that's harm their families or communities. They begin as little boys given puppy a freshly weened puppy, for them to raise, nurture, discipline, condition and train both in general obedience and to attack on command. The boys who raise these dogs until the animal is fighting age as the boys reach early puberty to mid-puberty, having almost always formed profound love and friendship.
    Initiation Benefits

    Purpose: Unite gangs of impoverished young men hungry for respect in a system of bloody and brutal honor which forms them into loyal protectors of their local communities against the forces of corrupt Federales, mid level rival drug lords, and even supernatural predation.
    Relic: The set of Silversmith tools used to make Cadena de Perro
    Doctrine: In many ways raising dogs to fight to the death for the cheers of a crowd, the respect of their peers, and the money they need to support their families teaches members of this secret society profound lessons about control, honor, loyalty, life and death. Their practice leaves no room for modern squeamish. They grow up to be men whom value their families, their communities and are not afraid to to get hurt or hurt others in defense of that. Often the most senior members act as respected elders of small rural communities.

    • (Pup) Specialty - Animal Ken (Fighting-Dogs)
    •• (Apprentice) Merit - Mentor • (Senior Member of Gang who is a SkinChanger)
    ••• (Pack Member) Skill dot - Animal Ken •
    •••• (Blooded Pack Member)Merit - Relic ••• (Silver Choke Chain "Cadena de Perro")
    ••••• (Pack Leader/Host) Merit - Strange Place ••• (Mystery Cult Dog Fighting Pit "Riña de perros")

    Minor Template
    Since the dawn of man there have been those drawn away from being human by a profound connection with wild creatures beyond what our domesticated modern sensibilities dare tolerate, but allows such individuals to tap into magics as old as the Earth itself. Skinchangers are visceral reminders of a bygone era of shamanism, where blood magic, and obscene rites were used to worship inhumanity as deity.
    Becoming a Skinchanger:
    Becoming Skinchanger requires forging an intense bond with an animal and then killing it in a way that leaves its skin intact and after its death attempting to climb into the body or otherwise under its skin. The process of bonding is vital to the process (which uses the equipment building rules page CoD 100, Presence + Animal Ken if the crafting is done under pressure). Upon completing the gruesome task of attempting to climb into their dead companion, the Skinchanger-to-be spends a Willpower Dot and immediately loses a Dot of their Stability Advantage to dedicate themselves to the exercise.
    The mechanical prerequisites to become a Skinchanger vary in the following ways
    If the character is a Uratha, or Host, they require Animal Ken 1 and a Skill Specialization related to the first animal victim. This is because becoming a Skinchanger is innately intuitive for any of those that are already halfway between spirit and flesh, and the little remaining is the mastery represent in that skill and specialty.
    If the person is not one of the above exceptions, they require a Social Merit representing the relationship to the person who is already a Skinchanger which is instructing the character in how to become an Skinchanger (even if the Skinchanger is another Player Character or Support, though this is often done as a Mentor relationship, there is flexibility in which social merit is most appropriate), Animal Ken 2 and a Skill Specialization related to the first animal victim.
    Someone who isn’t already a Uratha, or Host and has no relationship to guide them may still stumble across the methods of becoming an Skinchanger but require Animal Ken 4 and a Skill Specialization related to the first animal victim
    Tags Gained: Shapeshifter
    Essential Will: May spend Essence instead of Willpower to use Dread Powers, and may spend Willpower instead of other Essence when using a Gift. This does not grant an Essence Pool, which must be acquired from another source for this to be applicable for the character.
    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the Major Template’s Power Stat.
    Itch to change skins: Every month a Skinchanger goes without fulfilling their Appetite she loses access to a Willpower Dot, but upon fulfilling the Skinchanger’s Appetite she regains access to all the Willpower Dots she lost access to, in the state they were lost in(filled with Willpower Points or empty). Skinchanger also gain Willpower points by fulfilling her Appetite. Unlike Aspirations, Appetite does not grant Beats.
    Appetite: Use the Stolen-Skin Dread power on a new victim.
    Dread Powers:
    Beastmaster: The Skinchanger has mastery over lesser beasts. By spending 1 Willpower, it can conjure up a swarm of vermin, small animals, fish, or birds as appropriate to its current Stolen-Skin. These animals will obey its commands, and it can communicate with them clearly. It can also use this power on a single larger animal, human, or Ephemeral Entity as per their current Stolen-Skin.
    Stolen-Skin: The Skinchanger can steal the face and skin of another while within its Human Facade Dread Power. It must kill the victim first, then spend 2 Willpower and merge the features of the corpse with his own. The change is permanent; this becomes the new form that replaces the previous Stolen-Skin, he cannot return to an earlier face and appearance. While in that form use the all Stats of the Victim and none of their own Stats except the Human Facade Dread Power. Note this power is often used on animals and if the form is not humanoid do not calculate breaking points until resuming the Human Facade. Please note abilities to return something to its "true form" will return them to their current Stolen Skin. Changing to the Stolen-Skin from the Human Facade is free and requires no roll but takes an Instant Action.
    Human Facade: This Dread Power disguises a Skinchanger as a human as they were before taking this Template. Using the Dread Power costs 1 Willpower, and the human facade seeming lasts the power is deactivated, by the Skinchanger, by someone countering this dread power, or by the Skinchanger's death. The human “costume” is flawed — witnesses may make a Wits + Composure roll penalized by the Skinchanger’s Manipulation to realize that something is wrong. While in this Facade the character has access to all their normal stats, including their own Major Template.

    Storytelling Hints: The profound relationship with the first animal victim, the extremely intense and morose acts of killing it and attempting to climb inside it has a strong trend of drawing individuals that view this template as a way to become an animal. Strictly speaking the powers of this minor template work just as well on humans and supernatural beings, and since Stolen-Skin, having the drawback of changing the forms is by necessity of fulfilling their Itch to change Skins a temporary proposition and makes long term impersonation of humans or supernatural not sustainable. Stolen-Skin a series of animals whose primary benefits are not their identities has many advantages compared to consistently Skin-Taking beings whose usefulness are almost entirely because of their identities and that has to be discarded in less than a year. The most successful skinchangers understand Skin-Taking in ways that are Atrocities is something to resort to only when it can’t be avoided because it draws far more attention than preying upon animals or even spirits.

    Cadena de Perro Relic •••
    Each of these are a stout sterling silver chain with a closed metal rings at each end which can form an easily sliding loop form either end by allowing the chain to hang through the metal ring. It is as heavy duty and robust as standard choke chain used on large breeds of dogs.
    A successful weaponry attack with this Silver chain specifically targeting the head (-3) allows the use of the Choke Hold even without the merit or its prerequisite on the being who you are able to get the collar over their head, in addition it chain counts as Silver for the purposes of Banes. If worn it allows others in a grapple to grab a hold of it on a successful overpower check, and treat it as if they had been the one to put it on.
    Choke Hold
    If you rolled more successes than twice the victim’s Stamina, he’s unconscious for (six - Stamina) minutes. You must first have succeeded at a Hold move. If you don’t score enough successes at first, you can Choke on future turns and total your successes.
    Mystical Properties

    Essence of your own Heart: In order to become a Blooded Pack Member of this Mystery Cult the prospective candidate must raise a very strong and powerful breed of dog, training it to fight and attack on conditioned command, to be loyal, affectionate and must truly love the animal without knowing that he must fight it to the death by strangling it with Silver Choke Chain until dropped into naked into a fighting pit with the animal by Blooded Pack Members. If the person whose initiation that empowers this relic is or becomes a Skinchanger Minor Template, wearing it Satiates their Minor Template Appetite once each month it is continually worn, and thus allows the Skinchanger to maintain the same true form for as long as they do so.
    Let Slip the Dog of War: By removing the choke chain (an instant action if unresisted) an condition which is fear based, like Spooked, Frightened, Shaken, and such which currently afflicts the wearing or is about to as they decide to remove the collar may be traded for Atavism instead with the subject of the fear now being the subject of the rage.

    You suffer ancient, ancestral memories that rouse anger and violent urges; the cause of these memories must be destroyed. When facing the source of the Atavism, your character must make all-out attacks each turn (see p. 168), or spend Willpower points to avoid attacking. When in danger or heavy stress, she lashes out violently. She must spend Willpower points to take nonviolent actions in response to threats or stressors.
    Possible Sources: Succumbing to Lunacy, Removing a Cadena de Perro
    Resolution: Your character achieves an exceptional success against the source of her rage, or the source of her rage achieves an exceptional success against her. Alternatively, she can suffer a breaking point for harming an innocent person.
    Beat: n/a

    Strange Place
    Mystery Cult Dog Fighting Pit "Riña de perros"
    Upon gaining the highest level of understanding granted by this Mystery Cult Initiation, Pack Leaders and other Elders, gain an instinctual sense of places if cultivated according to secrets of their organization become preternaturally well suited towards allowing dog fighting culture prosper, whether it is a rural barn or a run down warehouse in the inner city, or an abandoned factory.

    Die Pool: 9
    Gauntlet: Varies (3-Rural Barn , 5 Inner City Warehouse)
    Potency: 3
    Mystery Opacity: 4
    Willpower: 4
    Impose Ban: The Place has rules that those who enter it domain must obey or face dire consequences. Any character within the location temporarily gains a Ban Condition, as must abide by the terms of the Ban set down by the Place. Breaking the Ban imposes a -3 die penalty to all actions for as long as the offending character remains at the location, and such characters often become the target of the Place’s ire. Rules: 1. No recording or transmitting to the outside world, 2. Make no bets you can't pay before leaving and don't leave before paying any bets you made 3. No violence outside of the Dog Pit Arena and if there is then the offender gets thrown into the dog pit to be punished there.
    Inhabited: Members of the Perro Muchachos and their fighting dogs considers the Place like home, and that familiarity grants them a distinct advantage against intruders. Any creature with Mystery Cult Initiation Perro Muchachos 5 may dictate whom else with Mystery Cult Initiation Perro Muchachos or their Dog Retainers within the Environment gains 3 dots of the Safe Place Merit and gains a +2 bonus to its rolls to resist supernatural effects. The creature that inhabits the location is also immune to the effects of any other Environments the Place might possess This Environment is always active for as long as the creature resides at the location.
    Innocent Façade: To casual observation, the location appears perfectly normal, with not even a hint of anything unusual happening. While this Environment is active, any attempts to Investigate or use abilities to detect supernatural activity suffer a -3 penalty until the end of the scene. The use of other Environments immediately ends the effect of Innocent Façade.
    Sealed Exits: The Place can prevent someone from leaving the location. By spending a point of Willpower, doors, windows, and all others points of access are locked, sealed or otherwise impassible until the end of the scene. Anyone who attempts to exit the location must succeed at a Resolve + Composure roll with a -3 dice penalty. Attempts to physically destroy the barrier are also met with resistance; increase the durability of such barriers by 4.

    Mystery Sheet

    Riña de perros
    Other names: Mystical Dog Fighting Pit, A Lesser Sacred Arena
    Concept: A clandestine arena enchanted with spiritual blood magic
    Range: Separate instances of this mystery occur through-out the Western Hemisphere, each being about the size of a medium barn or as large as a sizable warehouse or factory
    Location: Instances are found most often in South and Central America, but also in the South Western and Mid Western United States
    Important NPCs: Members of the Perro Muchachos Mystery Cult Initiation
    Described in: Very common in Latin American Mysterium Atheneums, and a handful of Free Council libraries focusing on participatory anthropology research of modern Latin America cultural and folk beliefs.

    Peripheral Mage Sight,
    Clash of Wills: Yes (While Innocent Facade is Active) No (When its Environments other than Innocent Facade are active)
    Dice Pool: 12

    ActiveMage Sight
    Main Arcanum: Spirit
    Supernal Magic: No

    Focused Mage Sight
    Opacity: 4

    Surface Information ​
    An area away from prying eyes of those not invited, where the crowd can gather and cheer on animals brutally tear each other apart in a life and death struggle. A place where course money changes hands in wagers and inhumane men pit beast against beast.

    Rest of Arcana: Death stain the pit with the many proud fierce dogs which have torn each other to sheds until a mercy stroke from someone whom loved them gives them the release from pain if the fight didn't finish them, Also these deaths are sacrifices; Spirit show the feeding of Essence generated by the dog fighting sacrifices to empower supernatural gifts of a Mystery Cult running this site; Prime show the feeding of Essence generated by the dog fighting sacrifices to empower the site itself making it alive with brutal Supernal Truth;
    Resonance: Fierce
    Age: Dating back to shortly after the fall of the Aztec empire
    Power Level - Arcanum Rating: 5 Practice: Unmaking

    Deep Information

    Level 4 Blood has consecrated the arena via the life-and-death blood sport. by those spiritually connected with their animal fighting champions. There is a sacredness to the animal blood so brutally spilled here, like an offering. There is both Mana and Essence in these offerings but they are already spoken for, not free for the taking.
    Level 3 Also there is a spiritual, almost totem-like connection between some of the handlers and trainers with their beasts. It is clear the Essence is feeding the supernatural powers of some Mystery Cult, and that some of the handlers and dog trainers are members of said cult. The handlers greatly respect and some even love their animals, and spiritually mirror the same standard of violent loyalty and service to fight to the death for the ones they love as the dogs they keep. Indeed this seem to be part of the secrets of their Mystery Cult.
    Level 2 The location is supernaturally empowered and inflicts a ban once a crowd ready to see a dogfight has formed. It enforces the following rules: 1. No recording or transmitting to the outside world, 2. Make no bets you can't pay before leaving and don't leave before paying any bets you made 3. No violence outside of the Dog Pit Arena and if there is then the offender gets thrown into the dog pit to be punished there. If someone attempts to break one of the Bans are exits will also be supernaturally sealed in addition to the normal effect. Also the location naturally acts as Safe Place for members of the Mystery Cult.
    Level 1 The Mystery Cult Initiation that formed this supernatural site is name Perro Muchachos, who tie themselves to dogs and dog-fighting as a way to gain the spiritual like-ness of their fighting dogs within themselves, some members literally becoming fighting-dog shape-changer and becoming packs of guardians over their loved ones. Areas like this are tied to the will of a Pack Leader of this Cult and anyone who attains that level of initiation and performs the appropriate rites to sanctify the ground. A pounding hearting, bites and claw marks, taste of blood and wetness of sobbing tears of true grief mark the path, assuming you are accepted into the cult.
    Last edited by Pale_Crusader; 11-21-2018, 02:35 AM.

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  • Reighnhell
    Originally posted by Vent0 View Post

    Silver Ladder would be a Philanthropist organization, Adamantine Arrow a secret martial order, and... I've got nothing for the Free Council, since they are already such a diverse umbrella. Aspiring Techno-Occultist Researchers?
    hmmm..Lets work with some of these ideas
    The Metropolitan Knights
    The Metropolitan Knights was founded in Chicago, Illinois in the early eighties. It was started by Captain James Wallace, a former army ranger and Vietnam veteran who wanted to help his community and provide a positive example for the youth. By teaching his charges about the values of honor, chivalry, and martial discipline, the Metropolitan Knights were intended to be an alternative to the perils of drugs, gangs, and violence. Knights are trained in hand to hand combat, emergency medicine and are well versed in identifying the criminal elements of their city. The Knights patrol their streets keeping watch from crime, accidents, and other disturbances. Those who know of them often request their aid as escorts and body guards, and they even have an app that can be used to contact them. Unlike many similar organization, the Knights were secretive, announcing their presence with subtle displays of their black shield insignia, and walking the line between neighborhood watch and vigilante gang. Over the years the Knights are become even more mysterious, with rumors of mystical rites and rituals practiced away from prying eyes.

    Purpose: To protect the safety and well being of their community.
    Relic: The Black Shield – An antique Kite Shield said to have been used in battle by an actual knight. Despite is age it remains in good condition.
    Doctrine: The Metropolitan Knights abide by a code of “Street Chivalry”; and stress honesty, integrity, and civic pride. While trained to fight, they try to use violence only to protect themselves or their neighbors.

    Initiation Benefits
    ● - Squires are the eyes and ears of the Knights, and gain a dot of the Trained Observer Merit.
    ●● - Knights must defend themselves when necessary, and gain a dot of the Defensive Combat Merit.
    ●●● - Knight Captains are the primary fight instructors, and gain a dot of Brawl or Weaponry.
    ●●●● - Lords are known for being talented speakers, capable of rallying the dispirited to action, and gain the Inspiring Merit
    ●●●●● - Commanders are privy to the deeper mysteries of the Metropolitan Knights and learn to master the body and mind, gaining the Iron Will Merit and 1 dot of the Biokinesis Merit.

    Nexus Obscura
    The group calling itself Nexus Obscura style themselves as explorers, programmers and geomancers, and believe that hidden lines of power cross the globe, and where the lines intersect, gateways to parallel worlds are created. Combining ancient geomantic techniques from around the world with advanced algorithms and statistical data, Nexus Obscura seeks to digitally map the hidden energies of the Earth, and to explore the realms that lay beyond the physical. Their pursuits draw them strange locations known for hauntings, miracles, and other fortean events. They are a young organization and have already met with some success in mathematically predicting the location of otherworldly gateways (and surviving the experience).

    Purpose: To map the Unseen Geography of the Earth. To explore strange new worlds.
    Relic: Terra_Arcane v.3.75 – A mapping software designed to track lines of power and other supernatural locations.
    Doctrine: Nexus Obscura are explorers before all else, and mapping the hidden, metaphysical terrain of the world is their driving goal bordering on obsession. This often leads them into trouble, as many of the locations they explore have occupants that react poorly to trespassers.

    Initiation Benefits
    ● - Initiate Members display an impressive knowledge of ley lines, feng shui, and similar concepts, and gain and Occult specialty for “Geomancy”.
    ●● - Members develop and keen spatial sense, and gain the Direction Sense Merit.
    ●●● - Veteran Members spend much of their time in the field sharpening their skills, and gain a dot in Computers, Occult, or Survival.
    ●●●● - Senior Members have learned the value of preparation, and gain three dots of Esoteric Armory Merit.
    ●●●●● - Patron Members are experts at tracking places of power. Once per day, the Patron may make an Intelligence + Computers or Survival roll. If successful, the Patron Member may use the Pathfinder Numina as a Dread Power when attempting to locate a specific type of otherworldly location (such as Avernian Gates, Hallows, Hedge Portals, Loci, Wyrm’s Nests, and similar).

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  • Vent0
    Originally posted by Reighnhell View Post
    RE: Mage Orders?

    Until you mentioned it, the Mage Orders from Mage: the Awakening didn't cross my mind when I was writing up these particular cults (although The Order of Atropos was inspired by the Euthanatos from Mage: the Ascension). My usual process is to start with a broad concept and fill in the blanks - sometimes that is going to overlap with familiar archetypes, which isn't a bad thing. I personally love it when people take one of my ideas and then run with it. And there are definitely way where a group like the Antiquarians or the Atropos could be played as fronts or subsidiaries of larger clandestine organizations
    Silver Ladder would be a Philanthropist organization, Adamantine Arrow a secret martial order, and... I've got nothing for the Free Council, since they are already such a diverse umbrella. Aspiring Techno-Occultist Researchers?

    Leave a comment:

  • Reighnhell
    RE: Mage Orders?

    Until you mentioned it, the Mage Orders from Mage: the Awakening didn't cross my mind when I was writing up these particular cults (although The Order of Atropos was inspired by the Euthanatos from Mage: the Ascension). My usual process is to start with a broad concept and fill in the blanks - sometimes that is going to overlap with familiar archetypes, which isn't a bad thing. I personally love it when people take one of my ideas and then run with it. And there are definitely way where a group like the Antiquarians or the Atropos could be played as fronts or subsidiaries of larger clandestine organizations

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  • wyrdhamster
    Reighnhell. will you remade every Mage Order into Mystery Cult? As right now we have Guardians ( Order of Atropos ) and Mysterium ( Antiquarians ).

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