Announcement

Collapse
No announcement yet.

Fan Group PDF

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Understandable. I'll figure something out.

    Comment


    • Re: Shih

      Been a while since I checked in on this project, and I gotta say I sincerely love the expansions that were made to the text. I am not cure who made those adjustments, but put them in as co-author in in the credits.


      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
      Twilight Menagerie - A collection of Ephemeral Entities

      Comment


      • I think I fucked up. Nearly everything is gone from the google drive. Can anyone help.

        Comment


        • Nothing's gone, I think your settings may be messed up or something, but I still see everything there.

          Comment


          • Thanks flyboy I will check my settings.

            Comment


            • I got the same problem. Everything not in a completed folder is gone, none of the setting options seem to have anything to do with missing files.

              Comment


              • Okay, did someone delete all the stuff that wasn't in completed without telling the forum?

                Comment


                • Seen and fixed. Someone had altered the sharing permissions. Some of the files have also been removed from the Drive. I will do my best in salvaging what went missing.

                  Comment


                  • I have a few compacts and conspiracies I could send it to you this weekend

                    Comment


                    • Heres not in the drive Compact: Irrational Economic Actors Task Force

                      Written by Llenlleawch

                      “Cleansing”. It's not a nice word, and it's not a nice job, but it was done. After the Second World War, countries of Western Europe had to root out the collaborators, the traitors and war profiteers, and purge them from the positions of power they had attained under German or Italian occupation. In Germany and Austria, the territory was even occupied by the Allies, who ran this intense denazification programme. The investigators who did this were a unique blend of policemen, accountants and spies. Several of them, in the course of their investigation, discovered a terrible truth: that the men and women who had richly profited from the chaos and tyranny of war were sometimes more than humans. They say that man is the worst monster, but they're not always right.
                      Several investigators tried to strike back, and were destroyed utterly. But safety was in numbers. Former resistance networks were reactivated, weapons procured, requisition orders forged. In 1946, detective Edwin van Geerts, Major Gaston Buffalat and Occupation Commissioner Harold Fellowes held the first international cooperation meeting on supernatural cleansing. Experience came from any source they found: turncoat Nazi occultists, politicians with an in on the dark sides of the Church, American friendly special forces. The meetings became regular and eventually merged smoothly into the burgeoning European Communities.
                      Nowadays, the Irrational Economic Actors Task Force is one of the myriad bodies gravitating around the Commission building in Brussels. It is a think tank, a quango, a semi-private reflexion group dedicated to monitoring supernatural activity. With the quelling of continent-wide fears of warfare, its focus has shifted largely to economic analysis. It is also an informal meeting group for agents of several European intelligence agencies which have maintained a presence there, co-opting colleagues with a special experience in the field of monster hunting. The Enemy

                      From the beginning, the Task Force has been looking for powerful individuals or groups with no natural reason to exert that much power. Nowadays, this is largely the same. Maintaining such a complex system as the European economy running is an exceedingly difficult task at best, and no one wants to deal with the effects of inhuman monsters exerting an undue influence on entire cities.
                      That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are experienced and well-connected, and the balance struck between agencies and agendas mean that it's not often they can sub-contract the elimination of a supernatural threat to a mundane agency without repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear the situation would require. Hunters

                      You were a bright student, straight As all the way, a scholarship to the best university in your country, and a real ambition to change things. So you joined as a parliamentary assistant to an respected MEP, only to find that your mentor was ultimately devoted to an eldritch monster feeding on the spoils of power. You made a few calls, and you lent a hand when the time came. You made a difference. It gets addictive.
                      You never expected it to be like James Bond. You wanted to work in an office, doing data analysis, and you were good at counting nuts and bolts and figuring out the telltale discrepancies. Then you noticed something you shouldn't have and your national agency foisted you away to Brussels. Now you're standing in a rain-drenched doorway in Prague, on lookout for the creature whose crypt your unit is currently bugging. And what will you do when it comes back?
                      At heart, you're an investigative journalist, and you've done your best work with phone calls in the hallways of your small country's ministries, uncovering corruption and crime. You were tired of puff pieces and mudslinging jobs, so you accepted a consultancy. It turned out your clients were using you in a turf war between creatures older than your own country was. When things got physical, you only survived by sheer luck. You made a few calls to friends, and found this job. It's nice to have some backup for a change. Factions

                      The Task Force itself is small, but its turnover rate and extended contact network means it can rely on many more people than those just on the payroll. Over time, differences of opinion emerge.
                      Hacks are devoted to keeping things running smoothly. They want what's best for Europe's citizens and markets, and nothing creates panic more than unwanted news. Many of them come from backgrounds in economics or government. They will keep the monsters down so everyone else can live, but it's just as important to be diplomatic and smooth than it is to go guns blazing.
                      Free Specialty: Persuasion (Politicians)
                      By contrast, Troubleshooters see themselves as consultants hired on retainer to solve particular problems. They often have previous monster-hunting experience and are called in when the Task Force encounters issues they cannot solve by activating their government or intelligence contacts.
                      Free Specialty: Subterfuge (Vacate the Area)
                      Finally, Wonks are the strategists of the group, the big thinkers with vision, or at least that's how they see themselves. They tend to come from business or academia, and compensate their lack of practical experience with a surprising breadth of knowledge. Wonks usually hold the Chairman position.
                      Free Specialty: Academics (Economics)

                      Status
                      The Task Force is just as much of a backbiting, scheming place as one would expect. Still, experience and skill sometimes get noticed and rewarded.
                      •: You've been asked to do a presentation for the Task Force, and consulted a couple of times. You gain the Economics specialty for free in either the Investigation or Politics skill.
                      •••: You're on retainer or on permanent assignment to the group, and have started to build a network of contacts. You've also gone in the field at least once on an investigation or an elimination job, and you've more than likely taken serious risks for your life or career. You gain two dots in the Contacts merit.
                      •••••: You are known as not only an expert in your field, but as the guy people should turn to when they meet unexpected trouble. You're so good at noticing telltale signs that you can do it unconsciously now. You gain the benefit of the Unseen Senses merit, but it is only triggered when you put together evidence of a supernatural being's activity (i.e., it does not work at close range).
                      Stereotypes

                      Barrett Commission: “What we do for Europe, these folks do for the States. Only clumsier, underhanded, and less-refined. They are quite a riot though, like little bumbling children learning to walk for the first time. Make sure to bring out the cane when they get uppity.”
                      Ashwood Abbey: “Try not to make your association with these individuals common knowledge. Not only are they willing to provide private funds to our cause; they’re magnets for powerful individuals with a beastly streak and a taste for hedonism. Just get whatever you need from them and walk away.”
                      Promethean Brotherhood: “Originally, we had our concerns with this group and their actions. Sure, they had a hand in personally removing some troublesome magical fellows from parliament. However, they were also responsible for new, spontaneous issues that we had to clean up. As of now, they seem content to cut themselves apart in some sort of internal power struggle. Give them a wide-enough berth and they will eventually burn themselves out.”
                      Office of the Lord Stewarts: “In a perfect world, it’d be amazing to just sit a few all-powerful beings around at a table, have some afternoon tea, and just talk our problems out. That having been said, these people know their way around a contract. Have a few numbers on hand just in case.” Compact: The Final Girl’s Club

                      Written by Aspel

                      Summer, 1980. The camp at Toluca Lake was shaken by the killing spree of an implacable psychopath wearing a kabuki mask. Seventeen people were dead because a land developer wanted the camp owners to sell. After hefty hush money settlements to the surviors, the company got the land anyway.
                      When rumours began springing up that the Toluca Lake Resort was haunted by the killer’s ghost, Laurie Carpenter set out to gain closure. Unfortunately what she learned as the killer lay dying was that her own brother had taken up the kabuki’s mantle, wanting revenge for being silenced.
                      With another incident came more survivors, who looked to Carpenter for guidance. After a class action lawsuit over the company’s cover up, the Toluca Lake Survivor Foundation was formed. Their mission was to aid slasher victims. Secretly, Laurie hoped to prevent people from becoming like her brother. The organization researched the slasher phenomena, and as it grew it became more of a proactive compact, with the survivors of attacks now actively looking for slasher activity. By the early 90s, when people began talking about the often gendered violence of these killers, the compact part of the Foundation took on its unofficial name: The Final Girls Club. The Enemy

                      Many of the Final Girls (and guys) were victims of supernatural stalkers. Creepy admirers who wouldn’t take no for an answer and escalated to murder. Others were chosen for revenge, often for something they had no part in, or broke some taboo they had no way of knowing about. Almost every hunter in the compact was the victim of a slasher of some kind, though the compact plays fast and loose with the term. Stalker vampires and rampaging werewolves both leave victims with nightmares, and wizards and faeries have a way of punishing whoever they consider a rulebreaker.
                      The slasher phenomena is their greatest concern, and the members who aren’t survivors tend to be relatives of victims, or even the slashers themselves. The phenomena primarily affects teens, and while other orgs might prioritize youth, the Final Girls aren’t just protecting kids, they’re protecting their friends. This kind of closeness is as much a blessing as a curse. Hunters

                      When you were too young to remember, there was this creepy guy in the neighborhood. The parents didn’t like the way he looked at the kids, so they burned him alive. Whether he was a monster then or not, he came back a decade later for revenge on the parents. He still haunts your dreams, but at least he can’t hurt anyone else after you stopped him.
                      Every kid gets picked on, especially the lunch lady’s. Not every kid’s mom starts murdering the bullies and serving them up as Mystery Meat Special™. The look of betrayal on her face when you brought the cops in–right before she shoved it into the fry oil and killed herself–is something you’ll never forget.
                      Dolls always made you uncomfortable. Something about those lifeless eyes. It was almost vindication when your deadbeat dad was brought to life possessing one and tried to kill your family. You sent him back to hell, and in the last few years your cell has given him a lot of company. Pathologies

                      Groups within the compact tend to be based around how they approach combating the slasher phenomena.
                      Slayers want to give their nightmares nightmares, and teach others to fight.
                      Exorcists were often victims of demonic possession and research the occult
                      The Loomis Group focuses on trauma therapy to aid victims, and hope to even cure the slashers themselves. Status

                      Status is earned not by hunting down or dealing with slashers–though it certainly is impressive–but supporting and protecting the victims of their attacks.
                      •: Having already been up close with Slashers, you gain your choice of Tolerance for Biology, Relentless, or Greyhound.
                      •••: You gain the Mind of a Madman merit. You’ve likely given up on restful sleep.
                      •••••: You’ve no doubt seen many killers who started out with good motives or looking for revenge. Even though you still have your Integrity, you can understand them. The fact that it worries you is probably a good sign. Work with the Storyteller and choose an appropriate Dread Power. Stereotypes

                      VASCU: Vigilantism is illegal. We’ve got girls who work at Langley, so try not to make it hard for them to turn a blind eye to our little after school program.”
                      Ashwood Abbey: Usually I’d say something like “I’m glad they’re on our side”. Don’t make that mistake. They’re slashers, or might as well be.”
                      Maiden’s Blood Sisterhood: I guess they’ve got fall and we’ve got summer?”
                      Endowment: Know Thy Enemy (● to ●●●)

                      One thing that keeps coming up when researching the slasher phenomena is rules. The slut-shaming priest with the sharp silver crucifix hates sex, drugs, and rock-and-roll. If a woman with a slit-mouth asks if she’s pretty, be ambiguous or offer her an orange unless you want to be cut to pieces by rusty scissors. You can use these rules to your advantage.
                      By using a Clue gained from a successful Investigation, you can discern the killer’s pattern. So long as you follow their rules, you might as well be invisible. It takes a point of Willpower and a Resolve + Composure roll to harm you, and actions against you suffer your dots in this endowment.
                      Drawback: The rules only work if you abide by them. Break the rules and you’re fair game. Small Unit Tactics, Advanced (●●●)

                      Prerequisite: Small Unit Tactics
                      When you coordinate a group and spend a point of Willpower, a number of characters equal to twice your Presence may choose from the Risk options, even if they aren’t a Hunter. If their roll succeeds, they regain a point of Willpower, but for each of those rolls that fails, you lose a point of Willpower as if you had Risked.
                      Conspiracy: The Brokers Guild

                      The Spider’s Web
                      Written by ReaperVerse

                      [A businessman stands with a clipboard held against his chest, his cellphone mounted firmly against his shoulder. His other hand grips a letter-opener, pointed toward the floor with a loose hand. His body language reads as casual; his jacket is open and his tie hangs freely from his neck. His eyes are narrowed, his jaw open with a devious grin. His dress shoes leave footprints of inky liquid in the background.]

                      "This is a pretty cutthroat organization; I hope you understand."

                      It isn’t a matter of being the most efficient manufacturer in the Northern Hemisphere, nor is it a matter of outperforming every competitor and forming a monopoly. Without the right people making the right decisions, a corporation, whether it is for a burgeoning, young business or a shady underground operation, will flop.
                      Sticking multiple fingers in many pies doesn’t hurt, either.
                      The Brokers Guild isn’t some sort of new concept that was kept hidden for many years; it is simply an organization that serves to make connections between multiple patrons, sending agents and ambassadors between parties to negotiate deals and garner favors. The quiet, unsuspecting death of an influential politician leads to a surgeon patching up a patient with a gaping wound. A warm home paid in full is exchanged for a homeless woman’s knowledge of the people in her city. A father is reunited with his missing child because he fixed up a stranger’s ride with no compensation. That’s how it works. No questions asked, no strings attached.
                      At least, theoretically.
                      The Brokers Guild isn’t necessarily an actual, established organization. Rather, it’s a phone number that can be dialed into a payphone that connects to a company that offers the caller a ride into the city. It’s a URL that leads to an online catalogue of electronics that ship the next day at no charge. It’s a handwritten note that’s placed on a car windshield that asks to buy off the vehicle in exchange for a gun and the address of the killer in the neighborhood.
                      The operation is a secretive process that seems almost illogical. Organizations that catch wind of The Spider’s Web are sent an agent who, depending on what the organization handles, offers a membership with the Guild. Those who take the deal find themselves with a list of related organizations offering their own services in exchange for whatever the other is willing to provide. Individuals stumbling across a cryptic deal end up as agents operating from their own homes, playing the mediator between a black market arms dealer and an importer simply looking for a buyer.
                      There is no rhyme. There is no reason. If there is a group that has something to offer to the Brokers Guild, the Guild will contact. If there is an individual looking to buy, the Guild will contact.
                      The Spider’s Web, and the agents that find a spot within the organization, affirm that they are NOT an underground market and will VEHEMENTLY ARGUE that they do not partake in illicit dealings (which is true, as they allow others to partake in illicit dealings). The Guild is only a vehicle that allows others to communicate. The Guild is only a device that does not seek to benefit from its deals and connections.
                      The Guild is a shipping yard that stores crates upon crates of empty air to keep up appearances. The Guild is a “555” number that somehow connects to an agency. The Guild is a network of government workers that want to track every single exchange of service in a nation under the guise of an anonymous service.
                      Whatever helps someone sleep at night. The Enemy

                      The unofficial motto of The Spider’s Web is “Someone needs; someone offers.” In terms of how the Brokers Guild operates, anyone who seeks out the Guild’s services will be helped, no matter what. Implicitly, anyone who attempts to halt or weaken this process is an enemy of the organization.
                      The organization recognizes that its agents would not necessarily be the most-prepared for an all-out attack on a coterie of blood-sucking night walkers or a sect of old-god-worshiping cultists. The Guild’s strength lies within its ability to negotiate, navigating across the precarious social courts in order to reach some sort of compromise. A veiled threat hidden in honeyed words and ample resources is just as useful as a Molotov cocktail and a cold-iron sword when it comes to conversations. The fact that the negotiations tend to follow the weaponry doesn’t hurt.
                      No agent of the Brokers Guild will EVER ADMIT to revealing the location of soon-to-be-burned-down Havens or calling in favors to assassins for the head of a mage (mainly due to the fact that they already receive enough orders to discover names or slit throats). However, they are not opposed to, possibly, calling in the organization under a pseudonym or requisitioning a cache of assault rifles for an impromptu raid. Of course, the Brokers Guild doesn’t necessarily mind agents eliminating any possible thorns in the organization's side. After all, the Spider’s Web attracts flies.
                      A creature that is smart enough not to cross the organization is recognized as a potential patron of the Guild; monsters have needs just like mortals. The organization HAS met its share of Blood Dolls willing to give themselves to a helpful bloodsucker and the fact that ghosts and hauntings tend to drop sales means that ghost walkers have a possible lead. However, the Spider’s Web is willing to drop good money and services if they can find information on new realms of existence (which is something that they will also deny WITH A PASSION). Staking a claim in the Hedge and finding a reliable source of magical fruits is pure gold to the Guild.
                      Strangely enough, the organization is unwilling to deal with beings with such an alien nature as the demonic intent behind a man’s eyes or the brilliant ticking of a so-called angel. A creature that can steal identities and sell individuals on dangerous lies is almost entirely against what the Guild stands for. Likewise, creatures that disguise their operations behind a smokescreen of an unassuming pit stop or a pharmaceutical company is deplorable. Agents that are caught negotiating for these creatures are quietly reprimanded and blacklisted from the organization. At best. The Hunters

                      You were the best con-artist in the county, playing the hearts of the high-and-mighty just to slip away with a pocket of presidents and the shattered innocence of the rich. Then, someone paid for a thug to break your shins. It hurt like a sonnavabitch and it took a year to heal correctly. However, when you went to pay for the hospital bill, it turned out that someone had beaten you to the punch. Sure, your ego was bruised, but at least you could still use your talents with this company.
                      You still remember the day that you held her body in your arms, her chest torn open. The cops never gave you a straight answer and you spent many nights with your eyes on the spot where she would read. When your friend told you that they had connections to an investigation team, you leapt at their offer. You needed answers and were willing to do whatever it took to find them, even if it meant exchanging the house you bought together for information.
                      It wasn’t necessarily the worst years of your life when you were thrown out to the streets by your parents. You just had to couch-surf until you could land a solid job. Granted, it wasn’t the best year, either, but you knew enough people and had enough favors to call on. Now, you use those favors to call in a delivery of ancient relics for the Guild. At least it pays the bills.
                      Someone took you away from home and into a world of magic and madness. You found a moment to slip away but you couldn’t find a way to leave. You made the best you could with it, digging out a nice hovel and mapping out where the best plants grew. When they found you, they bought off your maps and brought you home. It was nice, but you wish they would stop asking you to scout out that place.
                      You asked for too many deals and never paid off your end of the bargain. You took up a new name and left the state, hoping that someone wouldn’t know your face wherever you ended up. It never really hit you how dangerous your deals would be until you saw yourself face to face with the devil. The Guild stopped you from making a terrible decision and offered an ultimatum: join up or be left to the loan sharks. Agents

                      The Spider’s Web, despite its elusive nature, finds itself with a horde of patrons ready to utilize its services. Those who are well-known in the organization divide themselves on how they fit.
                      Not everyone in the Guild works towards gathering connections and networking. Some are just simply Members, sticking with the organization to get free tickets to a concert or getting a handgun without the bureaucracy and paperwork. Members are still expected to answer to favors if it is within their power, but they are generally out of the loop when it comes to the inner workings of the Brokers Guild. They also serve as a front to remind potential agents that the organization is service-based.
                      Free Specialty: Streetwise (I Know a Guy)
                      The actual people to negotiate between organizations and turn in favors are the Ambassadors. Most Ambassadors are sent a file from the organization that includes a list of names and numbers as well as a set of contracts and deals. They are the actual face of the Guild and are expected to behave themselves in a manner that respects the organization.
                      Free Specialty: Politics (Negotiation)
                      Runners don’t focus on keeping face or making nice. Fast and dirty, Runners seek out individuals with resources or services that the Guild does not have. Orders can be as simple as folding a note into the spokes of a cyclist’s wheel or as convoluted as writing a deal and a location on the side of a man’s coffee cup without anyone else noticing.
                      Free Specialty: Subterfuge (Secret Messages) Status

                      Although the Brokers Guild is more of a service than a company, there is a heavy need to serve and fulfill favors that lingers in the air. As to who is making the decision on whether an agent should gain notoriety, it is a secret to everyone.
                      Status •: You understand what the Guild is and know how to navigate the variety of offers to find what you really want. You may spend Merit dots to purchase dots in Connections.
                      Status •••: You are part of a living system that brings together organizations. You are such a familiar face that you receive two dots in Contacts that relate to the services that you’ve patronized. Define these Contacts upon receiving the merit.
                      Status •••••: You have built connections and spoken to so many individuals that you are practically the go-to person for favors. You receive three dots in Staff that relate to fellow agents that want to emulate you. Define these Staff members upon receiving the merit. Stereotypes

                      Network Zero: “Every now and then, a video goes up on the Internet that shows the existence of the jackalope or a person coming back from the dead. And then it is taken down. We’re gonna need to grab every video we can. That information could be worth something.”
                      Illuminated Brotherhood: “We do have a high number of patrons asking for prescription medication every now and then. Strangely enough, these demands tend to follow an increase in available information on ghosts and such. It’s the damnedest thing.”
                      Barrett Commission: “Someone’s been harassing our ambassadors and stopping the supply of blood bags for the hospitals and…certain patrons. I think I have to make a call to get to the bottom of this.”
                      Ascending Ones: “We do not associate ourselves with the drug cartel nor do we plan on distributing illicit products to our patrons. Now, we can leave you a number. What you do with that information is on your hands.”
                      Endowment: Connections (• - •••••)

                      The idea of an obligation weighs heavily on one’s conscience. There is no supernatural contract, no divine mandate that compels others to provide and serve. It is a social construct, acquiescence to another’s desire for ulterior motives. A service free of charge begets a favor from the other party. A favor unpaid turns into a debt. A debt forgotten becomes a mark of shame and dishonor over a house of merchants.
                      Quid pro quo.
                      The Brokers Guild capitalizes on obligations by establishing and maintaining deals and favors, exchanging service for service. The strands of The Spider’s Web extend beyond forced grins and niceties; the Guild has kept a foot in the door of conceivably every type of public service and a fair share of the secretive operations. A pamphlet shelved deep within the recesses of a bureaucrat’s cabinet holds the contact information of an Ambassador. A Runner babysits the Chief of Police’s daughter, creating an unspoken Connection to the department. A group of Members share a hobby of recreational drug use, exchanging the location of drug dens and creating a network.
                      The Guild’s Connections are part of a two-way network where the user exchanges their services or goods for another’s. Upon purchasing the first Dot in the Connections Endowment, agents are given a number for the Brokers Guild and a form with boxes for contact information. Agents are required to establish their purpose for joining the organization, which includes listing what they are capable of giving in exchange for services. Functionally, the agent lists their Profession, Resources, Status, and any other relevant Merit as possible goods to be exchanged, alongside their Skill with the greatest amount of Dots; the Brokers Guild is a business, first and foremost (and while it is entirely possible for an agent to lie on the form or otherwise provide misleading information, the Guild’s Runners have an uncanny ability to locate other agents. Most-likely, this is due to the agents gathering information from their own Connections).
                      An agent’s options when it comes to using Connections is limited to their Dots in the Endowment, translating into the strength of their Connection; an agent with a single Dot of Connections is able of discovering a Kindred haven in their town by selling their services but would not be capable of gaining significant intelligence on the bloodsuckers or launching an assault using their Connections. The agent would be able to access greater options by selling favors, but there are certain restrictions.
                      As a rule of thumb, Dots in Connections reflect how attainable the option is:
                      •: Mundane. Connections are willing to exchange easily attainable information or providing everyday services to the agent. Goods exchanged at this level are objects that are commonplace, replaceable, or renewable. Any action asked of the Connections would be nonthreatening, routine, or simple.
                      ••: Inconvenient. It will take some time, but the Connections are willing to bend over backwards for the agent. Information is well-informed, researched, and insightful. Goods exchanged tend to be of quality-make, not artisan or masterworks, but fairly effectively-made and costly. Most actions will go beyond the call, completing tasks that fall under their job description; the Connection is willing to risk being reprimanded by their job if it means servicing the agent.
                      •••: Challenging. Connections are willing to put themselves at some risk. It is significantly easier to request classified information or unearth scandals, leaving no paper trail to be tracked. Goods and resources are one-of-a-kind, custom-made items that would cost a small fortune to normally afford. Actions taken are dangerous tasks, possibly ending in lost jobs or blacklists; Connections might burn documents or put others at significant risk.
                      ••••: Dangerous. At this point, Connections are more concerned with succeeding than with laws and taboos. Information can be grabbed about secret projects or plans that have yet to be enacted; obscure information comes through clearly, revealing secrets and dark histories. Goods are blatantly illegal or dangerous to obtain; anything requiring a license to handle is easily obtained. Actions are shady at best, wildly immoral at worst; murder is not out of the question.
                      •••••: Implausible. In few words, Connections are capable of doing things that would be seen as impossible. Information lost to the vagaries of time appear intact and in heavy detail; doctored images and recorded documents appear unaltered and without bias. Goods and resources are stolen, producing original copies of objects or objects with mystical qualities. Actions defy explanation; organized operations are commonplace and easily-commanded.
                      Agents can utilize their Connections in one of two ways: exchanging services of the same or greater difficulty or cashing in on favors. The difficulty of the service in exchange for the Connection is up to the Storyteller’s discretion, but the service should fall into one of the five categories. However, the service usually takes place before the Connection is used and may occur several times during a chapter. Once the services are completed, agents may phone in to notify their Connections.
                      In terms of favors, agents start off with favors equal to their Dots in Connections at the start of every chapter, representing good will, communication, and relationships. When an agent negotiates with their Connections, they may exchange favor for a service of equal Dots. By spending favors, agents may call upon multiple Connections during a chapter without having to exchange services. (For example, Georgia, who has three Dots in Connections, may spend her favors to get her Connections to perform a Mundane and an Inconvenient task. This will use up all of her favors for the chapter. If she wants to use her Connections again, she will have to perform a service in exchange.)
                      While there are several types of Connections in the organization that can be called upon, there are several common groups that may be in contact with the Brokers Guild that become Connections; the Brokers Guild makes it a purpose to provide agents an easy access to such Connections. The following Connections are examples of possible organizations or groups willing to deal with the Spider’s Web. Government Officials

                      “Please, come in, come in! I’ll have Clarice draw up some contracts for us. In the meantime, help yourself to refreshments. I’m always happy to help out my people!”
                      Theoretically, a leader of the people is meant to represent the will of the people. Elected officials work towards the betterment of society for the people. Mandates and decisions drafted by the law-makers are meant to protect the people. The bureaucracy that communicates ideas and plans are operating for the good of the people.
                      Theoretically, an agent is one of the people.
                      Gaining the favor of Government Officials means an agent gaining an iron in the fire that runs the nation. Having a politician on speed dial gives an agent a head-start in marking out social concerns and furthering their own agendas. Being on the right side of a political fight may lead to powerful allies bending to an agent’s will. The influence of a powerful official’s words is worth more than its weight in gold. An agent may even get through the red tape and slippery wording of the bureaucracy without so much of a hassle.
                      Establishing contact isn’t so much difficult as it is timely. Government Officials, much like agents, are preoccupied with negotiating deals and building up rapport; replying to a handwritten note promising another term in exchange for a new project is low on the list of priorities. Speaking with someone lower on the hierarchy may prove to be a more worthwhile endeavor, gradually building up influence from the bottom-up.
                      Connections to Government Officials are usually for actions, operations that push forward ideals or renovations; agents can call upon campaigns to advertise awareness of predators or organize beautification of districts. Most information extracted from the officials revolves around infrastructural organization and names of prominent individuals as well as problematic scandals that need to be buried. In terms of goods, agents can secure authorization forms and signed contracts; on other occasions, a recording of a board meeting may find itself “leaked” to the Brokers Guild. Tech Savvies

                      “You’d figure that the bank would keep better tabs on its security. Talk about an open backdoor. Anyway, you needed names, right?”
                      The gradual modernization of society and the general approachability of technology have created a group of individuals that are capable of playing the system, gathering valuable information from lines of data. Programmers develop automated processes, designers build the look and the interface, and hackers grab passwords and usernames from websites. They may be solitary agents, playing around with security systems for the hell of it. They may be a part of something larger, organizing large operations for the betterment (or worsening) of society.
                      Establishing contact with a tech-savvy individual is as simple as opening a new chat window with someone from Indonesia or posting in a gaming forum. Finding an individual specialized in programming languages or cracking software is slightly more difficult. The Guild makes sure to weed out those who are less computer-literate to ensure quality.
                      Tech Savvies are almost entirely focused on information-gathering, considering the abundance of information available online. However, it isn’t too far off for the Connection to provide goods and actions. After all, online shopping provides a means of finding rare objects and online communication allows for more organized operations. For the most part, though, contacting tech savvies will be due to some sort of technological issue. The Black Market

                      The Brokers Guild does not associate with anyone who deals with the underground market. Any evidence that proves contrary is summarily false and should be disregarded. Illicit Suppliers

                      “Me? Why, I am just your neighborly importer, waiting for a shipment. Now, unless you have an order, I suggest you piss off.”
                      Supply and demand. When supplies are high, demand goes down. When supplies are low, demand goes up. When supplies are limited and go through restrictions, demand is vocal.
                      The Illicit Suppliers deal with goods and resources that are under severe scrutiny by the government. Drugs, chemicals, blood. If there is a law placed against the trade and sell of such a product, the suppliers are willing to go above the law and secure a niche in the market. It’s not a matter of right or wrong; it’s all about the green.
                      Establishing contact with one of these shady merchants may start from a fledging drug dealer behind the supermarket or from a flea market operator shelling out smuggled boxes of DVDs. Drugs need to come from somewhere and smuggling goods out of a country isn’t easy. In some areas, these contacts may even extend to food vendors or members of the human slave trade.
                      As they are, the Illicit Suppliers commonly work with goods, securing weapons or drugs for trade. Information-brokering is just as prominent as confidential files are of great worth. However, getting these individuals to perform actions may lead to a dead end; hit men are not exportable. Agents that need the assistance of Illicit Suppliers tend towards more-tangible services. The Supernatural

                      “A deal? You don’t know what you’re getting yourself into, do you?”
                      From mockeries of humanity, freshly-born, to beings older than some civilizations, the Guild is intimately-familiar with the creatures that hide in the dark. These monsters prey on humanity, stealing away the innocent in the middle of the night, partaking in their feast upon their souls. Some are content with blood and flesh; others desire less material aspects of humanity. Regardless, dealing with these creatures has proven itself to be a dangerous endeavor, one that may cause others pain and suffering.
                      And yet, it is possibly one of the most lucrative Connections available to the Guild. The Supernatural are a secretive group, hidden amongst the population, working towards goals unknown to humanity. They have established centuries-old factions with their own agenda, navigating through the years and becoming things of legend. They are both fearsome foes and powerful allies.
                      Some agents are already well-aware of the existence of the Supernatural. Some came out relatively unscathed; others came out with more than just a flesh wound. Establishing contact with the Supernatural, however, is another story. Assuming that an agent is able to locate one of these creatures, the nature of the Connections requires some level of trust, an aspect that may fall short within the creatures of the night. It isn’t out of the question, though, and those willing to entertain an agent of the Spider’s Web eventually find themselves caught within the threads of obligation.
                      Connections with the Supernatural prove to be well-invested. Knowledge of the Supernatural is very minimal and any type of information, whether it is the nature of their goals, their safe places, or a troublesome creature that needs to be taken care of, information is valuable. It’s not uncommon for agents to request goods such as strange fruits from another realm or relics of an old god if someone is willing to retrieve it. A Supernatural creature may even be generous enough to perform actions for the agent, playing the mediator for a vengeful ghost or convincing a problematic politician to reconsider without a word. All for their benefit, of course.
                      It should be noted that it is notoriously difficult to negotiate a fair deal with the Supernatural, even for the Guild. In terms of how Connections work with the Supernatural, treat the difficulty of the tasks as one Dot higher (for example, a Mundane task for a Supernatural Connection would be accessible at 2 Dots of Connections and so on).

                      Comment


                      • The task force is going to need some expansion, otherwise good hits on bringing these back. Reaper, your status?

                        Comment


                        • Originally posted by Flyboy254 View Post
                          Reaper, your status?
                          Essentially, all the text is there, so the document is in a publishable but unrefined state in terms of just getting the information from the Compacts and Conspiracies out for peer-review. Gotta cut up some of the Cults handbook to get the core into Chapter 3 for the Cults, Cabals, etc. Slashers are basically done, working on filling in the additional Talents and Frailties. Also building up some standalone Endowments; working on an Endowment that is effectively what would happen if Cheiron went full medicinal rather than surgical.

                          Art-wise, kinda in a rut. Mainly due to job-search eating into my free time.

                          Comment


                          • Know anyone who can pinch-hit for you?

                            Comment


                            • When it comes to working on the art, no but I'm gonna power through once I get back to my desktop.

                              Curious as to if anyone wants to try working on a fiction that can be spread across the beginning of each chapter, meaning about 5-7 pages worth of writing.

                              Comment


                              • Huge text dump with the beginning write-up for Chapter 3: Cults, Cabals, Covenants. Beginning black text is ripped from the Cults Handbook. Blue text is what has been added.


                                A Hunter is any person who accepts that the supernatural exists. In the World of Darkness most people realize the supernatural is real but try very hard to pretend that it is not. A Hunter refuses to accept such false comforts; they acknowledge the horrors hiding in the shadows and choose to interact with it, whether to combat the supernatural, to study it, to become supernatural, or even to worship it.
                                A fringe religion refers to any religion that has a few members and little influence. The definition of fringe religion includes a moral component to separate it from a cult; they do not have to be good people but to qualify as a fringe religion it should be on the same moral level as the large mainstream religions.

                                Finally Cults are defined as any organisation, religious or agnostic, that warps the minds and morality of its members. Some groupthink is inevitable in any organisation but a cult takes it further by creating a top down party line and reforging it's members to fit the mould.

                                These definitions are not always shared by the hunters on the ground. A hunter may apply the cult label to any organisation that worships a supernatural being regardless of their morality. Nor are the definitions mutually exclusive, though some hunters like to think so. A fringe religion or cult may have an active deity, making its membership hunters: They acknowledge their supernatural deity exists and choose to worship rather than run away and forget about it.

                                As to how Compacts and Conspiracies compare to these Cults, that is another story.
                                The Grey Line

                                It’s like a setup for a bad joke in an underground comedy club: What is the difference between a Conspiracy and a Cult? One offers better cookies when you join. In a world where the innocent and uninitiated are preyed upon by creatures that defy explanation, where nightmares rip apart the lives of others and leave broken individuals in their wake, there is a need for guidance. The questions that arise when a man is torn into fleshy ribbons or when a child disappears into an inch-deep puddle needs answers.

                                One answer is to take to the Vigil, burning back the darkness with a sword of fire. Another answer is to bask in the protection of the light, blindly following it wherever it leads. The path of the Vigil is that of a leader, a protector, a communicator that serves to bring light into the shadows. The path of a Cult is that of a servant, a pawn, a slave to whatever brings them guidance.

                                Ideology aside, one of the key differences is the aspect of life outside of their inner circle. While membership in a Compact or Conspiracy can eat into the time a hunter has outside of their day job, a hunter can still operate independently from their organization. The delicate balancing act of making time for family, pleasure, and monster-slaying is a heavy burden to handle but it is one that is worth the burden. Membership in a Cult is nothing like that. When a hunter joins a Cult, they are gradually shedding their connections to the outside world. It begins with small, seemingly insignificant things; the needless noise and static needs to be cut out in order to find happiness. Soon afterwards, the Cult’s expectations outweigh the hunter’s leisures; family is forgotten, work is ignored, the only things that matter are the Cult’s teachings and acceptance.

                                Granted, the same can be said about the millstone that is upholding the Vigil, especially under a Conspiracy. While a Compact may grant some leeway, a Conspiracy is dedicated to an ideology when it comes to dealing with the supernatural. With the vast network of control that Conspiracies hold, the fear of reprimand from the organization hangs above the hunter’s head like the Sword of Damocles. However, in general a Conspiracy is less concerned with a minor screw-up from one of their members down the rung than a Cult is. Ultimately, it’s a game of control; a Cult has far more to lose when its members begin to slip from its grasp than a Conspiracy does for a few incompetents in the rank.

                                Still, there is a very large grey line that exists between the two and often for good reason. Some hunters join Cults for entirely pure reasons and enjoy serving under their ideologies while others are cajoled into joining organizations with no real way to escape. Even when the lines are drawn, there is a fair amount of overlap between the two. However, it does serve to at least make distinctions in how Cults operate when compared to more “conventional” organizations.
                                Getting Organized

                                Hunter-specific organizations are defined by their tier level. Not all organizations are capable of pulling off operations spanning across multiple continents in search for some sort of apocalyptic relic of the ancients; some are lucky to have enough supplies to raid a haunted house in the neighborhood.

                                The first tier is Cells. Cells are incredibly small hunter groups that operate on an extremely local level. The finest weapons they can afford are handguns and baseball bats adorned with nails. Their reach is as far as they can pay for gas. Their communication is essentially a group-text. Cells are effectively the seed that can either grow over time into a fine organization or wither before they even have a chance to sprout.

                                The second tier is Compacts. While Cells are a smaller group of hunters who often share some sort of connection, Compacts are a larger group of like-minded strangers united by a common cause. Their size and resources often allows them to operate under the guise of a business or privately-owned organization without spurring attention. While their headquarters may be stationed elsewhere, they have enough clout to support smaller branches in different territories.

                                The third tier is Conspiracies. With Conspiracies, it’s less of a matter of sheer numbers and more of a matter of worldwide relevance. Conspiracies have taken it upon themselves to war upon the supernatural on a global scale, often backed with powers that place them on an even playing field with the darkness. While these organizations are strong enough to hold their own in the fight against the unknown, the dangers of exposure or outside manipulation forces a sense of secrecy that members must uphold.

                                Similarly, cults can also be defined by tier level. The lowest tier is little more than a group of friends coming together to undertake a strange but effectively benign ritual together for kicks; the deeper the rabbit hole goes, the stranger and more dangerous these gatherings become.
                                Circles

                                While Cells are created in response to the supernatural, Circles often begin in a more benign fashion before they become involved in the supernatural. Circles form up from an ideology, a thought or concept that the members are willing to follow and uphold. Sometimes it spawns from the mouth of a passionate leader, sometimes it is translated from an old text. Whatever it is, this idea is something that grows in importance in the mind of its followers, expanding in influence like a memetic phrase.

                                Membership is low but cordial; most members of a Circle are familiar with one another even prior to the Circle’s creation. Often the members have some sort of shared link or comradery that inspired them to organize; the Circle might consist of college friends who want to relive their youth or a couple teaching their growing family how to behave under their roof. Because of the tightly-knit relationship between members, loyalty and control is a non-issue; unless there are lingering emotions between members, the Circle’s stability is not at risk. However, these relationship limit recruitment of new members to those close and trustworthy to existing members.

                                When a Circle delves into the supernatural, it is often due to an outside force introducing the members to the alien world that exists alongside them: a haunted treasure is brought in during a meeting or one of the members discovers the true nature of their reclusive neighbor next door. It is very rare for a Circle to have a Patron of any nature, let alone divine or even supernatural. However, it is not unheard of for Circles to worship some physical being as their god, willing or not.

                                Notably, Circles are finicky when it comes to longevity. The weight that comes with supporting the Circle is heavy, a burden that some are unwilling to hold. Similarly, the incentives to remain a part of the Circle may be miniscule or even nonexistent, causing interest to wane. The death of a core member may even cause the Circle to disband entirely. There are multiple factors that are sensitive to change when it comes to the survival of the cult; once the Circle takes root and expands its reaches, then there’s no telling how long the cult will last.
                                Cabal

                                If Circles conjure up images of teenagers huddled up in a tiny bedroom and getting ready to perform Baby’s First Satanic Ritual ™, Cabals conjure up images of underground churches packed to the brim with black cloaks and ominous chanting. Cabals are the natural step up once a Circle secures its footing, like a Compact to a Cell. The cult’s ideology begins to spread, reaching out to those willing to listen. The Cabal moves its base of operations to a more open and secretive area as membership grows. The first true ritual is performed without a hitch, strengthening the cult’s power and belief.

                                Once a Circle grows into a Cabal, the fine lines that describe the inner workings of the cult surface. The hierarchy manifests where the founding members are higher up and the newer members are lower down. Those that have been around since the inception of the cult are privy to information kept secret from both the public and the new initiates. A clear leader may even rise up as a figurehead or a speaker for the truths the cult preaches. This structure changes the dynamic and relationship between members; instead of the intimate familiarity in a Circle, there is a division between cultists that is inherent in Cabals.

                                While the Cabal’s size and structure create internal complications, the level of influence the cult holds is tantamount to their goals when it comes to spreading their ideology. Members of the inner circle develop recruitment strategies and operations that members in the outer circle follow, working in tandem in order to promote the dogma of their cult. Knowledge and information can be properly organized and distributed to the initiates, promoting the cult’s narrative. Even the rituals are improved, going from an impromptu show of smoke and mirrors to a true feat of magical power.

                                For Cabals, the veil that shrouds the supernatural is sheer but tangible. Monsters walk the Earth, magic flows in the air, gods sleep in the heavens. The question is, however: “What do we do about it?” Some cults seek to harness the power of the supernatural, summoning upon the power of their god to shape the world in a way that fits their image. Some cults reject the supernatural, channeling their disgust and indignance into a crusade against the darkness. Some cults may even choose to remain in denial, promoting ignorance as a means to avoid the unknown. Ultimately, a Cabal’s view of the supernatural depends on the goals and ideology the cult seeks to follow.

                                Because of their expansion, Cabals are at a significantly smaller risk of disbanding than Circles. However, the obvious divide and hierarchy in the cult can inspire resentment and dissention among the ranks; infiltration by investigators and deprogrammers is an inevitability once a cult reaches this level of influence. Furthermore, the risk of having the cult’s true nature exposed is a constant danger, especially if one of their members is caught in the middle of an illegal or otherwise questionable act.
                                Covenant

                                Covenants go beyond the black cloaks of Cabals and move on to grand effigies dedicated to long-forgotten deities buried deep within the catacombs underneath civilization. Covenants, like Conspiracies, are massive underground organizations that monitor the world. These cults oil the gears of the world and nudge the pieces in place, biding their time in order to accomplish their goals in secret.

                                It is rare for any cult to reach the level of a Covenant. The sheer amount of time and investment needed to create a Covenant outpasses anything most mundane cults can accomplish. Circles eventually disperse and Cabals are often taken down, internally or externally, before they can even aspire to become a Covenant. Even when a cult is able to last the test of time and expand their influence across centuries, there is still one aspect that separates a long-lasting Cabal and a Covenant: a touch of the supernatural.

                                Granted, it is feasible, if incredibly unlikely, for a Covenant to exist with no trace of supernatural tampering whatsoever. However, it is unheard of for any Covenant to exist without any exposure to the unknown; the sheer volume of members makes it virtually impossible for the cult to ignore the supernatural. The allure of calling upon their god to enter their world or gaining the power to rewrite the laws of reality makes contact with some sort of Patron all the more sweet for Covenants.

                                Notably, not every Covenant truly survived from the conception to modern day; some Covenants were restored and brought back to power by neophytes who discovered the lost texts and remnants of the old cult. These Covenants as appropriated by the new cultists may appear to be faithful to the old gods by their worshippers but tend towards misleading or omitted information when it comes to the true nature of their agenda and operations. The more pious of their devotees may even turn against the head of the Covenant once they learn of their leaders’ heathenous intentions.

                                On the vein of internal disagreements, Covenants are vulnerable to sabotage and infighting among their ranks. The massive number of followers and the influence the cult holds in multiple territories as well as the establishment of a clear hierarchy encourages the development of factions within the Covenant as a means to increase morale. Ironically, these factions can cause schisms as the importance of certain ideals and rituals are promoted above those of another faction. Covenants with poor control over their members risk possible coups and hostile takeovers from factions unsatisfied with their current leaders.
                                Conventions

                                Floating between the lines of a hunter organization and a cult, Conventions are sudden movements launched by hunters driven towards the Vigil due to an outside force, often one of supernatural origins. The ephemeral nature of Conventions come from the lack of organization and permanency. Conventions spring up as an impulse, a sudden call to action answered by hunters with a gift. How these hunters are contacted is a mystery to the hunters themselves; all they know is that they are needed and there will be many who are like them on the path.

                                Hunters of a Convention are united by a single thread: the power they have to fight against the darkness. Some of these are rites practiced and shared by the hunters, some of these are blessings that are entirely undetectable. There is no straight answer as to how these powers were created or why these hunters are able to utilize them. All there is to know is that these gifts even out the field, granting the hunters a means to fight back.

                                Conventions are comparable to Cells and Circles in that they have the potential of becoming something bigger. However, Conventions are in a state of constant flux; these hunter movements are unstable and prone to sudden changes in membership, direction, and even power. While it is possible for the hunters of a Convention to eventually organize, the lasting power of such an organization is questionable at best.

                                Comment

                                Working...
                                X