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Hunter's Journal: Compacts & Conspiracies

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  • Hunter's Journal: Compacts & Conspiracies

    Greeting!

    I have been working on some ideas for a few home brewed Compacts & Conspiracies.Everything I am currently working on is using Hunter:the Vigil 2nd Edition (Kickstarter Preview)- I will revise as needed when the final version is put out.

    As always, I appreciate good feedback, and I will post my write ups as they develop.

    Thanks!

    Sigma Lambda Rho – ΣΛΡ
    The Sisterhood of Survivors

    Quote: “Leave. Her. Alone.”
    There are many forces lurking the dark that prey upon the minds and bodies of young women. The sorority of Sigma Lambda Rho knows that many of these forces are not human. Their pledge is to protect the vulnerable on any college campus where they have a presence. They abide by 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.
    The sorority is a small but growing organization, with chapters at several major universities. They have not been officially recognized by the Greek Council, feeling that such scrutiny would draw attention to their “extracurricular actives”. Sigma Lambda Rho are an organization that promotes multiculturalism and diversity, and accept any woman who meets their high standards regardless of race, ethnicity, orientation or economic background.
    The sorority was founded in the late seventies. 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.
    Operating in and around college campuses, every sister and associated member of ΣΛΡ takes and oath to protect their community (especially women and children) against hostile forces (supernatural or otherwise). In addition, they also provide a number of community services, such as chaperoning events, ride-sharing programs, baby sitting, self defense courses, or simple walking someone home on a dark night.


    The Enemy
    College campuses are fertile hunting grounds for many night stalking creatures, filled with fresh young flesh and naive, impressionable young minds. From devilish cults seeking recruits or sacrifices, to the blood-thirsty dead, to murderous maniacs, all of them seem hyper-focused on the young and vulnerable. The night to night activities of ΣΛΡ often involve confronting these threats, turning the tables on those creatures that had been so assured of their power and dominance. ΣΛΡ also keeps extensive records of how to fight such things and win.

    Hunters
    You are still still doing this long after most of your peers have retired or died. The girls call you “the old maid”, even though you are just a bit over thirty, but they respect your skill and fortitude. When people ask you why an obviously older individual is hanging around a bunch of college kids, you shrug and say “nontraditional student”. Isn’t that the truth.
    You were working retail a year out of high school when your little brother went missing. After weeks of frantic searching, long after everyone else had started to give up, you gained the attention of and individual with answers, and very sharp teeth. If not for the sister’s, you might have shared your brother’s fate, and you have wholeheartedly adopted their cause.
    Some monsters are human. The sister’s have taught you valuable skills to survive and fight back against the things that lurk in the dark. But the skills you have learned work just as well, if not better against the perfectly human beasts that would prey upon women. Most of them you send home with a fat lip or a busted nose, but you have sent a few to the infirmary with broken bones and at at least one went to the morgue. You wish you felt bad about that, but you don’t.

    Factions
    The sorority presents a unified front, and take pains to uphold the image of a progressive, socially minded modern sorority. They learned painfully in their early years the price of drawing to much attention to themselves. Despite their over-all unity, different philosophies on how to approach the vigil have become noticeable. The Brave are the most proactive sisters, actively seeking out threats and menaces that lurk in and around the campuses where ΣΛΡ operates. They also tend to have a higher casualty rate, and the strain of covering up the true causes of the mounting injuries and deaths taking atoll on both the psyche and resources of the entire sorority. The sisters who are called The Proud are socially minded, and seek to fight the dark forces with activism and soft leverage. They call upon the resources of family, friends, and the continued support of alumni sisters to battle monsters who use bank accounts rather than talons to ruin and destroy. The Strong are the backbone of the sorority. While nearly as martially proficient as the Brave, the sisters of the Strong prefer to provide training and support,. This includes athletics, emergency medicine, self defense, and weapons training. They are provide safe houses, peer counseling, and occasionally drive the getaway vehicle. Regretfully, they also know where the bodies are buried, as they are the ones most often called in to dig a grave. Although they are called The Wise, the sisters who claim that title are often considered the eccentrics and loose canons. They maintain the records of the sorority, documenting encounter’s and debriefing their sisters on what happened during any vigil-related incidents. They watch over the stockpile of tomes, relics, and other esoteric items the sorority has collected over the years, and see few problems with turning the enemies tools against them.

    Status
    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. While many sisters retire once they graduate, other remain actively involved. For some, this in a supported capacity, providing connections and resources to aid their sisters. For others, they remain on, serving as mentors (and occasionally as veteran warriors) passing on their knowledge to the next generation.
    Some chapter’s have relaxed their standards and have begun accepting male pledges as honorary “brothers”, which is greatly upsetting to the more tradition minded sisters.
    ● - Standing against the dark is not for the faint of heart, and you have proven your resolve. You gain either the Tolerance for Biology Merit or a dot in the Iron Stamina Merit.
    ●●● - Sister’s support each other. You gain a dot of the Safe Place Merit and a dot of Allies (Sigma Lambda Rho). This represents the support network a member of ΣΛΡ can call upon if she is in trouble.
    ●●●●● - Even though you may have graduated years ago, you remain involved in the operations of ΣΛΡ. gain three dots of Merits, which you may distribute as you see fit between Allies, Contacts, and Hobbyist Clique.



    The Artificer's Workshop - A collection of Exalted Artifacts
    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

  • #2
    I think that my main question about this compact what makes them different from the Maiden's Blood Sisterhood, as it feels like the two cover more or less the same niche. I mean, don't get me wrong- there is no reason for two monster slaying sororities to coexist, but if it is the case what stops them from merging with one another, beside some kind of college rivalry?


    Check my STV content, Or My Homebrew

    "And all our knowledge is, Ourselves to know"- An Essay on Man

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    Comment


    • #3
      RE: Maiden's Blood Sisterhood

      Truth be told, I completely forgot about the Maiden's Blood Sisterhood when I was writing up Sigma Lambda Rho. After reading back over the MBS, I can see the overlap. I have a mind to add in a bit more to ΣΛΡ about them opposing cults and slashers (I originally envisioned them as a sorority of "final girls"). Considering how 2nd Edition posits the history of the Vigil as Compacts and Conspiracies expand, contact, rise and fall all the time, MBS would likely see ΣΛΡ as a) upstarts in way over their heads or b) a great place to recruit from.

      Let's post another

      Nexus Obscura
      The Cartographers of the Unknown

      Quote: “Last one to the loci buys drinks!”
      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, statistical data and an extensive database they have named Terra Arcane, Nexus Obscura seeks to 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). They consider themselves explorers before all else, and mapping the 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.
      Nexus Obscura was founded in the mid-nineties as an informal clique of urban explorers and amateur cartographers with an interest in hauntings and other unexplained location-based events that met on an online forum. After months of trading stories and theories, several members decided to meet in person to investigate a location that urban legends described as a doorway to another world. The rumors proved accurate when a fissure to another realm briefly opened, long enough for...something to snatch one of their number through the rift, and vanish.
      Since that time, Nexus Obscura has remained a small for dedicated organization, using their diverse expertise to to map and explore the secret geography of the earth, and catalog the myriad dangers that dwell in the lost and hidden places.

      The Enemy
      Nexus Obscura are explorers before all else, and mapping the hidden, metaphysical terrain of the world is their driving goal bordering on obsession. However, many of these places are incredibly dangerous, especially to the unwary. Scouting and mapping these locations before they pose a threat to human lives is steadily becoming a greater priority throughout the organization. Furthermore, these locations are often coveted for their power, and have occupants that react poorly to trespassers.

      Hunters
      As a child, you dreaded sleeping in your room, as you could always hear the whispers from within the walls in the dead of night. Years later your parents confessed that they heard and saw many inexplicable things within that house. As you researched further into the history of house, inspired a great interest in other haunted and accursed dwellings. You drew the attention of others with similar interests to offered to show you more, if you had resolve to learn.
      You were raised a pagan by parents who styled themselves as modern day druids, who spoke often of places of power where mystic forces converged. On some special evenings you could almost feel the energy radiating from the standing stones erected on the family property. Even when you went away to college, those experiences remained with you. You eventually fell in with a few friends who had similar experiences and ideas, even if their methods could use a more holistic approach.
      In every major city, there are places that have been abandoned and left to the elements are an uncaring world on. You have taken it upon yourself to observe and explore these ruins, before they crumble entirely into the dust. You have explored many of these places, and share your tales of danger, excitement, and discovery. On day, you were approached by an individual who offered to let in on a few locations that would blow your mind.

      Factions
      While Nexus Obscura is a small, closely knit organization, several different schools of thought have arisen concerning both the compacts methodologies and their overarching goals.
      The core faction of the group are known as Terra Arcane. Adhering closest to the original tenants of Nexus Obscura, Terra Arcane are the most academic, seeking to test theories and gather knowledge. While they generally eschew violence, enough dangerous situations have taught them the value of preparing for the occasional altercation with hostile entities.
      Considered foolish and reckless by the other members of Nexus Obscura, the Voyagers believe that there are entire worlds waiting to be explored, and specifically look for ways to enter (and return) from realms beyond the mundane world. While generally well prepared for such excursions, they often return changed by the experience, if they return at all.
      For others, exploration is not enough. Taking a stand against the frequently hostile beings that occupy places of power, the Gatecrashers are the most militant of Nexus Obscura members, many adopting the position that many of these places must be either contained or cleansed in assure the safety of the people that might stumble upon them.

      Status
      The members of Nexus Obscura are chosen from the ranks of explorers, geographers, and paranormal investigators to wish to learn more about strange and mysterious places from around the world. Those who have encountered supernatural phenomena and live to speak of it are especially coveted recruits. Prospective members are typically approached by a member either online or in person, and are subtlety tested in both their knowledge and their willingness to apply that knowledge. After a final “field trip”, prospects that perform well are welcomed into the group.
      ● - You have displayed an impressive knowledge of ley lines, feng shui, and similar concepts, and gain an Occult specialty for “Geomancy”.
      ●●● - You gain two dots of the Allies (Nexus Obscura) Merit, representing the tight-knit community of researches and explorers willing to provide information and occasional physical back up on your next expedition.
      ●●●●● - You have become an expert at tracking places of power. You gain the Unseen Sense Merit pertaining to places of power (which includes haunted places, fonts or power, gateways to others worlds, and similar locations). You also gain the Direction Sense Merit; senior Geomancers rarely get lost.


      The Artificer's Workshop - A collection of Exalted Artifacts
      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


      • #4
        Re: The Metropolitan Knights

        Here is a group what is based on the idea of a organization like the Guardian Angels picking up the vigil. I was tempted to mention that the majority makeup of the group are african-american and latino, but I decided the group felt more open if I didn't tie them to a particular ethnicity. Let me know what you folks think.
        The Metropolitan Knights
        Knights of the Concrete Kingdom

        Quote: “Not on my block.”
        The Metropolitan Knights are a civic organization that walks the line between neighborhood watch and vigilante group. The Knights abide by a code of “Street Chivalry”; and stress honesty, integrity, and civic pride. They are trained in hand to hand combat (but scrupulously avoid using firearms), emergency medicine and are well versed in identifying the criminal elements of their city. The Knights patrol their streets keeping watch for 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. While everyone who wears the black shield is taught how to defend themselves, they try to use violence only to protect themselves or their neighbors.
        The Knights have expanded considerably over time, with chapters in major cities along the east coast and great lakes regions of the United States. In recent years, they have abandoned their classic black jackets and gray berets, now preferring subtle displays of their black shield insignia stitched into their clothing. They have also become more secretive, rarely discussing their membership, training, or methods with outsiders. This shift towards secrecy become necessary as their Knights learned that not every urban predator was human. This information is shared only with more experienced Knights, the “lifers” who have made a long-term commitment to the Metropolitan Knights.
        The Metropolitan Knights were founded in Chicago, Illinois in the early eighties, by Captain James Wallace, a former army ranger and Vietnam veteran. He wanted to help his community and set a positive example for the youth by providing an alternative to the perils of drugs, gangs, and violence. He instructed his charges about the values of honor, chivalry, and martial discipline. In the late 90’s, Captain Wallace was approached by a strange man who offered him immortality in return for service. He refused the offer, and the Knights began to suffer a rash of misfortunes, including police harassment, attacks from gangs, and suicide. Captain Wallace’s experience as a soldier eventually lead him back to the man that made the offer, who it turned out was not a man at all. Slaying the creature in the ensuing fight led the Captain to begin training his Knights more rigorously, expanding their mission to include things far darker than drug dealers, gangs, and crooked cops.
        While the Captain officially retired over ten years ago, he is still considered the leader and guiding influence for the organization. Those close to Captain Wallace whisper that he has grown more eccentric and paranoid, and dedicates much of his retirement to finding ways to “even the odds” against the creatures of the night. Rumors persist that the most senior and trusted members of the Knights engage in mystical rites and rituals practiced away from prying eyes, and some fear the Metropolitan Knights are well on their way to becoming a cult.


        The Enemy
        The Metropolitan Knights have learned that the city streets are a hunting ground for all manner of otherworldly things. While they do not have a great depth of occult knowledge, they are skilled at applying practical principles on their hunts, and learn the best ways to either put such creatures down, or at least encourage them to make trouble somewhere else. Where once their methods were more defensive in nature, only working to protect innocent people from the monsters, their stance is becoming more aggressive, with Knights being encouraged to seek and deal with the problem forcefully.

        Hunters
        You never knew your father and your mother was so strung out it’s like she wasn’t there either. You were mostly raised by your grandmother until she passed away. You were running dope for one of the local gangs to make ends meet until you were caught by one of the Knights, who took you in rather than giving you to the cops. You now consider the Knight’s your real family, and will do whatever you need to to make them proud.
        Most people who join the military don’t return to the old neighborhood. But you have roots here, and have never wanted to be anywhere else. You joined up with the Knights to kick the bad influences out of your neighborhood, and you got to see some of what was lurking in the dark. The service has taught you skills you fully intend to take back home and put to use.
        An organization that cannot bolster it’s numbers dies a slow death. The Captain isn’t getting any younger, and someone has to start making sure that his legacy survives once he has passed on. You have a way with words and a keen interest in updating the look and media presence of the Knights to aid recruitment. You know what you are up against, and the Knights are going to need reinforcements.

        Titles
        While all members of the organization are considered Knights, the use of different roles within the Metropolitan Knights are referred to as titles. While different titles have come and gone over the years, several have remained in use since the group was founded.
        The Vanguard are the Knights that are considered the best fighters. Members of the Vanguard have trained intensely in martial arts, and many return to the Knights after a stint in the military with tactical and weapons training. They also tend to be the most militant and the most eager to take the fight to the enemy. The Heralds are the speakers and recruiters of the Knights. Eloquent and persuasive, they are responsible for internal morale and dealing with external organizations (including police and gangs) diplomatically. It isn’t unusual for such Knights to become educated in media and law. The Commanders are the leadership of the Metropolitan Knights. The organize and coordinate the efforts of their chapters, assign duties to subordinate Knights, and keep the organization on track and true to their principles. They tend to be the most idealistic, and are the ones most concerned with the shifts in the methods and philosophy of the Knights.

        Status
        The Knights draw their numbers from at risk youth, they type that could easily fall into gangs, drugs and other negative influence without proper guidance. While their jackets and berets motif is perceived as old fashioned and corny, their newer approach and slicker presentation has been successful in drawing the attention of potential recruits. New recruits are rarely over twenty, and most Knights only participate for a few years. It’s only after a few years that a Knight is shown what really happens in the city after dark.
        ● - You have been instructed in self defense at the Metropolitan Knight headquarters. You gain a dot Defensive Combat Merit in either Brawl or Weaponry.
        ●●● - You have established many local connects. You gain two dots of the Contacts Merit, representing the various people who love and work on the blocks that you routinely patrol.
        ●●●●● - You have high in the ranks of the Knights, and can call upon your brothers and sisters for aid. You gain three dots of Merits, which you may distribute as you see fit between Allies (Metropolitan Knights), Contacts, and Mentor (Captain Wallace).


        The Artificer's Workshop - A collection of Exalted Artifacts
        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


        • #5
          Aren't the Knights just the Night Watch kinda reskinned? I mean they started kinda differently but they are still a urban vigilante group based on the Guardian Angels. I guess the more cult like aspect is different and a interesting way to go for the group.

          Comment


          • #6
            Re: Night Watch

            Apparently, I really need to re-read alot of first edition Hunter supplements - feels like all the good ideas have been done! With this in mind, I will likely revisit this write up to see if I can expound on the differences.


            The Artificer's Workshop - A collection of Exalted Artifacts
            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


            • #7
              I mean I do like that it is becoming more cult like. we really have a few compacts that do that and those are usually very evil like. I don't know if you want to go more religious with them but I would check into the Monastic knight orders like the Templar and the Hospitallar if you wanted to take it more in that direction.

              Comment


              • #8
                Re: The Metropolitan Knights Development

                Originally posted by Grimmi05 View Post
                I mean I do like that it is becoming more cult like. we really have a few compacts that do that and those are usually very evil like. I don't know if you want to go more religious with them but I would check into the Monastic knight orders like the Templar and the Hospitallar if you wanted to take it more in that direction.
                Thanks for the feedback. I hadn't considered a "Knight's Templar" angle, but there is some good material there. I was thinking of putting in more about the organization becoming more of a cult of personality and the founder Captain Wallace digs deeper into strange rituals as a way of evening the odds against supernatural menaces, and becoming increasingly paranoid about outsiders.

                Re: Sunset Operations

                Up next is a Conspiracy I originally conceived of after reading the novel Vampire$ by John Steakley. The hunters in that story had a live fast/die young mentality that I found intriguing. What I ended up with was something that felt like a mix between Ashwood Abbey and TFV. I also wrote up an endowment to go with them.
                Sunset Operations
                The Fatalist Mercenaries

                Quote: “Live fast, die young, take some monsters with you. Sounds good to me.”
                To the outside observer, Sunset Operations (also known as S.O) appears to be much like any other PSC (Private Security Company), providing a variety of security services to those that can afford their prices. Their employees (referred to as Operatives) are as known for their brutally efficient tactics as they are for their hedonistic excesses. SO is an international organization, and their lists of clients range from politicians, to celebrities, to criminals. They care little for ethics or politics as long as the payments come through. S.O also undertakes (heavily classified) mercenary work for the right price. It was during one of these operations that the organization became aware of the supernatural forces existing in the world. Since that incident, S.O has specialized in dealing with supernatural elements, and offer services (at a premium) specifically for dealing with such forces.
                Sunset Operations was formed in 1984, by Spencer Coleman and Reginald Clay. Both were US Army Special Forces soldiers who had served together during the Vietnam Conflict, and were known for both their exceptional skill, close friendship, and the zeal they exhibited in combat. After the war, both men found adjusting to civilian life difficult, and craved the danger and excitement of warfare, and started working as mercenaries in 1978. By 1982, the two men had assembled a small company of like-minded soldiers of fortune and began using the money and influence they had gathered to form a Private Security Company what would eventual become Sunset Operations.
                Sunset Operations enforcers an army style chain of command with military style ranks and titles, with lower ranks deferring to highers ranks during security deals and off-record mercenary actions. Close attention is paid to keeping their client rosters and mission debriefs strictly classified. Only operatives that have proven themselves to the company (and pass an intense interview process) are assigned to missions that deal with the supernatural. Given the deadly nature of many of their assignments, S.O cultivates a culture that values camaraderie, skill, and a devil may care fatalism that comes from living such a dangerous lifestyle. They pay their operatives well, and encourage them to live life to the fullest, turning a blind eye to the rampant drug abuse and other self-destructive tendencies their operatives develop.


                The Enemy
                As hunters-for-hire, SO has dealt with a menagerie of strange creatures. Vampires, Werewolves, and other less quantifiable things have all ended up in the cross-hairs of SO operatives. The majority of their missions are seek-and-destroy, but capture operations are becoming more and more common, as clients paying from anonymous and nearly bottomless bank accounts see these creatures as assets and resources rather than threats. SO intel confirms that in many of these cases, the creatures are the results of their clients meddling in forces they cannot control, and Sunset Operations get hired to deal with the mess.

                Hunters
                After several tours in Iraq, you managed to come home in mostly one piece, but the loose anarchy of civilian life was weighing upon you until a friend of a friend directed to to a website where you could put in an application to do security work. Since being hired, sunset Operations provides you with the structure of the military life (with fewer rules), a handsome check, and you get to see the world. Now you are working on rising to the ranks and getting to see what happens on the “special” assignments.
                Sometimes a battle fought with a keyboard can be as intense and deadly as one fought with bullets. Recruited out of college, you were scouted for your aptitude with hacking and electronic warfare. Your recruiter was even aware of hacks you had done that you were certain no one knew about. You didn’t expect to be sent on so many field operations. And you definitely didn’t expect to see the things you have seen.
                If there is one thing you have learned, is that ultimately nothing matters. Even before you signed up with Sunset Operations, your work as a mercenary took you all over the world, and you have seen shit that shouldn’t exist in any rational universe governed by a loving God. So screw it. Do some drugs, buy a hooker, and kill something. If it’s all worthless, you may as well enjoy yourself.

                Divisions
                Beyond Sunset Operation’s regular chain of command, there are several major divisions. Hermes Division are the support staff of Sunset Operation. Operative with backgrounds in intelligence, cyber-security (or cyber-warfare), and administration are assigned to Mercury Division. While not as glorious (or dangerous) as other divisions, it is standard practice for a Mercury operative to be embeded with a field team. Ares Division is the rank and file of Sunset Operations, and the majority of operatives belong to it. This division covers the personnel and leadership on the vast majority of security and mercenary operations. Only experienced and trusted operatives gain the clearance for the assignments where contact with supernatural forces is expected. Only the most talented, tenured, (and in many cases) the most damaged operatives are assigned to Hades Division. Despite the prestige of being considered the companies elite bad-asses, and the pay that goes with it, operatives of Hades Division are considered dead men walking, and it’s a matter of when, not if, they go home in a bag.

                Status
                Sunset Operations prefers to hire people with a background in the military or law enforcement, signing them to lucrative multiyear contracts (with health, dental and a very generous life insurance policy). The company culture favors those that seek danger and excitement, and who want to make a profit while doing so.
                ● - You see the benefits of signing on with Sunset Operations almost immediately, and gain a dot of the Resources Merit.
                ●●● - You have honed your tactical prowess against potent enemies. Gain the Small Unit Tactics Merit.
                ●●●●● - You have been with Sunset Operations to have reaped it’s rewards and made friends in high (and low) places. You gain a dot of Resources and an additional two dots to distribute between Allies and Contacts. Allies and Contacts typically represent individuals and organizations that have a good working relationship with Sunset Operations.


                Endowment: Chemical Edge
                The operatives of Sunset Operations are highly trained, fearless soldiers. But at the end of the day they are mortal men and women clashing with things that aren’t. In the mid-nineties, the company signed an expensive long-term contract with Red Star Biotechnology & Pharmaceuticals to provide them with exclusive access to a variety of drugs and chemical agents to enhance the performance of their operatives – providing a “Chemical Edge” in conflicts that can mean the difference between life or death. While many of these drugs are highly experimental, and exhibit a host of side-effects, most operatives consider any advantage well worth the risks.



                Prescription and Doses
                Chemical Edge is rated from one to five; each dot allows the operative to fill a prescription for a specific drug. Each prescription comes with a number of doses. Each session an operative selects a number up prescriptions up to their Chemical Edge rating and may use them freely. The operative cannot fill more than two prescriptions of the same drug at any given time. Once the available doses are used, a prescription can only be refilled by checking in with headquarters or a local field office. If the operative wishes to refill or swap out a prescription during the course of the game, it may require a scene to make the exchange, but they can do so easily.
                In addition, taking more doses of any combination of drugs than the user has dots of Stamina within a chapter is treated as a Toxicity [total number of doses taken] lethal Poison or inflicts the Poison (Grave) tilt. This is in addition to any other side effects.

                Clear Blue
                Nootrypnol (also known as “Clear Blue”) is a medication designed for treating several psychiatric conditions, including PTSD and Schizophrenia. A dose of the drug comes in the form of 2 blue and white capsules taken orally.
                Prescription: 2 doses
                Cost: 1 Willpower
                Action: Instant; capsules taken orally
                Duration: One Scene
                When taken, Clear Blue allows to user to spend one point of Willpower to suppress the effect of a mental-based Condition (such as Fugue or Madness). When used against a mental Condition inflicted by a supernatural source, the user is allowed a Clash of Wills using their Composure to suppress the Condition.
                Side Effect: Clear Blue is addictive; the operative must make a successful Resolve+Stamina roll or gain the Addicted (Clear Blue) Condition.

                Demon
                Beta Adrinocine (also known as “Demon”) is a combination of steroids, amphetamines and painkillers. The compound stimulates adrenaline production, increases the metabolic rate and floods the body with a cocktail of performance enhancing hormones. The drug is a red fluid that looks remarkable similar to blood and is administered via injection or inhaler.
                Prescription: 1 dose
                Cost: 1 Willpower
                Action: Instant; administered via injection or inhaler
                Duration: One Scene
                When taken, the operative spends one point of Willpower to catalyze the drug. Demon grants the following bonuses.
                • The user gains a +2 bonus to Strength and Stamina rolls.
                • The user negates up to three points of negative modifiers from fatigue, injury or pain.
                • The user gains 1 point of Armor.
                Side Effect: Once the effect has worn off, the user suffers 1 point of Lethal damage and gains the Sick (moderate) tilt for (10 – the operative’s Stamina + Resolve) hours due to nausea, muscle strain, heart palpitations and headaches. Demon is addictive; the operative must make a successful Resolve+Stamina roll or gain the Addicted (Demon) Condition.

                Headstrong
                Victrasone (also known as “Headstrong”) is an experimental drug that was created to aid captured soldiers in resisting interrogation and was developed by a privately owned pharmaceuticals company. A dose of the drug comes in the form of 2 innocuous white tablets taken orally.
                Prescription: 2 doses
                Action: Instant; tablets taken orally
                Duration: One Scene
                When taken, Headstrong grants its user a +2 bonus to resist Social Maneuvering used against them. The user also gains one additional Door against Social Maneuvering.
                Side Effect: Headstrong causes severe headaches; once the effect has worn off the user to gains the Sick (Moderate) tilt for (10 – the operative’s Stamina + Resolve) hours. Additional doses of Headstrong suppresses this Tilt.

                Hydra
                The compound known as Hydraxaline Omega (or Hydra) is a chemical agent that radically boosts a user’s cellular regeneration, allowing them to recover from injury in miraculously short periods of time. The drug is a milky white fluid that is administered via injection.
                Prescription: 1 dose
                Cost: 2 Willpower
                Action: Instant; administered via injection
                Duration: 24 hours
                When taken, the operative spends two points of Willpower to catalyze the drug. Hydra immediately heals 2 points of bashing damage or 1 point of lethal damage (if any). Over the course of the next 24 hours, the operative halves all healing times.
                Side Effect: The user’s metabolism skyrockets after using the drug, making them ravenously hungry and thirsty. The user gains the Deprived Condition until they can sate their appetite. Consuming a large amount of calories (approximately 2000 calories per dot of the operative’s stamina) resolves the Condition.

                Night Crawler
                Night Crawler (also known as Nyctonol) is a drug that increases the user’s senses, most notably their vision in low light conditions. The drug is a clear fluid with a violet tint that is administered via injection or inhaler.
                Prescription: 2 doses
                Action: Instant; administered via injection or inhaler
                Duration: One Scene
                When taken, Night Crawler sharpens the user’s senses, granting them a +2 bonus to Perception rolls. In addition, users do not suffer penalties for acting blind.
                Side Effect: The user becomes extremely photosensitive, and gains the Sick (moderate) tilt when exposed to sunlight or intense artificial light for the next 24 hours.

                Overclock
                Psioxanine 6 (also known as “Overclock”) is a cutting edge nootropic drug that increases cognitive function across the board for brief periods of time. A dose of the drug comes in the form of 2 green capsules taken orally.
                Prescription: 1 dose
                Cost: 1 Willpower
                Action: Instant; capsules taken orally
                Duration: One Scene
                When taken, the operative spends one point of Willpower to catalyze the drug. Overclock grants the following bonuses;
                • The operative gains a +2 bonus to Intelligence and Wits rolls.
                • The operative uses the higher of their Wits or Intelligence (instead of Dexterity) when calculating their Defense.
                Side Effect: The operative suffers an increasing degree of mental instability, suffering a -2 penalty to Breaking Point rolls while under the influence of Overclock.

                Red Rush
                Ampheterex (also known as Red Rush) is an amphetamine compound that affects the user’s neurochemistry, triggering a boost in the user’s energy level and reflexes. This drug was developed as a dietary supplement, but has since been marketed for its performance enhancing capabilities. A dose of the drug comes in the form of a red-tinted fluid administered via inhaler.
                Prescription: 2 doses
                Cost: 1 Willpower
                Action: Instant; administered via injection or inhaler
                Duration: One Scene
                When taken, the operative spends one point of Willpower to catalyze the drug. Red Rush grants the following bonuses.
                • The operative gains a +3 bonus to Initiative.
                • Suppress any Tilt or Conditions related to exhaustion or fatigue while under the influence of Red Rush.
                Side Effect: Red Rush is addictive; the operative must make a successful Resolve+Stamina roll or gain the Addicted (Red Rush) Condition. In addition, Red Rush is an appetite suppressant. For (10 – the operative’s Stamina + Resolve) hours, the operative gains the Sick (Moderate) Tilt if they attempt to ingest any type of food more substantial than a thin broth.

                Salt
                Alkasaline 6 (also known as “Salt”) is a drug developed as a mild painkiller, but had the unusual side effect of making its users body fluids take on a strong, unpleasantly bitter taste. It has since become useful as an insect repellent and by those who risk being bitten by animals in their line of work. A dose of the drug is single white pill with an acridly bitter taste.
                Prescription: 2 doses
                Action: Instant; tablets taken orally
                Duration: 8 hours
                When taken, Salt alters the operatives body chemistry, making their body fluids and tissue take on a nauseatingly bitter flavor. Anything that bites, licks, or otherwise tastes the operative must make a successful Composure roll or suffer the Sick (Moderate) Tilt until the end of the scene. In addition, the user reduces any penalties caused by pain by 1.
                Side Effect: Salt causes the user to sweat excessively and produce a strangely chemical body odor. Anything attempting to detect or track the user by scent gains a +2 bonus.

                Twilight Time
                LS-DMT 7 (also known as “Twilight Time”) is a synthesized cocktail of synthesized chemicals derived from several sources (including toad venom and psychoactive mushrooms). The user’s perceptions are opened wide, allow them to see a parallel frequency of reality, and the beings that dwell within. A dose of the drug comes in a patch infused with the compound and applied to the skin.
                Prescription: 1 dose
                Action: Instant; chemical patch applied to the skin
                Duration: One Scene
                The operative can perceive the shapes and hear the voices of any creature in Twilight. This also allows the operative to physically interact with such beings (and for beings in Twilight to interact with them).
                Side Effect: Twilight Time is hallucinogenic and euphoric, imposing the Drugged Tilt. It is also addictive; the operative must make a successful Resolve+Stamina roll or gain the Addicted (Twilight Time) Condition.

                White Noise
                Experizine (also known as “White Noise”) is a drug developed as a treatment for chronic insomnia. It proved to have an added benefit of making the recipient harder to influence with hypnotic techniques, up to and including those employed by supernatural creatures. A dose of the drug comes in the form of 2 white capsules taken orally.
                Prescription: 2 doses
                Cost: 1 Willpower
                Action: Instant; tablets taken orally
                Duration: 8 hours
                When taken, the operative spends one point of Willpower to catalyze the drug. White Noise makes the operative harder to influence using any abilities that would read their minds or influence their behavior. The operative gains a +1 bonus to resist such powers, or a +2 bonus if the roll is contested.
                Side Effect: White Noise makes the user extremely drowsy, imposing the Fatigued Condition. Most operatives that use White Noise will offset the drowsiness with doses of stimulants (such as caffeine or cocaine)





                The Artificer's Workshop - A collection of Exalted Artifacts
                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

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                • #9
                  New hunter Compact: The Shadow Tag. Monsters often hunt children so the children form groups and gangs that fight back. The story is simple, a monster preys upon children, the adults don’t believe them. However like many children they turn to their social circle which can be surprisingly large. Sometimes they find something, they find a webpage, which was started after a group of kids were haunted by a monster in the 80’s the details change and the original gang have gone their separate ways but the community that they talked about lived on. It is a mutual aid for kids who are scared, there are not all that many of them but their numbers are growing, there are no formal divisions but very often many different kids sort out into three different Cliques, first there are the Warriors, kids who either lost a friend to the monsters and want to fight back. Second there are the sleuths, ameterur spys and detectives who just cant let a good mystery go and often get in over their heads. Third there are the sitters, often older siblings or literal babysitters who get mixed up in what is going on. They often share tips on how to protect their younger charges from getting killed, they also maintain the site. They also have a tendency to go after other people who target children, a trait they share with the warriors. Membership is fleeting, with many kids moving in and out as they grow older, but some stick around and are willing to give resources or offer tips to known members.
                  Merits: Status 1, you have an account and have made a few posts, gain a dot of contacts (shadow tag). Status 3, you have increased in status, perhaps you moderate the board or are the leader and people listen to what you say. Gain two dots of library. Five dots in status. You founded the website or are such a significant part of the community, you were many people’s entrance onto the site. Gain Resources 1. Mentor 1. And two dots in computers.
                  Story hooks: A group of Sleuths have gone missing one town over, you have worked with them before. Anyone up for a little sleuthing yourself?
                  Someone’s younger brother has gone missing it’s in your town, however he refuses to share his real name, how do you find someone who doesn’t want to be found?
                  Ever since that new person has been on the forums, some people have stopped posting, they have also been suspiciously evasive on why they are on the forum. Maybe it’s time to dig a little deeper.
                  Stereotypes: Union, Sure, they listen but they also ground us. While half the time not listening to us, get out this is our space.
                  Net zero, Sure some of them are cool, but half the time they just hack our site and steal our cool pictures, it’s not fair.
                  TFV, Creepy government guys, spoiling our fun, plus they are a bunch of liars.
                  Stereotypes from without: Mix of paternalistic protection and dismissal because it’s just a bunch of kids?

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