Announcement

Collapse
No announcement yet.

Moving Up in the Tiers- Compacts into Conspiracies

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

  • LostLight
    started a topic Moving Up in the Tiers- Compacts into Conspiracies

    Moving Up in the Tiers- Compacts into Conspiracies

    So- here is another of my weekly projects!

    The point of that project is pretty obvious- taking compacts and by giving them a short history and an endowment in the sryle of Network-0 in C&C, turning them into conspiracies! This is more for fun than a deep development, and is probably going to be quick and dirty. Feel free to suggest your own ideas for histories and endowments!

    Because I want to avoid touching other people's materials, I'm going to focus on the canon compacts and stop myself from converting the compacts of other people and fight my temptation to touch the ones from Dream Catchers and Leviathan. The exception is the ones from Skin & Bones, because I really like them and last time I've checked his site is down :P

    That means that that I'm going to convert (unless people would help me *wink wink*) 21 compacts, for Network-0 and the Promethean Brotherhood have already have their Endowments, and so does Dies Irae from Skin & Bones. The MI18 from S&B will also not be converted, simply because Kings raven has made a version of it and that many of its features has been absorbed by Flyboy's SG-14.

    Now, after the introduction, let the games begins- and we'll start with the most playful of all!

    (see next post)

  • LostLight
    replied
    Originally posted by wyrdhamster View Post
    Foul rites of topic necromancy with HtV 2E Preview from Kickstarter. LostLight pointed that Loyalists of Thule in 2E looks like Compact just before changing into Conspiracy. Natural for them would be ghosts controlling Endowment, about 'spirits of Ramohlans' ( powered ghosts of possible mages ) and controlling them. But with 2E Council of Bones Endowment of Perispiritism, it seems as locked niche on that. What would be your idea for Loyalists Endowment?
    I am waiting to see how the actual Endowments work, and adapt the concept beforehand. How much it would be based around ghosts and/or information sharing will depend on the exact details of the Council and their Endowments.

    Leave a comment:


  • wyrdhamster
    replied
    Foul rites of topic necromancy with HtV 2E Preview from Kickstarter. LostLight pointed that Loyalists of Thule in 2E looks like Compact just before changing into Conspiracy. Natural for them would be ghosts controlling Endowment, about 'spirits of Ramohlans' ( powered ghosts of possible mages ) and controlling them. But with 2E Council of Bones Endowment of Perispiritism, it seems as locked niche on that. What would be your idea for Loyalists Endowment?

    Leave a comment:


  • Tymeaus Jalynsfein
    replied
    Thanks... will do...

    Leave a comment:


  • LostLight
    replied
    check the new thread

    Leave a comment:


  • Tymeaus Jalynsfein
    replied
    Okay - SO I am at a Loss... WHERE is the write-up for the Maiden's Blood Sisterhood? I cannot seem to find it anywhere. Obviously I have missed something.

    Leave a comment:


  • LostLight
    replied
    Well, Talbot Group is the third in the book, so I have some time to think about them :P

    Thanks!

    Leave a comment:


  • The Kings Raven
    replied
    Bear Lodge: They know secret rites that project into the spirit world where they perform epic hunts to affect the world, the rite functions as a challange to a spirit, binding both the hunter and prey to ancient laws of the hunt. A drought? Hunt the rain serpent so that it's blood will water the land. Like Glorathia's Hero Quests, but more flexible. They might have stolen / studied with Native American hunters.

    Illuminated Brotherhood: Mental techniques - take LSD then have someone hypnotise you just right for example. While under the effects they relate to the world differently, so maybe they can climb up a hallucinatory ladder. The drawbacks are twofold, they become a living Loci - but only for some kinds of spirits depending on which effect they have active and a lot of the stuff they're doing involves spirits/ephemera in twilight. Secondly, they're tripping.


    No idea about the Talbot Group.

    Leave a comment:


  • LostLight
    replied
    Well, my mind is kinda blank for Spirit Slayers' compacts right now.. any ideas?
    Last edited by LostLight; 02-19-2014, 05:39 PM.

    Leave a comment:


  • LostLight
    replied
    Keepers of the Source

    The Keepers has been divided into two different philosophies more or less since their beginning- one group has supported a pacifistic way of life, with trying to convince witches that draining the Source harmed the world. The other took things to their own hands, threading, beating and killing anyone who was even thinking about draining the sacred blood of Mother Earth. While divided, both sides are united around a single cause- protecting the sacred places from harm and stopping anyone who wishes to violate them. Unfortunately, both sides didn't had any effective ways to achieve that cause- the pacifists couldn't make the occultists to listen to the words of a "group of ignorant sleepers", while the militant faction has just drawn fire to the compact- and they lacked the big guns in order to deal with their enemies.

    However, the Keepers had one advantage over the supernatural beings who dared to harm the Earth- their psychic sense, the ability to hear the screams of the Mother, the connection to her Sacred Blood. While that sense has allowed them to map the ley lines of all of San Fransisco. Slowly, more talented Dowsers has started to map more and more of the North America, which has granted them a better understand of how the blood of the Mother was flowing through the world. Slowly, they managed not only to track down the course in which the Source was moving through the earth, but also to guess where it was likely for a Source to be found and what effected its flowing. As their knowledge about the earth grew, they have started to attract the attention of some shady organizations who wished to buy or steal their information. While some of those were witches or other monsters, some were humans who either hunted down monsters or simply wished to use that knowledge for their own gain. That has made Karen Redgrove, the leader of the compact, to understand the terrible realization that it was only a matter of time before they'll be either absorbed by some other group or will be crushed down by a competitor. There was only one way to solve that problem- and it was to rise in power and become a Conspiracy.

    Were some compacts has risen to greatness by simply surviving or being in the right place and the right time, Karen wasn't the person to relay on random chances (witches had too much influence over it). No, this was a planned move, with Karen following each and every movement of her plan, which she shared with only few trusted members of the Dynasts. First, she needed money, for no grand organization could survive without financial support. That took some trainings, in which (by analyzing the compact's ley line maps) she used her understanding of the world's energy flow in order to find resources, like gems and precious metals. She was careful, however, for she didn't wished to harm the natural world (this was against anything she believed in), and this was way she didn't searched after things like oil and coal- sure, she could, but finding and selling those things won't help saving mother nature. The resources found by her specialized dowsers were than turned into fine jewellery or simply sold as they were for big companies. Sure, it may not be the most efficient way to gain money, but Karen didn't wished for a lot of money- just enough in order to advance her plans. Plus, thanks to their maps, the Keepers knew exactly were they should dig, which allowed them to gain a fine amount of money.

    Yet, the compact couldn't live upon raw materials forever, and this was were the second stage of the plan has started- Karen used the money she gained and invested it in alternative energy programs. While not all of them succeed, enough of them did, which has allowed her to gain some profit from her investments. When she had enough money, she has called a meeting with all of the members of the compact, telling them that they had enough time hiding in the shadows, and now it was time to move into the light. The Keepers should become a movement dedicated to protecting the Mother Earth, and while they can't tell everyone about the Source (they won't believe them) they can protect the mother in other ways.While some of the more militant members of the Keepers didn't agreed with the new direction, most of the Children of Gaia joined without thinking twice, which has forced the majority of the Hands to agree for the change- and while a few of them has left the Keepers, Karen knew they would. It was planned, after all.

    As a green movement, the Keepers has started to grow fast. Thanks for the permanent financial income from their dowsing talent and the investment in alternative energy projects, many other green organizations has joined their flag (when asked about their name, they simply said the the "Source" has represented Nature, for it was the source of all life). While the occult society of San Fransisco was suspicious about the move, most of them didn't gave it too much attention, for during that time the members of the Keepers has stopped bothering witches from using the "sacred places", which made them think that the crazy hippies has finally gave up. That was also planned- a gambit. Sure, it hurt Karen to do so (literally), but she had to fool her enemies, else all of her plan will be crushed.

    Under their new guise, they have managed to gain even more financial support- after all, there were enough people who donated money in order to protect the planet. They have also started to absorb other green movements, which gave them the members they needed in order to gain influence and power. After a while, they didn't simply invested in green project, but have also started projects of their own, which allowed them to get even more money. While most of their new members didn't knew about the true agenda of the Keepers, those who were trusted enough were educated by the core members of the organization. However, rising in power was only one part of the plan- enriching their occult knowledge was the other part.

    Karen understood that in the same way that there could be an alternative energy for oil and coal, there could be an alternative way to use magic- one which wasn't built upon draining the sacred blood of the Mother. Once presented with the "alternative Source use", witches won't have an excuse to drain Source- and even if they do have one, it won't be important, for what she was after was to convince the Keepers, not the witches, that other ways for Source-using do exist, and that if they do than witches have no real reason to drain the sacred blood of the mother. That will show the witches as the true villains, and make most of the Children to agree to use violence from time to time. Developing that technique was the true use for most of the money, but not all of it. Some was invested in gathering intelligence- the names of witches who had an high rank in the mundane society- together with every dirty secret they could find on them.

    The next part in her plan was a gamble. After developing the new Source using technique, Karen needed a symbol- an hero which will unite the organization. There was only such person who could fulfill that role- Starflower. It took her some time, but finally she managed to track Meredith down. While Meredith didn't wished to even meet with Karen, the new leader of the Keepers eventually managed to convince the founder to talk with her. During that conversation, Karen showed Meredith her new technique and told her that there was a way for the witches to finally stop abusing their power, and that she wished her to join the Keepers as a member to guide the movement in order to protect the world. While Meredith wasn't entirely convinced about the purity of Karen's words, the option of finally saving the world and making peace with the witches was too much for her to give up. And so, she joined- and Karen had only one more piece in her plan in order to protect the Keepers from harm.

    The last part was the loudest. In a week, Karen and Meredith worked together in order to teach all of the members of the not-longer-a-compact the "Source friendly" magic. While some were suspicious about it and thought that it may come from a dark origin, those who had the psychic sense told them that it truly was safe- the power was using source, but instead of stealing it from the world it simply moved through the user. Then, Karen told the members to use their new technique in order to protect themselves and any propriety of the Keepers from harm, so witches won't try to harm them after her finale move- using the movement's political power in order to reveal all of the corrupted witches' crimes she managed to dig up. The act has manged to deal some real harm to the witches' society while strengthening the Keepers' position in the wide majority of the population. That was the moment in which the Keepers have done history- and founded themselves as a true Conspiracy.

    Status:
    0- you can spend merit dots on endowment: Green Magic
    00- You get Resources for 2 dots
    00000- You get Mentor for 3 dots

    Endowment: Green Magic (0- 00000)
    One doesn't need to drain the blood of Mother Earth in order work miracles. One can also simply ask. Mother Earth is generous, after all, and what other steal by force the Keepers get as a gift. Instead of draining Source like regular magic, Green Magic works naturally with the flow the ebb of the Source. The downside is that Green Magic works more slowly and must be planned carefully, but it is a small price to pay in order to protect the world from harm- or, at least, this is how the Keepers believe.

    In order to use Green Magic, the Keeper must first choose a single Gutter Magic Mystery (or Mage's spell), Which must be found either in play or by rolling Occult+ Investigation . The player can't choose a power which its rating is higher than his dots in Green Magic

    The next phase is based around the Dowser's own natural sense to the Source- where once the ability to hear the screams of Mother Earth belonged only for few, it is now the very base of their powers (meaning that Green Magic also serves as Unseen Sense: Source, although it comes into effect merit only when Green Magic's rating is equal to 2 dots). The player rolls (Green Magic)+ Wits in order to sense the movements of the Source, with Dramatic Failure means that the Dowser interpenetrate the movements of the Source wrongly and Exceptional Success gives +2 dices to all the next rolls of Green Magic. Thanks to that knowledge, the Dowser can make a map of the ley lines, which would allow him to use that energy naturally.

    After making the preparations, the Keeper must travel according the ley lines until he finds the place from where he could send his wish to Mother Earth. The target of the Green Magic must be found on the ley line's channel, which makes effecting moving targets an almost impossible task. After finding the right line, the Dowser spend a single point of Willpower in order to tune to the sacred blood of the Mother (in case of Dramatic Failure in the mapping, the point is wasted with no effect). Than, the player rolls (Green Magic)+ Intelligence and channel his wish trough the ley lines. Dramatic Failure means that somethings has backfired, and the character suffer from one level of bashing damage plus the pain from their Unseen Sense. Failure means that the willpower of the Dowser wasn't enough to work the spell. Success means that the spell happened just as the ritual meant it would. Exceptional Success also gives the character his lost Willpower point.

    While Green Magic can not create new rituals, if the Storyteller wishes he may allow the player to choose to mimic any kind of ritual magic (rites, ceremonies, blood sorcery and even the endowments of other, ritualistic conspiracies). Green Magic may not, however, effect the character herself- doing so will make the Dowser to contain Source in her own body, which would cause the effects of Dramatic Failure (pain and Bashing Damage). Effecting any other member of the Conspiracy is possible, yet it would make them suffer from the effects like they by themselves rolled Dramatic Failure- even if the effect means to be beneficial.

    Leave a comment:


  • LostLight
    replied
    and so we start with Witchfinders!

    Division VI

    Division VI is bound by the lies of a single person. Mister Jones has controlled for such a long time that he has started to see them as his "personal pawns", an squad of assassins used in order to get rid of any political or otherwise rival in the complicated society of Panopticon. He weaved the illusions around his pawns so carefully, that no one among the compact has ever suspected that they were being used by the tricks of one of the reality deviants they by themselves hunted down. While the use of the Division has made Mister Jones into a very powerful person in his society, powerful people are simply bigger targets for those who stand lower in the social ladder- and in societies like Panopticon, this is never a good thing.

    All things have changed when the compact has stopped getting new orders from their contact men. No more they got any new equipment to use or new names to hunt with the equipment they already had. They have tried to make a contact with Panopticon in order to get new order and find out what has happened to Jones, but they didn't found anything. The searched for other groups which may deployed by the organization, but they came up empty handed again. It almost seemed like everything they knew was a lie...

    And than, Miss Jett has showed up.

    Suddenly, all of the cell leaders were contacted by the mysterious woman, who gathered them for a "secret meeting". When they came, they found a fair, black haired woman who seemed to be around her late 30's. She told them that she is sorry for the delay in orders, and that bureaucracy has stopped her from getting involved earlier and tell them about the news. The reason for the lack of orders was that lately there was a shift in the command chain, and that Mister Jones has been moved to another department. Also, after some system changes and the success of the field project named as Division VI, it was decided to move the compact from the control of Panopticon into the care of a new, independent agency which is specialized in reality deviants and how to deal with them which worked without connections to the government, and as such gained a lot more freedom- Project: G.A.T.E.

    Miss Jett has also told them that new researches has discovered new information about the way reality deviants work and how their deeds effected the rise in world entropy. According to the research, the world needed to release a certain amount of entropy from time to time, a phenomena called as "Paradox" by the reality deviants. The agents of Division VI should still hunt down reality deviant for they generate too much entropy, but sometimes it is needed so they must follow G.A.T.E's directions about who to kill and who to spare. Also, the Division VI agents should sometimes hunt the manifestations of entropy themselves instead of the reality deviants- but only on certain times. G.A.T.E would also send them messages about when should they do so. Finally, G.A.T.E has developed a new, experimental equipment which uses the forces of entropy in order to help them to hunt down both the reality deviants and the manifestations. Also, she gave each of them he phone number and the contact details of other members of G.A.T.E members, so they won't have to suffer again from the same situation they experienced when the connection to Mister Jones was moved ("so irresponsible for him to not let you know he was leaving" she said "at least he should had sending a farewell letter. How rude of him")

    While the equipment given by G.A.T.E wasn't that easy to be used at first, Division VI has quickly adapted to its new situation. Also, Miss Jet has also made contact with them regularly and contacted them with new groups which were "lost in the bureaucracy" of Panoptiocon and similar governmental agencies. Under the mantle of G.A.T.E, Division VI has steadily grown in power, and the communication between the compact itself and its sponsor has became better and better. Unlike Mister Jones, Miss Jett was a lot more reachable, and she also allowed them to meet other members of G.A.T.E. However, G.A.T.E and Division VI has became so powerful, that they have started to draw the attention of reality deviants, and so they couldn't have a permanent headquarters. Still, Miss Jett have always knew how to find the members of the Division and to equip them with the best their agency could make. In short, life have never been better for the Division- if only the nightmares made by their "gifts" from G.A.T.E would finally stop..

    Status:
    0- you get access to endowments: Paradox Technologies.
    000- same
    00000- you get Contacts for 4 dots to represent your connections with G.A.T.E

    Endowments: Paradox Technologies (0-00000, special)
    The so called "Paradox Technologies" are the strange equipment given to Division VI by G.A.T.E. According to Miss Jett, the Paradox Technologies are a special creation for they are the only thing in the world which can turn entropy into a fully useable force. Each of the devices made according to that process feeds upon the falling structure of the universe and covert it back into functional energy, so their very existence is good for the universe (which is a paradox- hence the name). However, their passive function is not enough in order to keep the world intact, and so Division VI must take a more active role, hunting down reality deviants who break the world too much and banishing being and phenomena which are made of entropy after they universe has released "enough pressure". However, being so close to such a technology has some.. problems, for the presence of so much entropy may effect the user's mind.

    Each Paradox Technology is a bio-mechanical creation, made by synthesis phenomena from the broken voids of reality into a way which connect both our reality and a reality which works on a different laws of physics. The device works by drawing entropy and sending it to the other dimension, which is built to deal with so much entropy. Those bio- mechanical construct are not meant to be used physically- G.A.T.E actually forbid it literally- and they are meant to be built upon a physical item, from a weapon to a computer.

    There are two types of Paradox Technologies- the first is called Banisher, which works on reality deviants. The second is called Warder, which works on entropy manifestations. Each type is divided into different 1-5 dots, and the character can have 1 such device per dot in the Endowment. However, for each dot in Paradox Technology (both of them), the character suffer from a -1 modifier for Breaking Points.

    Both types of Paradox Technologies have 4 uses- the first use is called "entropy enhancement", in which the character adds the dots in the appropriate Paradox Technology to the rolls which involve the function of the device (shooting with a gun, using a computer, etc). Second, is the "passive use", which during it the entropy enhancement stops working- but instead it allows the character to deal better with reality deviant and entropy manifestations. When the device is from the Banisher type, each reality deviant in the range of [Banisher dots] meters suffer from a penalty of -[Banisher dots] modifier to any roll which is connected to casting spells. The passive use of Warder gives the same penalty in the same range for ANY of the rolls made by an entropy manifestation.

    The third use, also called "aggressive mode", works when both other functions are turned off and make the Paradox Function into a weapon which shoot invisible "entropy blasts" against the target which is found in the range. The user must tell the Paradox Technology who to shoot, for it was made to understand human speech and not to act without order. Any human hit by such blast suffer a Bashing damage. A corporal supernatural being (for Banisher) or spiritual being (for Warder) suffer from it a Lethal damage. Reality deviants (Banisher) or entropy manifestation (Warder) suffer from a an Aggravated damage by the appropriate Paradox Technology. The last use is "self destruct" in which the Paradox Technology destroys itself in order to create a certain effect. Banisher Technologies make a reality deviant in the range to suffer an automatic Paraodx, no matter what their Gnosis is, while Warder banish automatically any entropy manifestation back into the "entropy world" which is connected by Paradox Technology. However, making Paradox Technologies isn't cheap, and an agent must wait for a 6-[dots in Status] weeks until he'll get a new one.
    Last edited by LostLight; 01-29-2014, 09:16 AM.

    Leave a comment:


  • LostLight
    replied
    The Union

    The Union was a Tier 2 group with the mindset of a Tier 1 hunters. While they do work together and share their information, they are too independent, too individual. The very fact that such a group exist is an anomaly, something that shouldn't have happened. How that anomaly could evolve even further? How that group could attain the status of a conspiracy? This is ridiculous! Surly there was a need for a great and terrible disaster to gather them all together..

    Or that they simply got enough time.

    Look on the modern western world (and in many cases, even beyond that). Space and time became meaningless, as one could talk with people across the ocean and find information which was written thousands of years ago- and was uploaded to the net. Sure, other organizations has gained power from the evolution of the internet- but so does the Union. No the members needed to physically meet in order to work together. Their teamwork could have finally work from miles and miles away, and while most of the time they worked alone- in a matter of seconds they could be organized under a single purpose.

    The problem was, of course, that there was no one to organize them.

    And that was what have changed.

    Suddenly, all of the members of the Union has got a strange email. The email contained an application for any smartphone, although it could have also been installed in a computer, and it promised to allow the members to work better together by creating a private network safe from supernatural beings- and more, and its name was the HunterNet. The sender, which called itself Y, simply asked from the group to delete the mail afterward, to make sure that the only ones with the app will be the members of the Union. As you may imagine, not everyone has downloaded the app- but most of the younger members did, and with that things have changed.

    At first, the HunterNet was used simply for improve the teamwork of their members- but slowly, the Union discovered they weren't alone on the virtual space. Other hunters from all the world, all with the same ideology and methods, were also invited by Y. Suddenly, the Union discovered it wasn't alone in the World of Darkness- and that now it was truly united.

    Slowly and surely, more and more members of the Union has joined the HunterNet. While a member of the Union could add any person to the app, Y was the one to decide who will be approved and who will be denied. While the connection of hundreds (if not thousands!) of people was truly magnificent, the greatest use of the app was still on its way.

    One day, all the members of the Union discovered a message from Y- it was called a "Challenge". There was a woman being chased by a psycho killer, and the Union had to stop it. Each member was asked if he would like to join the Challenge, and those who agreed will get points for doing so. Those who agreed to the Challenge has got a series of orders to fulfill- most of them were simple, like closing a certain door or starting the fire alarm. In ten minutes, all of the members who joined the Challenge got a message that the killer was captured, together with a photo of him taken by the police.

    And it didn't stopped there.

    After few more Challenges, the members of the Union discovered that they could spend points in order to present their own Challenges to their community. Y would decide if to approve the Challenge (which was always done quickly), and broke each Challenge to a series of orders. No one knows how Y knows exactly which orders to give to each hunter, but one thing is for sure- today, the Union has truly became one of the greatest powers in the world.

    Status:
    0- you get access to the HunterNet endowment
    000- same
    00000- same

    Endowment: HunterNet (0-00000)
    The HunterNet is the special app given to each member of the Union. Unlike some other endowments, the HunterNet works in a more fluid way, making the connection between people into easier and more powerful- and through it, one can do great and terrible things, from finding information to proposing Challenges which could change the world.

    The HunterNet has two uses. The first is to search help through it- by entering what you wish to search after into the search engine (for example, "how to kill a vampire"), you can find people who knows how to help you. This is a regular Investigation roll, to which you add your dots at the HunterNet. Through it, you can either contact another hunter or searching for an article written by someone else in the conspiracy. You must choose what to search before rolling. Dramatic failure will lead you to either a wrong information or to someone who think he knows the solution to your problems- but he doesn't.

    The second use, however, is used in order to effect the real world- Challenges. Challenges are divided into 5 levels, each requires more points in order to be proposed. 1st level Challenges are used in order to save someone's life. 2nd leve Challenges are used in order to track down someone. 3rd level Challenges are used in order to steal something. 4th level Challenges are moved into kidnapping. 5th level Challenges are used based around changing something in the world- from bringing down a company to changing the government.

    Because of that, Challenges could be used in two ways- first, by completing a Challenge. This is purely a storyteller territory, in which the ST creates a Challenge for the players to fulfill, and each of them also gets a list of orders. Each order fulfilled gives the character a number of Gaming Points, and each order worth a number of Points equal to the level of the Challenge. That means that completing 3 orders of a 2nd level Challenge will give the character 6 Gaming Points. The hunter can refuse to a Challenge with no price- although refusing too many Challenges could be expressed at loosing Status.

    Once the character has enough Gaming Points, they can take a more active role in the Challenge and propose one. In order to propose a Challenge, one must have enough Gaming Points, with each Challenge level costs the Level*10 (so 10 points for 1st, 20 for 2nd, etc). After that, the player would have to roll a series of rolls which represent how many hunters agree to the Challenge, and how well are their performances. The first roll is made from HunterNet+ Status (Union)- [Challenge's Level]. Dramatic Failure means that the Challenge was accepted in such a bad way that the player lose a dot in Status (Union) (no less than 1). Extraordinary Success gives you +5 dices to your all other rolls in the Challenge.

    After that, the player needs to make a series of rolls which represent the fulfillment of orders- the number of rolls needed is [Challenge's Level]*5 (so 5 rolls for 1st, 10 for 2nd, etc). Each roll is made from HunterNet+ Manipulation, which represent the teamwork and how well they follow the orders given by Y. Each Failure removes a die from the next roll. Each Success gives another die to the next roll. Exceptional Success means that the next rolls gets +2 dies. Dramatic Failure means that the all process has fallen apart, and that the Challenge has failed as a regular Failure. If the last roll ends with a failure, the Challenge failed. If it was a Dramatic Failure, not only that it failed, but that you are blamed for it- and you get a -1 modifier for the next time you propose a challenge. A Success means, of course, that the Challenge worked. Exceptional Success means that not only it worked, but it worked so well that people remember it as something great and inspiring, and you get +2 dies for the next time you propose a Challenge.



    And with it, I've finished with the Core Compacts! next week- the controversial Witchfinders!

    Leave a comment:


  • SunlessNick
    replied
    The Union's biggest strength, as a whole, is its ability to compare notes. Most of that signal is obscured by a ton of noise, but it seems to me that their big catalysing event would come from comparing the right notes and identifying a widespread monster conspiracy that requires coordinated simultaneous action to overcome. Tactical necessity pushes the Union into greater cohesion, and it follows by becoming more organised rather than falling back into its former piecemeal state. It's not the kind of group that would invent an Endowment, so whatever it gets would logically be taken from the group it overcame. That implies some sort of magic or some sort of gadgetry.

    If they were to invent an Endowment themselves, I think it should be tied to their homebody aspect. Something that invokes the genius loci of the neighbourhood. Again, that's something that could be put together from compared notes on werewolves, witches, and others. And would probably count as a catalysing event in itself if it happened (though it would probably break the Union in half between those who adopted and rejected the technique - or maybe into thirds, those who adopt, those who reject but accept, and those who reject and count those who accept as witches).

    Leave a comment:


  • LostLight
    replied
    so.. any ideas for the Union? For now I think they'll turn up to be something similar to the Dollars from Durarara!!, nut I'm open to suggestions :P

    Leave a comment:


  • LostLight
    replied
    Null Mysteriis

    Among the many compacts, the ORAS is one of the most organized groups. Their rigid hierarchy and structure are among the best available for a tier 2 group. However, being in the Null Mysteriis is also very expansive, and with so much money invested simply in order to allow the organization to exist, the option of growing and becoming a full scale conspiracy seemed improbable. Add that with the internal strives between the different Theories (with some members on the verge of committing murder), and you'll discover that their teamwork is also lacking and that rising in power is even less possible.

    However, when two fight the third always wins, and the turning point of the organization has came from two different directions.

    The first turning point was what the Cataclysmicists called the "Pressure Release". Suddenly, without warning, clouds has started to gather, heralding the coming of great lightning storms- in the middle of the summer. While most of the people were in awe from the phenomena and the weathermen tried to search after an explanation, the Null Mysteriis has tried to find a rational way to think about the problem. According to all indicators, the storm wasn't natural- but the disagreement was in how it happened. The Rationals claimed that it may be some manifestation of electromagnetic field generated by some supernatural energy source. The Open Minded claimed that beings from other dimensions may effect the world. That, of course, made the two groups to start fight. Finally, the Cataclysmicists rose up and told everyone to shut up- backing their words with guns ("so HERE is where all of the money went...")

    The Cataclysmicists told the rest of the compact that the time to watch is over- and now is the time to actually DO things. They told hem to sit together and start search for a way to stop that storm. That was when Alexander Watt had enough and started laughing, asking them if they were going to shot them if they won't cooperate. That was when the Cataclysmicists lowerd their guns and said "No- but you won't be able to access our specially made shelters when the storm will strike".

    That was enough for both the Rationals and Open Minded to swallow their pride and start working together- after all, that course of action was the most logical thing to do. Working together for the first time after long years of being apart, the different members of the ORAS has managed to built a theory which was, more or less, accepted on most of the members. According to it, there are invisible phenomena which can't be seen, and there is a possibility for the existence of other dimensions (the Rationals didn't agreed to use the word "spirit" directly). Apparently, those phenomena react to the electromagnetic field generated by human mind (the Rationalists didn't agreed to use "soul" or "emotions"), and react accordingly. In an addition, those phenomena may effect the physical world by reacting to the human mind and effect it according to the type of electromagnetic field which has drawn them. That storm, which was "radiating Essence" according to the Open Minded connection with "shamans and hedge witches", was apparently the creation of such "spiritual phenomena" , and that it was created from "negative mind patterns", so the only way to solve the problem was by generating "positive mind patterns".

    And here was the problem- how could the Null Mysteriis make enough people happy?

    That was the second turning point. Under the guidance of the Cataclysmicists, the different Theories has worked together in order to built a machine which would feed the so called "Essence" in the human mind, amplify it and send it into the storm. Sure, it may sound impossible, but after gathering all of their information together and removing anything which was clearly wrong from both sides, the Null Mysteriis has managed (after several failures and few fried mice) to built a machine which was able to drain Essence from a Loci, move it into a human mind and project it to the storm. Unbelievably, the machine worked, and in a few hours the storm vanished without trace, leaving confused weathermen and happy Cataclysmicists.

    After that, the compact has decided it had the means to truly understand how the supernatural worked- after all, if they were able to built a machine which works on supernatural energy, what could be the limit for their abilities? They could solve the energy crises! They could be rich! But this is not the way of the Null Mysteriis. They should work on theories, not physical products. However, there are people- both mundane and supernatural- which are interested in such products, and by using the contacts of the Open Minded, the ORAS has presented the more scientific minded among those to invest in them financially while they would work on new products and inventions. While not all of them agreed, few of them (a number of vampires from an organization called "Ordo Dracul", a group of technologically based lycanthropes and some mages with pseudo- scientific belives) has agreed to help them. With that money, the Null Mysteriis were able to start and search more actively after potential members while learning new information about the certain energies which exist in the supernatural world.

    During that research, they have came into a conclusion- in the same way that there are no real "energy types" but simply different forms of energy, and that all of the existing forces should become eventually into a single force, there should also be a way to unite the different energies- Mana, Essence, Vitae, etc- into a single kind of pure, supernatural power. That means that, in a way, all of the supernatural phenomena are originated from a single source, and are actually the same. That "Supernatural Theory of One" is the new mission of the Null Mysteriis. Those inventions which work on supernatural power? Oh, those are just financial income source. No, they don't prepare for another apocalypse. yep, this is a gun- don't touch it! You know how much Mana was invested in order to make that one?

    Status:
    0- you get access to the Energetic Theories endowment
    000- Allies is the same, while the Contacts is changed into one supernatural creature from a scientific organization
    00000- same

    Endowment: Energetic Theories (0-00000, special)

    this endowment represent the knowledge of the Null Mysteriis on the different supernatural energies and the ways to manipulate them. Sure, the ORAS is seeking after their own "Theory of One", but until then they must relay on working with "lesser forms of energy".

    Each Energetic Theory is based around a single "energy type". "Energy type" is any kind of supernatural energy, like Essence, Mana/ Source, Vitae, Glamor and other weird energies. Each such energy is rated from 1-5, and that rating allows a number of functions.

    First, is the theoretical understanding of the subject. Anytime an hunter needs to investigate a subject which works on the energy type he has knowledge in, he may add his dots in the appropriate Energetic Theory to the role. For example, if the hunter want to know how much animal blood is needed in order to produce enough Vitae to feed an elder vampire, the hunter rolls Science + Energetic Theory [Vitae].

    While a theoretical understanding is all good and nice, the Energetic Theories also have a practical use. This use is two folded- the first is creating a device which works on supernatural energy instead of a mundane one. Examples are a car which works of Vitae, a computer which uses Mana or a phone which is charged by Essence. The second practical use is creating weapon which work on the certain supernatural energy. Those weapons (mostly guns, but some use swords or other cold weapons) always deal Lethal damage and ignore defense- and when they are used to attack their appropriate "energy source" (example, using a Source Gun against a witch) the weapon disrupt the energy of the target and makes the damage into Aggravated. An hunter may have a number of either functions equal to his dots in the Endowment.

    Leave a comment:

Working...
X