Disclaimer- this is not about monsters who work with hunters, as hunters or anything like that. If that is what you are seeking, feel free to skip this thread.
long time ago, I've had an idea for an alternative setting in which there are no "big monster societies" in the world- while occult and supernatural powers are a "thing", they are a scattered phenomena, better represented by Horrors and unexpected powers. While there may be an Iremite Mummy or a blood drinking vampire, there may be only one of those, lurking alone in the darkness. The idea was that in that world, the only stable occult societies are the Hunter organization, which compete against each other over occult resources and influence. Because of that, many groups which had a specific enemy would either change their focus to other hunters (like the Knights of St George) or have expand their niche (the Cainte Heresy wouldn't just recruit from those abused by vampires, but from anyone abused by the supernatural). While I've never developed that idea beyond the basic concept, lately I was remembered of that idea, and that made me think about something else- what if, in that world where only Hunters rule, there could be a way to represent the ideas of the other shadow societies in the new setting? Or, in sort, what if there was a way to re imagine monsters and/or their organizations as hunters?
While I'm not going to develop the original idea, turning "monster groups" into "hunter groups" sounds like an interesting thought experiment, which could be used in a number of ways (for example, as mortal members of the monster groups), so feel free to rip the material posted in here to shreds and use it in anyway you feel like. While most groups would focus about the "major social splats", not every gameline has such complex societies, which would take a different approach (like using a single org to represent the whole splat), and as time would go on I may add some "lesser known" orgs to the list. Each group would also have an Endowment attached to it, which is totally optional for a "conspiracy version" of it. Anyway, I'm going to start with Vampire's Carthian Movement. Hope you'll like it!
Carthian Movement/ The Burning Revolution
In many ways, the Carthian Movement is an antithesis for what it actually is- where most of the occult societies of the world desire stasis and silence, the Movement demands change and transformation. Made mostly out of radical and ideologist individuals, the Carthian Movement believes that clinging to ages old traditions and trying to cover for the supernatural only increase the causalities. They say that the Vigil shouldn't burn like a candle, but like a wildfire- a legion of flames which devour anything in their way. While many hunters see them as reckless, inflamed mob, they are one of the few organizations which use democracy as a way to choose their leaders and the direction of the organization. They track their origin to the days of the French Revolution under a person using the persona of "Carth". While the true identity of their founder is unknown, his name was taken by many other leaders of the group since then- sometimes, there have even been a number of "Carths" in the same time, each taking the mantle independently. While the Movement looks like a chaotic, barely functioning group, there is logic in the madness- they believe in the "endless Revolution", and their understanding of political systems and the ways to manipulate them is quit exceptional. The hunters of the Movement, after all, aren't stupid- they are simply ideologists, and they truly believe that they could bring fourth a perfect world. They just need to burn the old one down.
Status:
0- you have just joined the Inflamed and embrace your ideology to the edge. You get a free Specialty in Expression, Intimidation or Persuasion.
000- you have overthrown many tyrants and brought change to the world. Your will burns like flame, and burns any other. You get the Iron Will merit for free.
00000- everyone know your name in the Movement, and it is only a matter of time before you'll have the name Carth given to you- or taken by force. You get the Inspiring merit for free, with a modifier equal to your status.
Endowment- Carthian Law (0-00000)
All societies operate in the same way, making rules and conventions in order to make the many different individuals work together like a greater system. The members of the Movement understand those dynamics and know how to manipulate them for their own advantage. Some say that there is some metaphysical weight that allows those effects to take hold, but the official stance is that the only power behind it is the power of the people. Members of the Movement may buy dots in any Carthian Law merit, as long as the total rating is less then 5. Lex Terrae effects immediately anyone to break into the forbidden area, while Mandate of the Masses reduce Willpower in case the target lacks a Potency trait.
long time ago, I've had an idea for an alternative setting in which there are no "big monster societies" in the world- while occult and supernatural powers are a "thing", they are a scattered phenomena, better represented by Horrors and unexpected powers. While there may be an Iremite Mummy or a blood drinking vampire, there may be only one of those, lurking alone in the darkness. The idea was that in that world, the only stable occult societies are the Hunter organization, which compete against each other over occult resources and influence. Because of that, many groups which had a specific enemy would either change their focus to other hunters (like the Knights of St George) or have expand their niche (the Cainte Heresy wouldn't just recruit from those abused by vampires, but from anyone abused by the supernatural). While I've never developed that idea beyond the basic concept, lately I was remembered of that idea, and that made me think about something else- what if, in that world where only Hunters rule, there could be a way to represent the ideas of the other shadow societies in the new setting? Or, in sort, what if there was a way to re imagine monsters and/or their organizations as hunters?
While I'm not going to develop the original idea, turning "monster groups" into "hunter groups" sounds like an interesting thought experiment, which could be used in a number of ways (for example, as mortal members of the monster groups), so feel free to rip the material posted in here to shreds and use it in anyway you feel like. While most groups would focus about the "major social splats", not every gameline has such complex societies, which would take a different approach (like using a single org to represent the whole splat), and as time would go on I may add some "lesser known" orgs to the list. Each group would also have an Endowment attached to it, which is totally optional for a "conspiracy version" of it. Anyway, I'm going to start with Vampire's Carthian Movement. Hope you'll like it!
Carthian Movement/ The Burning Revolution
In many ways, the Carthian Movement is an antithesis for what it actually is- where most of the occult societies of the world desire stasis and silence, the Movement demands change and transformation. Made mostly out of radical and ideologist individuals, the Carthian Movement believes that clinging to ages old traditions and trying to cover for the supernatural only increase the causalities. They say that the Vigil shouldn't burn like a candle, but like a wildfire- a legion of flames which devour anything in their way. While many hunters see them as reckless, inflamed mob, they are one of the few organizations which use democracy as a way to choose their leaders and the direction of the organization. They track their origin to the days of the French Revolution under a person using the persona of "Carth". While the true identity of their founder is unknown, his name was taken by many other leaders of the group since then- sometimes, there have even been a number of "Carths" in the same time, each taking the mantle independently. While the Movement looks like a chaotic, barely functioning group, there is logic in the madness- they believe in the "endless Revolution", and their understanding of political systems and the ways to manipulate them is quit exceptional. The hunters of the Movement, after all, aren't stupid- they are simply ideologists, and they truly believe that they could bring fourth a perfect world. They just need to burn the old one down.
Status:
0- you have just joined the Inflamed and embrace your ideology to the edge. You get a free Specialty in Expression, Intimidation or Persuasion.
000- you have overthrown many tyrants and brought change to the world. Your will burns like flame, and burns any other. You get the Iron Will merit for free.
00000- everyone know your name in the Movement, and it is only a matter of time before you'll have the name Carth given to you- or taken by force. You get the Inspiring merit for free, with a modifier equal to your status.
Endowment- Carthian Law (0-00000)
All societies operate in the same way, making rules and conventions in order to make the many different individuals work together like a greater system. The members of the Movement understand those dynamics and know how to manipulate them for their own advantage. Some say that there is some metaphysical weight that allows those effects to take hold, but the official stance is that the only power behind it is the power of the people. Members of the Movement may buy dots in any Carthian Law merit, as long as the total rating is less then 5. Lex Terrae effects immediately anyone to break into the forbidden area, while Mandate of the Masses reduce Willpower in case the target lacks a Potency trait.
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