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  • 172) If one of the PCs is either an Akashic or a Euthanatos, their Cabal must have occasion to collaborate with a member of the other group...and have it turn out that the PC and NPC were sworn enemies in their past lives. The Himalayan Wars were long and multi-generational, with combatants fighting, dying, and reincarnating, over and over, for thousands of years. Some old souls developed deep-seated animosities with each other, that transcend life, death, and even the Himalayan Wars themselves. The PC and the NPC are one such pair, able to identify their soul-enemies just by the texture of their auras, or from their bearing and mannerisms inherited from past lives. Maybe they can just sense the connection. Whatever the case, this puts the PCs in a difficult position with the NPC. Can they work together in a professional capacity, long enough to accomplish their goals? Or will the fires of this feud ignite into renewed conflict, even violence?


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    • 173) The PC Cabal has been called upon to travel to and reinforce a small, besieged Chantry, situated out in a rural, backwoods community. When the PCs arrive at the town, they are given a cold and suspicious reception by the locals, many of whom bundle up even in warm weather. The Chantry itself - an old farmhouse a couple miles out from "downtown" - shows clear signs of assault. Bullet holes and wood cleaved by axes would be expected, but more curious evidence of siege can be found. Things like claw marks, scorched timber, and holes evidently created by some corrosive substance. Inside, the beleaguered occupants speak of attacks by mobs of locals. The sheriff, naturally, has done nothing to stop the attacks or to summon greater authorities. Because, of course, he's probably in on it, and is quashing attempts to have the situation investigated. Further, any tech-savvy PCs will be horrified to know that the Chantry gets no signal or wifi, is too old for wired internet access, and even its crappy phone lines were cut at some point. The residents of the Chantry had to send for help via magick, which precludes being able to seek governmental assistance.

      Moreover, the residents confirm suspicions that more than rowdy townsfolk have been assailing them. Oh sure, it was just hicks toting guns and wielding axes at first. Initially, the locals just arrived and tried to intimidate the Traditionalists - the "freak outsiders", as they are called - into leaving. When the Chantry members refused to submit to base bullying, the locals started getting violent. Attacks began to happen, often at night, though enough times during the day to keep the residents from straying too far. The Chantry played home to a couple of Mages, as well as a few Sorcerers and unpowered Consors and Acolytes. They had more than enough magic to scare off the locals, for a time. Made them not so bold in their attacks. But as the siege wore on, new threats emerged. Always at night. Creatures - monsters - that assailed the walls of their farmhouse. Hideous, half-human mutants and unspeakable horrors. The Chantry members have fought hard, and multiple of their members bear awful wounds, inflicted by their inhuman enemies. No matter how many of their aggressors are felled, the injured or killed end up being dragged away by daybreak. Though the Chantry residents swear they can sometimes hear the bodies being eaten, down to the bone it would seen.

      The residents of the Chantry are exhausted and emotionally drained from their prolonged siege. They don't just need help staving off further attacks, but in getting to the bottom of the horrors in this isolated, insular rural town.


      The truth is that this town plays host to a Wyrmish cult, its members having engaged in inbreeding and deliberate infection by Banes for generations. It's a Fomori town, with its most mutated members being hidden away on farms, so as not to be seen by the prying eyes of the few outsiders that come through. When the Chantry was founded, the locals considered it an unacceptable intrusion by outsiders. That the Traditionalists came in and started investigating spiritual corruption in the land - and thereby stepping on the toes of a community that worships corruption as a god - is almost besides the point. These locals are so willfully isolated and insulated, they consider any activity or lifestyle beyond their experience as being obscene, to be distrusted and driven out. The arrival of the PCs simply doubles their resolve, as well as their suspicion.

      The house has been watched for days, to pick off anyone trying to make a break for it. They gutted the Chantry's car, and long ago destroyed any towers that could give reception from the outside world's infernal internet. How did those damn freaks call for help? While the locals have faced the magics of these "freaks", it doesn't occur to their Wyrmishly inbred and uneducated minds that said magic might allow them to Send for help. Instead, at the moment, the locals are becoming suspicious of each other. Did one of their own betray the community by ferrying a message to the outside? Some of their number have shown less...enthusiasm for the dark rites than others. Members of the community whose love of the Wyrm and his blessings could be construed as...lacking.

      While the locals are dealing with the arrival of the PCs, they may also begin persecuting their own. A stopped clock is right twice a day; the locals are correct, in that some of the families in their community are, at best, giving lip service to the Wyrm. Or else children or spouses, in whom the Bane taint and Wyrmish fervor did not take. Innocents, for whom there might still be hope of escaping the Wyrm's clutches, if they could only leave. IF they survive the purge that is brewing in their community.
      Last edited by Bluecho; 11-23-2018, 01:29 PM.


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      • 174) The Collegium Caligo - the "College of Mists" - was a Chantry and accompanying Realm that served as one of the great institutes of magickal learning with the Traditions. Founded in the Victorian era, as many such College Chantries were, the Collegium Caligo's earthbound location was merely a gateway and anchor for the campus proper, which was built in a Realm forged inside the larger Land of Mists. The Chantry was often called the "Mist-Parting School", for its dedication to dispelling the fog of ignorance and giving the clarity of greater Truth. Lectures, experiments, and archival activities made the location popular. It was constructed in a Classical style, aping the glories of the Greek and Roman academies and libraries. Students and tutors would crowd into its open-air meeting places, as would Mages looking to meet and discuss the finer points of philosophy and magickal theory. All amid the white marble columns and brilliant frescos that decorated the building, the results of years of dedicated Awakened artists. Within the inner chambers, private lessons, intricate magickal experiments, and deep scholarly study took place, in the series of offices, workspaces, and libraries.

        Naturally, such splendor could not last. Even before the Avatar Storm, the Collegium Caligo had seen far fewer visitors since its halcyon Victorian days. Not a surprising development, as the 20th century saw many such schools wane in popularity, due to the rise of Technocrat science and the dissolution of popular interest in magic. The Collegium Caligo was hardly abandoned; it was still a repository of magickal knowledge, and a few dedicated instructors held classes as late as the 90s. The spaces may have been quiet, but some studious persons considered that more a boon than anything. All the better to do research.

        Nonetheless, the Avatar Storm closed the book on the College of Mists, the connections between its earthly anchor and the Realm being severed. All gates cut off and great upheaval shaking the foundations of the Spirit Worlds, and the Collegium Caligo became lost to the Umbral mists.

        That is, until recently.

        Whether the Avatar Storm has abated or simply through decades of work, new clues to the whereabouts of the Collegium Caligo have surfaced. Some Umbral travelers claim to have seen glimpses of it, in their explorations of the Land of Mists. If a Cabal of mages could locate the school and establish a beachhead, they could not only gain first access to the treasure trove of knowledge stored there, but also expect rewards and accolades from Tradition mages for their victory. After all, the Traditions lost much in the Storm, so every instance where old ground is retaken can be seen as a notable win.

        The endeavor will not be without danger, though. Aside from other mages - Tradition or otherwise - who may desire to claim the Chantry first, there are an unknown quantity and quality of threats that exist in the Umbra. Few are more mysterious and more hazardous that the inhabitants of the Land of Mists, who enjoy perpetual obfuscation. These mists seem to have filtered back into the halls of the Collegium Caligo, the magick that once repelled them withering over time. Who knows what could be hiding in that place? Umbral monsters? Forgotten remains of magickal experimentation? The unquiet spirits of students and faculty who were left to die there after the Avatar Storm?
        Last edited by Bluecho; 11-26-2018, 09:36 PM.


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        • 174 gave me a strong vibe of bloodborne, i always wanted to do something like this!

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          • 175) It starts with a happy family. On a sunny Saturday, a young couple with their son are visiting the park. Just as the son bows down to feed the ducks, he falls into the shallow water and drowns. A tragedy, perhaps. The same day a girl falls off her tricycle, shaken by seizures. She dies on the way to the hospital. Another tragedy? In the evening, in an entire different part of town, a boy invites all his friends to have a sleepover. Later, half of the children are woken up by intense spasms, that soon prove to be fatal. This is no coincidence.
            The culprit is easy to be found, as he is not very subtle. A ghost of immense rage in the form of a small genderless child, that uses its powers to electrocute its victims. It is incapable of speech or any form of communication and attacks everyone on sight. But if someone possesses any medical equipment or uses any medical lingua around it, it flees in terror as fast as its small legs could carry it. Also, the ghost is hesitant to enter hospitals or similar places.
            So, what's going on here? Several decades ago, several children with mental deficits like epilepsy or autism were deemed unworthy of life and were euthanized. Their brains were preserved for further study and by the years, they got handed around as a macabre trinket. Now, a distant relative of one of the children gained possession of its brain. He dabbles in sorcery and tries to breath life into a proxy body for the child, to give it the childhood it never had.So far, his attempts to revive the child has resulted in waking the ghost, which is confused and angry, and envies the living
            There several plot-hooks to this situation.
            1. Though powerful, the ghost is no match for a spirit-savvy mage and can be tracked fairly easily back to the preserved brain and to the wannabe reanimator. Now, what do the players want to do? Destroying the brain would possibly free the ghost from its fetter and it would vanish into the spirit realm. But is the easy solution always the right one?
            2. The person responsible for the euthanization was actually a mage, either a Chakravanti who thought, he would give the good death to a suffering soul. Or he was a progenitor, that organized the death of the children for the sake of science and finding a cure for their ailment. Decades later, this person is now a high ranking member of its respective organisation and as the person responsible for the ghosts death and suffering, he has become a fetter for the ghost. The person has to be punished, maybe with death, to free the child from this world. But can you demand the death of someone way higher up in your chain of command? Despite his deeds, he has proven to be a valuable member of his organisation.
            3. A nephandus made contact with the ghost and learned about the brain as a means of controlling it. He tries to get the brain, or any of the other brains from the experiment, in his hands to create mercyless child-ghost-assassins as a way to spread terror and destruction.

            For the Storyteller: you should make clear that the ghost is a victim by itself and maybe has no real understanding of what it is doing. To destroy the brain to kill the ghost should be considered the evil ending, though an easy and straightforward one. If any player tries to reason with the ghost and finds a way to pacify its endless rage, he or she should be rewarded, though this is a very difficult feat.

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            • 176) The Flame of Bravery
              During the Second World War, an aether ship was patrolling the outer fringes of space. As the nephandi were on the rise during this age, one of their gods was about to wake. By luck or fate, the ship found the body of the god, as he tossed and turned in his final moments of slumber. The crew was gripped with fear, as the god was a sight that man was not meant to know. But the captain, whose name is lost to history, had a heart of immense courage. He turned to his crew and commanded with a booming voice: “Engage the enemy!”. For he knew, that if the god was not stopped right now, creation as a whole would be doomed to perish. So they fired their cannons, and after they were out of ammunition soon, their captain commanded them to ram the god, while he engaged the self destruction sequence of his aether ship. Through his sacrifice, he slew the god, but his fate and that of his crew was worse than death. In his agony, the deity destroyed not only the ship and killed everyone on it, he also destroyed every living soul and their avatars, so they could not reincarnate again. Many souls were lost to the great wheel that day.
              But something far smaller than an avatar that day escaped. A fragment of the bravery of that nameless and forgotten captain found its way to earth and attached itself to the soul of an unremarkable boy in high school. He does not notice this in any way, though he has strange dreams about the ship, his crew and their final fate from time to time. But unknown to him, he has got a strange power: The flame of bravery. From this point onward, people around him get inspired to great acts of courage. The shy can speak in front of great crowds or confess their love to the person of their dreams, the bullied suddenly stand up to their oppressors, the depressed go out to find their happiness again, against all odds. Sometimes, the flame of bravery travels between persons, though it gets noticeably weaker every time. The boy himself is unaffected by all of this and doesn’t even think, he could be the reason for all of this.
              After high school, he travels the country or even the world and wherever he goes, he kindles the flame of bravery in some people he meets. Soon, he writes a trail of revolutions across the globe, as the people he enchanted sometimes come to the conclusion, that the status quo of the world is unacceptable and try everything to overthrow the persons they deem responsible for the miserable condition of the world. Naturally, every government faces the rise of anarchism and revolution.
              As some kind of patient zero, the boy can be tracked down by the players, if they follow the trail of newfound courage. Naturally, the boy is the anathema to the consensus and may prove to be the decisive weapon in the ascension war. Will they weaponize his power? Make him kindle social unrest wherever they deem to fit? Or will he plunge the world into anarchy, as the kindled will inevitable turn against each other after they overthrow every government? Then he has to be killed, or at least locked away for his own good.
              On the rule side, this introduces the power of True Bravery into the game. True Bravery works like True Faith, but instead putting fate into the hands of a higher being, the kindled only belief in oneself. Like True Faith, this grants a pool of counterspell dice against every kind of magic and a number of additional willpower points, both values are equal to the power of True Bravery.
              Whenever the boy kindles a person, he starts at a power of 1 and rises over the next few days and weeks to his final number, which is determined by the storyteller, but should not exceed 5. If that person kindles another one, that final number must be one lower than before, as the power is spread thinner and thinner.
              If a person is kindled by someone (either somebody already kindled or the boy himself), is determined entirely random and up to the storyteller. But the longer a person stays in his direct vicinity and has direct contact with a kindled, the higher it gets. It gets even higher if the kindled speaks to the person in question. (think of it as a viral infection, that is spread by talking to someone)
              Contrary to True Faith, someone with True Bravery can't perform miracles, but may possess an uncanny ability to evade captivity.

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              • 177)

                A young member of the New World Order's Ivory Tower Methodology swears that he is beset by rain every time he goes out on an errand - when he leaves his apartment, and when he is returning to it. It starts raining when he goes on short walks, and it also rains when he travels to the city centre. The rainfalls' starts are abrupt and swift. The Technocrat also noted that the rain seems to end within a minute or two after he goes indoors ; after a few days he took the time to continuously observe whether this is the case, and it turns out that this happens every time.
                He has checked the weather information on the internet, and going by it, the short rainfalls happen only in areas he is at, when he is there. There were a few exceptions to this trend ; but the Technocrat is convinced that something - or someone - is at work here.

                He is right about this. A Verbenae witch two and a half centuries of age is sending the rain as the first display of her affections towards the young man ; who she has chosen to be her consort. She hopes that he will soon think it over and realize that this has been going for more than a while, and it is more than weather - it is her handwork, her effort, her brilliance. If he will not start thinking about her and acting on it, the Verbenae is prepared to make him aware in a more direct way - by sending pictures of herself. Possibly through the Technocrats, to show how serious she is.

                A male Verbenae friend of the rain-causing witch has expressed his doubts and hesitation whether the young Technocrat will leave the Technocracy and join the Traditions, as the witch would like and expects him to do. Before he could speak further about this, he was silenced harshly by the woman, who noted how he seems to understand very little - if anything - about destiny, fate, and love in this case. And noted how he seems to have forgotten how becoming aware of the vibrancy of life can change a person. The witch is assured and confident that once the young man she has set her eyes on will become aware of the vibrancy of life - and especially once he will know the vibrancy of her life, both metaphorically and literally - then he will make the right choice.

                To her Verbenae friend, she has suggested that he should find himself a friend - possibly a future bride ? - as it seems that he is missing some of the vibrancy of life. She also made it clear to him that, should a similar situation happen to him as is happening to the young man she took a liking to, then he should pay attention to the weather and not avoid it, or doubt. Whether it will be memorable rainfalls, or remarkable snowfalls, or peculiar winds, he is to take note and experience it ; and then he is to try to guess his lover's voice, and imagine her face.
                Last edited by Muad'Dib; 11-28-2018, 07:05 PM.

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                • 178) One of the PCs has a friend, relative, or lover/Ex who works as a elementary school teacher. One day, she contacts the PC, saying she is concerned and knew no one else who could help. Apparently, one of her young students has drawn a series of crayon scribbles with...disturbing contents. Not disturbing in the "normal" sense of child drawings, like that depicting abusive home relationships or the like. Disturbing as in the drawings depict crude renditions of demons and arcane, vaguely satanic symbols.

                  Turns out, the child's parents are Infernalists, actively performing hellish rituals at home. Their child, not understanding the nature of this activity, simply drew what they were familiar with. Moreover, it's not just casual satanism - despite what the parents claim, when the teacher confronted them about it - but actual, legitimate devilry, that could effect the summoning and binding of actual demons. As mentioned, the severity of the problem has been swept under the rug, as the child's parents hide behind arguments of "religious liberty", and so the school's hands are tied. Even simple Occult research that the PCs do, though, will tell them that the Infernalism is real, and that the child is likely in grave danger. As is the teacher, now that she knows what's going on.


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                  • 179)

                    A Technocrat who is a Student of the Progenitors Convention has managed to become the leading candidate in the city's municipal elections, as the main representative of one of the major political parties. Not only is he leading in the elections - he has gained such popularity that he has been a guest to talk shows, an opening of a supermarket in the city centre, an opening of a section of highway, and two annual celebrations. Furthermore, he has managed to use his recognizably to mediate in tense negotiations between workers of a national factory and the country's government. When media commented after each of these events that he didn't get any more lead in the polls, each time he replied earnestly that he "didn't do it for the votes" . It might have been these replies that solidified his significant lead in the polls into securing over seventy five percent of the votes. His commentary in regard to this has been most well received - he said that while winning the elections is important to him, what matters most is more persons voting in the elections, no matter on who they will vote on.

                    Of course, this cannot be. As per the guidelines set in the Technocracy, only in very specific ( and very rare ) situations it is deemed acceptable for a Technocrat to become famous, publicly known, and recognizable. When there were eights days remaining to the election day, a member of the New World Order has arranged to meet and to talk to the young Progenitor. However, it turns out that changing the situation in this case might be much harder than it usually is. The Progenitor Student is convinced that by taking part in the elections he has answered to a subtle, but clearly distinct - at least to those that know what to look for - invitation issued by the Syndicate. He claims he has seen it in the newspapers, the television, in overheard conversations on the streets, in the advertisements ( and not only ones related to politics - all sorts of advertisements, from books to electronics ) . He reasons that the Syndicate communicated that they would support any daring Technocrat who would try to win the elections ; whose popularity and position in the government is needed for some plans of the Syndicate in the future. When asked by the NWO member what evidence does he see that the Syndicate supports the political party that he is running for, the Progenitor replied that it not about this specific party - the Syndicate would support and aid him no matter which one he would choose. The Progenitor also pointed out to the NWO member that it should be noted that his success in the media and the politics is not just his achievement ; the Syndicate's efforts from behind the scenes must be appreciated as well, even if currently they are not revealing themselves in regard to this matter.

                    The only solution that the NWO member sees is to ask a Technocrat from the Syndicate ( or two, or three...) to talk some sense into the young Progenitor and explain to him that he can't go on to become a famous public official in the elections, and that they didn't arrange this or help him in regard to this. However, the two members of the Syndicate that are currently in the city have decided that it is much better to arrange some mistake, mishap - or better yet, a scandal ( probably one involving copious amounts of powdered psychoactive substances, which the Student might have as well been using too regularly...) - that will lead to the Progenitor losing his office in one way or another. They reason that this will give the Student a lesson about being sensible ( and if it turns out to be true, to not to snort too much stimulants...) . They also point out that even if they try to talk to him about this, what if he doesn't believe them ? The Progenitor might think they are testing him in regard to sticking to the 'plan' that he is convinced exists ; or he might ask for other, 'better informed' members of the Syndicate to talk to him. The members of the Syndicate claim that in a way, persons who believe in what could be called "Syndicate's world" - an idea that the Syndicate influences subtly but distinctly pretty much anything ordinary that happens in a city - cannot be helped through talking it out to them ; in fact, such an approach often only deepens their beliefs and assurance.

                    [ Note : The Progenitor Student is not in the kind of Quiet to which I linked ( or in any other Quiet ) ; but his outlook and attitude is very, very similar. ]

                    The member of the New World Order has marked the five remaining days ( including the current one ) to the elections on her calendar. The current day - to think it all through, and maybe do some planning. The next day - contact the Progenitors. The third day - contact the New World Order if the Progenitors can't help or are unavailable. Fourth day - try to talk with the young Progenitor. Fifth day, and the election day - start preparing for observation and data gathering in regard to the elections and the Progenitor's behavior. If the Progenitor winning the elections cannot be stopped, then at least there will be some good amount of data, statistics, and information out of this.
                    Last edited by Muad'Dib; 12-30-2018, 04:23 PM.

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                    • 180) A retired metalhead mage gets into a heated argument with a younger mage metalhead, spawned over personal and artistic differences. The argument escalates, turning into a challenge to a magickal rock-off. All the local mages are tacitly invited to what turns into a big show. Naturally, the PCs get involved somehow, as a straight contest of who is musically and magically superior cannot remain as such. It has to be complicated somehow. There are multiple ways this could go down. Choose one or more of the following:
                      • The aging metalhead, long out of practice but motivated by pride, may decide to strike an infernal pact, in return for the renewed power necessary to compete with the young buck. Conversely (or concurrently), the young metalhead may be tempted by Technocrats into getting their help, in exchange for "future consideration". The plot, in either case, becomes themed around mages willing to compromise their ideals for the sake of pride.
                      • The aging metalhead is so old, he suffers from a health condition, which he fears may hold him back or even lead to injury or death under the stresses of the magical rock-off. He asks any PCs with Life magick to help bolster his constitution, in order to compete. If the PCs render such aid, it runs the risk of others finding out they've done so, and other parties within the Awakened community claiming that they were party to cheating in a official contest. Can they find a way to come out of such a situation with their honor intact? If they don't help the old metalhead, can they live with themselves if he ends up dying?
                      • Somehow, a whole lot of Sleepers find out about the contest, and it's too late to call it off. While particularly potent magical Effects will likely be written off as special effects - stage shows DO get pretty crazy - some older mages don't want to take the chance of Paradox happening anyway. The PCs are hired to hang around the performance venue, in order to keep the crowd convinced that it's all special effects, and to deal with any "problems" that might arise. Up to and including Paradox Spirits. If the PCs are Technocrats, this is a mission they were ordered to do, with the added complication of needing to keep their cover from being blown amidst a collection of Tradition mages.
                      • A Nephandus may sneak into the crowd during the contest, aiming to manipulate the mood towards violence. Their minions are positioned around the venue, in hopes of sabotaging the contest enough that the crowd becomes riotously discontent. If the PCs are present, they'll be called upon to avert disaster, and root out the cause of the series of "accidents".
                      • The old metalhead used to be friends with a couple fellow metal fans who have since become Brujah vampires. They've come to cheer their friend on, but will become Frenzied if the old metalhead loses, or if they believe his performance is being interfered with. Their fear of fire could also prove a concern, in such a tightly packed crowd, due to magically amplified pyrotechnics.
                      Last edited by Bluecho; 03-04-2019, 11:53 PM.


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                      • Originally posted by Bluecho View Post
                        A retired metalhead mage gets into a heated argument with a younger mage metalhead, spawned over personal and artistic differences. The argument escalates, turning into a challenge to a magickal rock-off. All the local mages are tacitly invited to what turns into a big show. Naturally, the PCs get involved somehow, as a straight contest of who is musically and magically superior cannot remain as such. It has to be complicated somehow. There are multiple ways this could go down. Choose one or more of the following:
                        (...)
                        I really like there being multiple alternative options for this story / plot, and the variety in them.
                        Last edited by Muad'Dib; 01-03-2019, 09:08 AM.

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                        • 181)

                          A Technocrat who is a member of the Syndicate Convention is interested in buying a large area of land located in countryside - with two modern era houses, and a large part of the area being part of a forest. The price is extremely high - so high that it made the Technocrat suspicious. The deposit required by the property agency ( hired to handle the preliminary part of the sale ) from any potential buyer before being talked to and considered by the owners of the land is also unusually high ; both interested and suspicious, the Technocrat paid the deposit and waited to be contacted by the owners of the area of land.
                          Her suspicions turned out to be justified as she was visited by two women who introduced themselves as Mages belonging to a Verbenae Cabal. They have informed the Technocrat that they put the land on sale so that nobody would ask questions as to why it was undeveloped ( relatively to what mundane humans would do with such a large area at such a location ) , without many urban amneties, and often unattended. They didn't think that anyone would even pay such a high deposit ; so they wouldn't even need to send off any interested buyers. The Verbenae stressed how they were right about this, as the only person who was interested and paid the deposit turned out to be a Technocrat, and from the Syndicate at that.

                          They have asked the Technocrat to come to an arrangement ( or agreement ) with them. That is, they have asked the Technocrat to admit that the situation will be staying as it is - this land belongs to the Verbenae Cabal ; they can give back the deposit money back to her. The Verbenae Cabal promises that if she agrees to this and keeps secrecy, then maybe she - and maybe also other persons she knows - will be able to visit this area from time to time ; and the Technocrat might also come to benefit in other ways from being friendly and reasonable.
                          Last edited by Muad'Dib; 01-05-2019, 04:38 AM.

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                          • Originally posted by Muad'Dib View Post
                            181)

                            A Technocrat who is a member of the Syndicate Convention has bought a large area of land located in countryside - with two modern era houses, and a large part of the area being part of a forest. The price was extremely high - so high that it made the Technocrat suspicious.
                            Her suspicions turned out to be justified as she was visited by two women who introduced themselves as Mages belonging to a Verbenae Cabal. They have informed the Technocrat that they put the land on sale so that nobody would ask questions as to why it was undeveloped ( relatively to what mundane humans would do with such a large area at such a location ) , without many urban amneties, and often unattended. They put such a high price because partly because they didn't think anyone would pay such a high price ( the Verbenae stressed how they were right about this, as the only person who turned out to be interested turned out to be a Technocrat, and from the Syndicate at that ) , and partly because they assumed that they could influence - whether with just words, or through the use of Magick - anyone foolish enough to pay such a high price to not interfere with their stays, gatherings, Magick related work, and celebrations at the area. It was a sort of flexible solution that all members of the Verbenae Cabal ( which has five members ) liked.

                            They have asked the Technocrat to come to an arrangement ( or agreement ) with them. That is, they have asked the Technocrat to admit that the situation is still the same - this land belongs to the Verbenae Cabal ; they can give back the money to her. The Verbenae Cabal promises that if she agrees to this, then maybe she - and maybe also other persons she knows - will be able to visit this area from time to time ; and the Technocrat might also come to benefit in other ways from being friendly and reasonable.
                            Wait, if the Verbana cabal owned the land...why was it for sale at all? Why didn't they just keep the land off the market? They aren't obligated to sell if they don't want to.


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                            • 182) Recently while going through some long overdue paperwork, a NWO agent stumbled upon the trail of a clandestine facility that sat nearby the city the Players are stationed in. While secret facilities are all too common for the Technocracy, it was unusual in that NOBDOY seemed to know about it, not even the highest level of agents, or Command itself. While the agent can't be entirely sure about what was in that facility, he is fairly sure that it was the pet project of one of the higher ups lost to the Avatar Storm.

                              With the Technocracy no longer having quite the limitless resources it did before the Avatar Storm, the decision to investigate seems rather sensible. A cursory investigation has indicated that there are a substantial store of primum and weaponry, including a number of Agents in statis for some as of yet unknown reason.

                              While the influx of materials is always welcome, a friend of the Party's, a higher ranked member of the NWO or the Syndicate, has confided that the influx of resources had a few of the more zealous members of Command pushing to restart the Pogrom.


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                              • 183) An Etherite scientist discovers that his Sleeper parents held a garage sale recently, and sold off a number of possessions belonging to the Etherite without telling him. But it wasn't just the Etherite's stash of trading cards and comic books that were sold, tragic though their loss was. He'd been keeping boxes of scientific equipment at his childhood home, for safe keeping in the event his lab and all its contents were lost. Including Etherite Science(!) reference materials, and a set of blueprints for inventions bought off other Etherites. There is a brisk trade for schematics and the like among the geniuses, you see. The Etherite is almost certain he had both the blueprints for a common handheld ray gun, and spare parts needed to build it, in one of the boxes that got sold. Not really Wonder material, but an intelligent, persistent, and knowledgeable Sleeper could potentially get it to work as part of technoSorcery.

                                Leaving rayguns in the hands of any random person is an accident waiting to happen, setting aside what sort of attention it could attract to the buyer and, by extension, to the Etherite and his family. Hence, why the PCs are hired or drafted into helping the Etherite find the buyer, and quick. Naturally, the parents barely remember the garage sale and who bought what, and the informal transactions meant there's no paper trail. Tracking the materials down will take a fair degree of work and cleverness. Of course, if they take too long figuring it out, the buyer might end up drawing attention to himself, in the most hazardous kind of way.


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