So, I've been working on this for a little while now, seeing as Mystery Cults and other organizations like them feature peripherally in most, if not all, of the CofD games, with a strong focus in a handful of them. (Looking at you, Mage and Mummy) The idea here is that this system can be used to model any sort of organization, depending on the Merit dots invested and/or the Foundation chosen for the particular Cult. There will, eventually, be a section on how to use it across different gamelines. Most of the material below is plucked and edited from original content in Mummy: The Cure, and TheKingsRaven's Leviathan: The Tempest. Some of the flavour text is taken from Werewolf: Blasphemies. The base mechanics designed by both teams are extremely elegant, and very fun to work with. Fortunately, as this project continues, a lot more of it will be my own original content. I think this pairs quite well with my universal Pact system.
Criticism, comments, concerns, and contributions are all greatly appreciated.
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Generic Cults
The word “cult” evokes a very specific image of, potentially unhinged, isolated people performing terrible acts for reasons incomprehensible to outsiders, and in the Chronicles of Darkness this is no different. You’re just as likely to run into a group of Jonestown-style fanatics as you are a group of cloaked individuals chanting unspeakable things to an eldritch abomination, but how common are cults, really? More common than you’d think. The isolated but visible groups who eventually go off the rails and end up on the news are a pretty small percentage of groups exhibiting cultic behavior. Companies, sects of mainstream religions, social clubs, fraternities, political movements, and more could all be considered cults in the right set of circumstances.
The rules presented here are meant to be used across games in order to represent everything from street gangs to government agencies, and all the weird and wonderful supernatural examples in between. They can be a great vector for handling the power of abstract organizations, or be an important part of the story as the PCs establish religions, develop conspiracies, or set up public enterprises. Each and every Cult should be a unique part of the Chronicles of Darkness, whether it’s a troublesome Hunter cell and their allies or the mysterious servants of the God-Machine and the Deathless. Everything below is subject to Sanctity of Merits.
Cult (Social Merit) [o - ooooo +]
Effect: Dots in Cult may be distributed amongst one of four sub-Merits; Reach, Grasp, Benefits, and Lore. Reach represents the pull the Cult has in the regular world, their ability to navigate political and legal situations. Grasp represents the ability of the Cult to operate outside the law and keep it quiet. Benefits represent intrinsic features of the Cult that grant boons to its members. Lore is their pull in the supernatural world- anything from summoning rituals to wards, abjurations, and rituals, Lore covers it. All Cults also intrinsically have a Foundation, and may have other Merits that build off of it.
Additionally, the Cult Leader may use their dots in Cult to substitute for other Social Merits, such as Allies, Alternate Identity, Contacts, Resources, Retainers, or Staff. The substituted dots are equal to the higher of Reach or Grasp minus one. Further systems for Cults are described in greater detail below.
Drawbacks: Cults require maintenance, they can draw attention, and the Cult is loyal to the Cult, not necessarily to you personally. Leaning too heavily on a Cult means that if and/or when it collapses, you could be left high and dry. More importantly, in order to substitute dots in Cult for other Social Merits, you will need to do something on behalf of the Cult. Exactly what this act entails is in the hands of the Storyteller, but it usually fairly equal in terms of significance. Also, once per Story you must pursue a Long-Term Aspiration related to your Cult.Building Your Cult
Step 0- Choose a Foundation: These are the ways your Cult is structured, and should guide the way they act and what they believe from then on. A Foundation is more than a nifty mechanical benefit; it is a statement of how your Cult goes about realizing its goals.
Conspiracy: The name of the game is deniability. Passwords, dead drops, secret societies, backroom deals, masks, the whole long and short of it. If one element is compromised, the leaders can cut their loses and run, sacrificing their subordinates for the benefit of the Conspiracy as a whole. They are built, primarily, to hide but can defend themselves when they must, albeit rather slowly. People don’t usually join a Conspiracy for meaning, but for their own- usually selfish -motivations. So long as the Conspiracy helps them out, they’re content to provide cash, chores, and camouflage. The low-level dupes have no idea who they’re working for, and many prefer it that way, even if others have a few theories. Conspiracies start with +2 Grasp, and in the case of a Dramatic Failure may sacrifice a dot of Reach, Grasp, or a Merit like Conspirators to ignore a debilitating Condition.
Criticism, comments, concerns, and contributions are all greatly appreciated.
*****
Generic Cults
The word “cult” evokes a very specific image of, potentially unhinged, isolated people performing terrible acts for reasons incomprehensible to outsiders, and in the Chronicles of Darkness this is no different. You’re just as likely to run into a group of Jonestown-style fanatics as you are a group of cloaked individuals chanting unspeakable things to an eldritch abomination, but how common are cults, really? More common than you’d think. The isolated but visible groups who eventually go off the rails and end up on the news are a pretty small percentage of groups exhibiting cultic behavior. Companies, sects of mainstream religions, social clubs, fraternities, political movements, and more could all be considered cults in the right set of circumstances.
The rules presented here are meant to be used across games in order to represent everything from street gangs to government agencies, and all the weird and wonderful supernatural examples in between. They can be a great vector for handling the power of abstract organizations, or be an important part of the story as the PCs establish religions, develop conspiracies, or set up public enterprises. Each and every Cult should be a unique part of the Chronicles of Darkness, whether it’s a troublesome Hunter cell and their allies or the mysterious servants of the God-Machine and the Deathless. Everything below is subject to Sanctity of Merits.
Cult (Social Merit) [o - ooooo +]
Effect: Dots in Cult may be distributed amongst one of four sub-Merits; Reach, Grasp, Benefits, and Lore. Reach represents the pull the Cult has in the regular world, their ability to navigate political and legal situations. Grasp represents the ability of the Cult to operate outside the law and keep it quiet. Benefits represent intrinsic features of the Cult that grant boons to its members. Lore is their pull in the supernatural world- anything from summoning rituals to wards, abjurations, and rituals, Lore covers it. All Cults also intrinsically have a Foundation, and may have other Merits that build off of it.
Additionally, the Cult Leader may use their dots in Cult to substitute for other Social Merits, such as Allies, Alternate Identity, Contacts, Resources, Retainers, or Staff. The substituted dots are equal to the higher of Reach or Grasp minus one. Further systems for Cults are described in greater detail below.
Drawbacks: Cults require maintenance, they can draw attention, and the Cult is loyal to the Cult, not necessarily to you personally. Leaning too heavily on a Cult means that if and/or when it collapses, you could be left high and dry. More importantly, in order to substitute dots in Cult for other Social Merits, you will need to do something on behalf of the Cult. Exactly what this act entails is in the hands of the Storyteller, but it usually fairly equal in terms of significance. Also, once per Story you must pursue a Long-Term Aspiration related to your Cult.Building Your Cult
Step 0- Choose a Foundation: These are the ways your Cult is structured, and should guide the way they act and what they believe from then on. A Foundation is more than a nifty mechanical benefit; it is a statement of how your Cult goes about realizing its goals.
Conspiracy: The name of the game is deniability. Passwords, dead drops, secret societies, backroom deals, masks, the whole long and short of it. If one element is compromised, the leaders can cut their loses and run, sacrificing their subordinates for the benefit of the Conspiracy as a whole. They are built, primarily, to hide but can defend themselves when they must, albeit rather slowly. People don’t usually join a Conspiracy for meaning, but for their own- usually selfish -motivations. So long as the Conspiracy helps them out, they’re content to provide cash, chores, and camouflage. The low-level dupes have no idea who they’re working for, and many prefer it that way, even if others have a few theories. Conspiracies start with +2 Grasp, and in the case of a Dramatic Failure may sacrifice a dot of Reach, Grasp, or a Merit like Conspirators to ignore a debilitating Condition.
- Complications: However, when a Conspiracy acts without direct orders, things can go south quickly as the layers of secrecy confuse different elements of the group. Whenever you first take an unrolled Reach or Grasp action in a Chapter, roll the dots in that trait. Apply suitable penalties or bonuses if the action would normally be a Breaking Point. On a Failure or Exceptional Success, gain the Wronged or Admirer Condition. On a Dramatic Failure, lose a point of Reach and Grasp and gain the Rogue Cult Condition, as part of your organization breaks off with the intention of fighting its parent Conspiracy.
- Complications: There comes a cost with being in the spotlight- every move is being watched. Because the Cult is spreading its influence in places of wealth and power, Grasp Failures count as Dramatic Failures.
- Complications: Business means a paper trail somewhere. Any time you would gain a Condition representing either substantial success or horrific failure due to the Cult’s actions, gain an instance of the Record Condition as well.
- Complications: Violence seeps into everything a Gang does, and they will often resort to it when playing nice doesn’t work out for them. All Reach Failures become Dramatic Failures.
- Complications: The Cult is loyal to their leader personally, and that’s the primary thing keeping them together. Strike down the shepherd and the sheep scatter, cut the head off the snake and the body just writhes in death throes. Should the Cult Leader ever be killed, the Cult immediately loses a number of points of Reach and Grasp (whichever is higher first) equal to their Presence.
- Complications: The politics in such communities are brutal. Nothing is more intimate than family, faith, or fear and the Cult will respond viscerally either to triumph or failure- either way it dangerously disrupts their groupthink. Take an additional negative Condition on a Dramatic Failure or Exceptional Success as someone in your Cult takes advantage of the high tides of emotions to make a move. Additionally, so long as you hold that negative Condition, all Reach and Grasp Failures are upgraded to Dramatic Failures.
- Complications: Without middle management, there’s no one to handle the Cult’s behaviour in any way. The first time you use your Cult in a session, gain the Admirer or Wronged Condition. When an Exceptional Success or Dramatic Failure occurs, the Storyteller may rearrange dots of Reach and Grasp as the cultists redefine themselves in light of triumph or defeat.
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