So, in light of the news that Deviant is getting rules on how to craft different organizations to oppose its protagonists, generally the ones that created them in the first place, I've decided to resurrect a project of mine that hit a dead end, as presented here: http://forum.theonyxpath.com/forum/m...s-for-everyone
A lot of the inspiration comes from Mummy: The Curse, Werewolf: Blasphemies, The Pack, Mage: The Awakening Second Edition, and Leviathan: The Tempest by The Kings Raven. The rules presented here aren't just intended to represent stereotypical Cults, but also any sort of organization you'd want to run in a CofD game. Anything that wasn't originally my idea is credited to the original author to the best of my knowledge- if anyone notices otherwise, feel free to point it out in the thread and I'd be more than happy to correct it.
As it stands, all of this content is only being handled and written by me, and that's no way to create good content; you need input from other writers, other fans, and I know that the idea of making a bluebook fanbook about Cults has been bandied about several users on the forum. So, to that end, I'm going to be putting everything I have here on the forums- use it if you'd like, change it if you want, but the best thing I can hope for is criticism, commentary, and further discussion with the community at large. I think this could be something great, but I don't think I'm the person to take it all the way by themselves.
Tell me what you like, what you dislike, and what you'd want to see from Cults ran either by antagonists or by players. I could use all the help I can get.
*****
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 three sub-Merits; Reach, Grasp, and Benefits. 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. 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 (specifically Reach and Grasp) to substitute for other Social Merits, such as Allies, Contacts, Resources, Retainers, Safe Place, Library, or Staff. The exact composition of these ‘ghost’ Merits that represent the Cult’s influence but must be within reason, given the Cult’s Foundation and their specific theology.
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, just like benefitting from any other Social Merit, 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. You also gain a Long-Term Aspiration related to the activities of the Cult.
When Cults Roll: Normally, all the actions of a Cult can be represented by the ‘ghost’ Merits standing in for the Cult’s social and political influence, in which case you roll them as per the Merit being represented. However, you can also use Reach and Grasp directly, if using a more simplified method based off of Service Availability. Reach is a rough measure of how widespread and efficient cultists are. It’s used to do legal things to ease the Cult’s passage through the world. How ruthless are the cultists? Answering “very” indicates they have high Grasp. It’s not good for getting access to the benefits of ordered society. In fact, Grasp often isn’t “good” at all. Sometimes, however, the Cult needs something that is not available within the rules, so they take the rules and they break them instead.
Roll Results
Holy Wars: Cults can always just go to war directly, miniature crusades in back alleys, bombs in mailboxes and Molotovs through storefronts and safe-house windows. In such a case, roll Grasp vs. Grasp as an Instant Action, as combat is always a fickle and unpredictable situation. Much like Down and Dirty Combat, state an Intent going in- that you want to destroy weapons stockpiles, for example, or assassinate a particular Conspirator. If successful, the result depends on your dots of Grasp. If you have lower Grasp than your opponent, nothing serious happens, and the reprisal is likely to be swift. If you have higher Grasp, then you destroy a Merit dot per dot of Grasp that exceeds that of your opponent.
Such an action could outright destroy Reach and Grasp through killing Cult members, destroy Lore by killing the right people, defacing altars, burning books, destroy Benefits by shaking the reputation and mindset of the enemy Cult (Mystery Cult Initiation is immune to this), and stranger things besides. An assault upon a powerful gang could lead to a loss of Home Turf as people recognize they don’t totally control the streets. Conspirators die, Leverage is lost, and Legitimacy could collapse under a ‘False Flag’ operation or a frame up to discredit the enemy Cult. When Cults go to war, nothing is truly holy.
Investigating Cults: The number of Clues you need to Uncover the Truth about a given Cult is equal to their dots of Grasp.
Building Equipment: Cults can use the Building Equipment rules, adding Reach or Grasp to the dice pools as appropriate. The equipment thus established can benefit the whole Cult, but generally goes away if it is targeted in an attack (see Holy Wars above. Each piece of equipment counts for one point).
Optional System- Torches and Pitchforks (Adapted from the Hurt Locker Spoilers)
Most people tend to have a bit of an instinctual response to the ebbs and flows within their own communities, and that extends to violent or unusual behavior. Eventually, people are going to notice something is up, and they’re going to take action. Whenever your character, or their Cult, takes visible supernatural or hostile action, this tension rises. Eventually it will boil over into a witch-hunt, or the character will find a way to cause everything to simmer down. Whenever a character or a Cult leaves behind evidence of their activities, add a die of Tension, and whenever Tension increases the Storyteller rolls it as a dice pool penalized by the Cult’s Grasp. Tension starts with a dice pool equal to their dots of Reach- being ingrained in a community can leave you exposed -but is suitably reduced by Merits such as Anonymity, Occultation, or Enigma.
Cults can, however, make cover-up efforts. Once per Chapter they may suppress a number of Social Merits equal to their current Tension pool to reduce the pool by one die, permanently.
Step 1- 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 may sacrifice a dot of Reach, Grasp, or a Merit like Conspirators to ignore a debilitating Condition.
Step 3- Spend Merit Dots: The core factors of a Cult are Reach, Grasp, and Benefits. Of those traits, only Benefits are generally fixed- demonstrating something about the nature of the Cult that is incorporated into the mindset of its members. With Storyteller approval, Benefits may be added to the Cult after its foundation and as it slowly expands its Reach and Grasp. Other Merits build off of Cult, and are described below along with their core factors. The tables below describe acts that can be undertaken automatically with certain levels of Reach and Grasp.
See the sidebar When Cults Roll for more information.
Benefits: Becoming part of a cult is accepting a totally different mindset, with all of the attendant boons and drawbacks of such a drastic change. The change is, in some Cults, more dramatic than in others. You may buy different Benefits for one dot each at the time of the Cult’s founding, or afterwards as it expands with Storyteller approval.
A lot of the inspiration comes from Mummy: The Curse, Werewolf: Blasphemies, The Pack, Mage: The Awakening Second Edition, and Leviathan: The Tempest by The Kings Raven. The rules presented here aren't just intended to represent stereotypical Cults, but also any sort of organization you'd want to run in a CofD game. Anything that wasn't originally my idea is credited to the original author to the best of my knowledge- if anyone notices otherwise, feel free to point it out in the thread and I'd be more than happy to correct it.
As it stands, all of this content is only being handled and written by me, and that's no way to create good content; you need input from other writers, other fans, and I know that the idea of making a bluebook fanbook about Cults has been bandied about several users on the forum. So, to that end, I'm going to be putting everything I have here on the forums- use it if you'd like, change it if you want, but the best thing I can hope for is criticism, commentary, and further discussion with the community at large. I think this could be something great, but I don't think I'm the person to take it all the way by themselves.
Tell me what you like, what you dislike, and what you'd want to see from Cults ran either by antagonists or by players. I could use all the help I can get.
*****
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 three sub-Merits; Reach, Grasp, and Benefits. 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. 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 (specifically Reach and Grasp) to substitute for other Social Merits, such as Allies, Contacts, Resources, Retainers, Safe Place, Library, or Staff. The exact composition of these ‘ghost’ Merits that represent the Cult’s influence but must be within reason, given the Cult’s Foundation and their specific theology.
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, just like benefitting from any other Social Merit, 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. You also gain a Long-Term Aspiration related to the activities of the Cult.
When Cults Roll: Normally, all the actions of a Cult can be represented by the ‘ghost’ Merits standing in for the Cult’s social and political influence, in which case you roll them as per the Merit being represented. However, you can also use Reach and Grasp directly, if using a more simplified method based off of Service Availability. Reach is a rough measure of how widespread and efficient cultists are. It’s used to do legal things to ease the Cult’s passage through the world. How ruthless are the cultists? Answering “very” indicates they have high Grasp. It’s not good for getting access to the benefits of ordered society. In fact, Grasp often isn’t “good” at all. Sometimes, however, the Cult needs something that is not available within the rules, so they take the rules and they break them instead.
Roll Results
- Dramatic Failure: Impose the Rogue Cult, Civil War, or Hunted Condition.
- Failure: Impose the Watched or Contender Condition. Lose a dot of Reach or Grasp, which is subject to Sanctity of Merits.
- Success: You accomplish whatever task you set out to do, but pushing your Cult to the limit causes some of your followers to fall away. You lose a dot of Reach or Grasp, which is subject to Sanctity of Merits.
- Exceptional Success: In addition to being successful, you are able to maintain your Cult without straining it, and gain the Inspired or Steadfast Condition.
Holy Wars: Cults can always just go to war directly, miniature crusades in back alleys, bombs in mailboxes and Molotovs through storefronts and safe-house windows. In such a case, roll Grasp vs. Grasp as an Instant Action, as combat is always a fickle and unpredictable situation. Much like Down and Dirty Combat, state an Intent going in- that you want to destroy weapons stockpiles, for example, or assassinate a particular Conspirator. If successful, the result depends on your dots of Grasp. If you have lower Grasp than your opponent, nothing serious happens, and the reprisal is likely to be swift. If you have higher Grasp, then you destroy a Merit dot per dot of Grasp that exceeds that of your opponent.
Such an action could outright destroy Reach and Grasp through killing Cult members, destroy Lore by killing the right people, defacing altars, burning books, destroy Benefits by shaking the reputation and mindset of the enemy Cult (Mystery Cult Initiation is immune to this), and stranger things besides. An assault upon a powerful gang could lead to a loss of Home Turf as people recognize they don’t totally control the streets. Conspirators die, Leverage is lost, and Legitimacy could collapse under a ‘False Flag’ operation or a frame up to discredit the enemy Cult. When Cults go to war, nothing is truly holy.
Investigating Cults: The number of Clues you need to Uncover the Truth about a given Cult is equal to their dots of Grasp.
Building Equipment: Cults can use the Building Equipment rules, adding Reach or Grasp to the dice pools as appropriate. The equipment thus established can benefit the whole Cult, but generally goes away if it is targeted in an attack (see Holy Wars above. Each piece of equipment counts for one point).
Optional System- Torches and Pitchforks (Adapted from the Hurt Locker Spoilers)
Most people tend to have a bit of an instinctual response to the ebbs and flows within their own communities, and that extends to violent or unusual behavior. Eventually, people are going to notice something is up, and they’re going to take action. Whenever your character, or their Cult, takes visible supernatural or hostile action, this tension rises. Eventually it will boil over into a witch-hunt, or the character will find a way to cause everything to simmer down. Whenever a character or a Cult leaves behind evidence of their activities, add a die of Tension, and whenever Tension increases the Storyteller rolls it as a dice pool penalized by the Cult’s Grasp. Tension starts with a dice pool equal to their dots of Reach- being ingrained in a community can leave you exposed -but is suitably reduced by Merits such as Anonymity, Occultation, or Enigma.
Cults can, however, make cover-up efforts. Once per Chapter they may suppress a number of Social Merits equal to their current Tension pool to reduce the pool by one die, permanently.
- Dramatic Failure: The community finds another outlet for their frustrations, blaming it on everyone and anyone but your Cult and your cultists.
- Failure: Tensions remain high, but no one is on to you… yet.
- Success: Someone has found out about your supernatural nature, or the Cult’s nefarious activities. Gain the Watched Condition. If this is followed by another successful roll in the next Chapter, it resolves and upgrades to Hunted.
- Exceptional Success: Your cover has been completely blown and now someone is after you. Gain the Hunted Condition.
Step 1- 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 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 Social action in a Chapter, roll the dots in that trait, whether it would be Reach, Grasp, or one of the Social Merits that Cult can stand in for. Apply suitable penalties or bonuses if the action would normally be a Breaking Point. On a Failure or Exceptional Success, gain the Watched 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, Tension Successes count as Exceptional Successes.
- 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. Every time you benefit from the Cult’s stand-in Social Merits add a die to Tension.
- 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 Cult 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 Watched 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.
Step 3- Spend Merit Dots: The core factors of a Cult are Reach, Grasp, and Benefits. Of those traits, only Benefits are generally fixed- demonstrating something about the nature of the Cult that is incorporated into the mindset of its members. With Storyteller approval, Benefits may be added to the Cult after its foundation and as it slowly expands its Reach and Grasp. Other Merits build off of Cult, and are described below along with their core factors. The tables below describe acts that can be undertaken automatically with certain levels of Reach and Grasp.
See the sidebar When Cults Roll for more information.
Benefits: Becoming part of a cult is accepting a totally different mindset, with all of the attendant boons and drawbacks of such a drastic change. The change is, in some Cults, more dramatic than in others. You may buy different Benefits for one dot each at the time of the Cult’s founding, or afterwards as it expands with Storyteller approval.
- Blasé: The Cultists don’t suffer Breaking Points from most supernatural phenomena. Supernal magic doesn’t rip at their soul, Sybaris doesn’t set its teeth into them, Lunacy doesn’t send them into a panic, and general weirdness no longer fazes them. It’s up to you and the Storyteller to explain why.
- Mystery Cult: The Cult comes with an appropriate Initiation Merit.
- Glamorous: Something about the Cult is ostensibly sexy. So long as Cult members are within one another’s presence, they gain the Barfly Merit. They may also gain the Cult’s Reach as a bonus to Social Actions.
- Intellectual: Academics, scholars, and researchers are all drawn to the Cult. So long as Cult members are researching or applying their knowledge together, they gain the 9-again quality to all of their Mental Skills.
- Obedient: Cultists perform acts that would normally be Breaking Points as a matter of course and without question. Add the Cult’s dots in Grasp as a bonus to Breaking Point and other Resolve + Composure rolls made in service to the Cult.
- Paranoid: The Cult expects schisms, rogue elements, and compartmentalized cells. Should you gain the Rogue Cult Condition, or otherwise lose a Merit dot, the Cult Leader may roll Intelligence + Politics as an Extended Action to restore Merit dots lost to the Condition as you coax rogue elements back into the fold by navigating layers of (in)security and doublespeak. Restoring a Merit dot requires five successes.
- Ritualistic: So long as Cult members use imagery, symbols, and paraphernalia suitable for their Cult, they gain a bonus to the use of Supernatural Merits, powers, or researching/abjuring Ephemeral Beings equal to their Status/Initiation.
- Storied: Good news! The Cult has a reputation. Once per Chapter you may benefit from the Cult’s reputation to encourage people to avoid looking further into your business, adding half of your dots in Reach (rounded down) to your Grasp. Dots in Reach and Grasp reset next Chapter.
- Wrathful: Your Cult is militaristic and spoiling for a fight. Cultists working together in battle gain the 9-again quality to all combat rolls.
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