Mystery Cults

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Mystery Cult Rules

  • MCIs may not grant merits to templates that would not ordinarily be eligible to receive them. For example, Vampires can't take Mage merits, and Werewolves can't take Changeling merits, full-template supernaturals can't take Mortal+-only supernatural merits. This also applies to Gift Facets, Disciplines, Contracts, etc.
  • MCIs merits may ignore other prerequisites such as Skills and Attributes. If the MCI grants points in a Style or a scaling Merit, you may not purchase beyond what the MCI grants unless you meet the ordinary prerequisites of the merit.
  • MCIs must have a minimum of three player character members at founding, played by three unique players.

Player Made Cults

Candlelit Visages

• An Early initiate into the Candlelit Visage will be invited in after they prove that they have a knowledge of the occult or at the very least, the ability to uncover it. Their time spent working around the restaurant, the boat, and the very odds happening on it will also test their ability to keep secrets and who to share them with. Receive a free specialty In Occult (Ghosts), Subterfuge (Secrets) or Expression (Storytelling)

•• Being part of the cult means you’re working at the restaurant or on the boat under some form or another. Your work for the Candlelit Visages is remunerated accordingly and you gain one dot of resource for free.

••• This level is attained after a test, devised by the leader(s) behind the group, reveals what is most needed for the subject to learn. The ability to keep a secret or maybe to share them with the proper people. 'Take a free dot in either Subterfuge or Expression.

•••• The Metaphors of Candles and the thematics about stories shared in the shadows take on a more literal aspect here. The Candlelit Visages learn abilities beyond the mortal kens. They learn the Psychokinesis merit at 3 dots with either Water, Fire, or Wind. Kindred members of the Candlelit Visages instead learn to feed on the strange things found in the night and gain 3 dots of Unnatural Affinity for free.

••••• At this level, the Candlelit visage is attuned to the abilities he needs to witness and touch the unseen and be able to interact with it in some fashion. Once per scene, while carrying a handheld item that creates non-supernatural light (Flashlight, Candles, Lantern, a Phone with the flashlight on and similarly sized item) the character can speak, understand and interact physically with an entity in twilight that remains in the source of light. But must choose when he activates the item if it targets ghosts or spirits.


Doctrine

Passing the Torch: It is a gift that you carry this light, some people are ready for it, some are not. To let someone in is a responsibility you should take seriously, to make sure they don’t burn themselves with the very fire that lights their night. (I.E. we’re recruiting but *very* slowly and only candidates we screen)

Carrying the Lantern: You hold a source of light, something that is the physical representation of knowledge. It can become brighter if you nurture the flame properly, but can burn you with a moment’s carelessness. (Try to learn, thread carefully)

Hold a Candle out: There are things out there that know more than you, people who’ve been around longer, supernatural creatures that guard their secrets closer than most. Know when you’re outmatched and seek someone with a brighter flame. (I.E. if you poke at something too big for you, please ask your betters, we don’t need a war with Sorcerers or Fae creatures.)

The Bushel over the Lantern: There’s a reason the rest of the world doesn’t know already and it’s partially your responsibility to keep it this way. Keep serving the customers, keep explaining the little oddities away, keep the public away. It’s safer this way.

Light your Visage: Share what you learn with us, stories and encounters, the meetings you’ve had, the strange people you’ve met. We learn from each other.


Order of the Railwalkers

Jack London's autobiographical novel The Road as well as several of its contemporaries and copycats helped create a rosy image of hobos to the elite of this country. Painting life as a vagabond as a virtuous choice as opposed to a failing of capitalism. Though none felt it as keenly as a group of well-to-do spiritualists in upstate New York. They believed that there was a true beatific beauty in the noble life of riding the rails. And once the Great Depression hit and more people then ever turned to hitching, they set up their lodge as a place for anyone to come and get a hot meal and a drink if they discussed morality and any occult phenomenons they encountered on the road.

Turns out there are a lot of monsters. A worrying amount of them.

In its modern day incarnation, it's more like a 12 step program if it was run by Van Helsing. Helping the homeless get off drugs, stay fed and find work with an undercurrent of warning about the supernatural. For those who take the program more to heart they have more material to read about in the back regarding the things that go bump in the night and how to keep yourself safe. The members are expected to show up for meetings and be non-disruptive discussion members. And to help with the charity efforts every now and again.

  • Contact (Local Homeless)
  • •• Hobbyist Clique (The Order of Railwalkers; Occult)
  • ••• Occult dot
  • •••• Bless Amulet 3, but the amulet must be a coin crushed by a train OR if you cannot take supernatural merits, Library (Occult) 3
  • ••••• Clairvoyance using railroad tracks as a Medium OR if you cannot take supernatural merits, Status (Charity) 3