Adventurous Associations and Sinister Societies

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Adventurous Associations and Sinister Societies

Postby segeorge » Wed Jan 13, 2016 2:32 am

New Year – new thread. This thread is for sharing groups and organizations created for use in CRYPTWORLD – both those that serve dark forces and those who oppose them.

I imagine that, like me, most people have specific ideas about the types of groups and organizations needed for any RPG scenario – essentially designing the scenario and then populating it. Or taking the lead from your players – if they want to be cryptobiologists, you’re likely to develop adventures with sasquatches, yeti, chupacabras, Jersey devils, or tatzelwurms. But randomly creating RPG elements is a fun way to fire the imagination, challenging yourself to flesh out the lifeless numbers. So for the first organization presented in this thread, I created a creature hunting organization using the Monsters Macabre Random Organization generating instructions (Section 5, pages 52-53).

I used an online random dice roller, which gave me a 5 for the Focus Specialty (“Demons and Ghosts”), and a 7 for the Organization Type (“Religious”). You have to admit, for random numbers, those two fit very well. So I have a religious order who investigate ghost and demon sightings. The third roll was a 67. Using Column 4 for Religious Group, gives them a fairly high working budget. This paragraph may not make a lot of sense if you don’t have the Monsters Macabre supplement, but it should be straightforward if you do.

Some time ago, in reading an old book (I think it was Wagner, the Werewolf [1847], but I’m not sure), I came across a reference to the Alumbrados, a Spanish mystic Christian sect of the 15th century. I jotted down the name for possible future use. And these random rolls seem to fit the idea of a modern Alumbrados. One source (and I use the term loosely, as it was an internet blog: http://robtshepherd.tripod.com/alombrados.html/) states that the first reference to the group uses the name, Aluminados, which I think I like better than Alumbrados, but the translation from Spanish to English makes it questionable (maybe it’s a typo of Iluminados). So anyone wanting to use this group, feel free to use either name.


So, here is my fictional version of

Los Alumbrados

Survivors of the Inquisition’s purge, the remnants of the Alumbrado movement concealed their mystic practices and refrained from directly proselytizing their beliefs, becoming a monastic sect. Hidden, too, was the amassed wealth of the sect (which some contemporary scholars cite as a prime motivating factor in the group’s persecution).

Some speak of powerful magicians or warlocks (so-called Maji) being involved in the sect. And while this hasn’t been supported with any direct proof, there is certainly evidence for manifestations of paranormal abilities. These traits, whether developed by the ascetic Alumbrados or pre-existing in those seeking admittance to the order, were soon turned towards investigating supernatural claims and protecting the innocent from malevolent occult forces. The illuminated monks became defenders against the paranormal. They are pledged to investigate supernatural manifestations, free the souls of ghosts trapped on our Earthly plain, and to banish incursions by dark demonic entities.

Today, while assiduously investigating claims of paranormal activity throughout Europe (the Alumbrado was among the first to investigate [and dismiss] the “Bélmez faces”), with occasional forays into Asia and the Americas, the order maintains its secrecy, headquartered in the modernized cellar of a centuries-old monastery.

By tradition, the head of the order holds the titular name, Iluminado, or, less often, Iluminada. The current sect leader is Sister Theresa Iluminada.

New Skill:
Religious Mysticism
Exclusive: Yes
Base: (PCN+WPR/2)
Check: Specific
This skill reflects a PC’s competence in the esoteric mystical knowledge of specific religious traditions (which may not be the widespread accepted dogma of that religion). A separate skill is required for each religion (e.g., Hindu mysticism, Islamic mysticism, Buddhist mysticism, etc.). Here it’s being applied to the Christian mystic teachings of the Alumbrado, it can be used for the Illuminati, or any actual or fictional Religious sect.

New-ish Paranormal Talent (first iteration appears in the Ominous Objects thread):
Exorcism
Base: (PCN+ WPR+LUCK+STA)/4
Willpower Cost: 30
Check: Specific
Time Required: 6D10 minutes
Range: NA
Duration: Determined by success

This PT represents the ability to psychically perceive and combat an entity possessing a character, through Willpower, with or without the assistance of occult paraphernalia (CMs should consider bonuses for these and for the moral support of others during the exorcism).

PCs roll against the WPR of the possessing Thing, with the following results:

S = Strengthens the willpower of the possessed character to resist possession, decreasing the effectiveness of all actions, including physical and supernatural attacks (shift 1 column). Effective for 1D10 hours, after which another attempt must be made
L = Limits the scope of the possession, decreasing the effectiveness of all actions, including physical and supernatural attacks (shift 1 column). Effective for 1D10 + 2hours, after which another attempt must be made
M = Moderates the possessing spirit’s actions, decreasing the effectiveness of all actions, including physical and supernatural attacks (shift 2 columns). Effective for 1D10 +5 hours, after which another attempt must be made
H = Hinders the possessing entity, prohibiting it from using any supernatural powers Effective for 2D10 hours, after which another attempt must be made
C = Cleanses the invading entity, expelling it from its host
K = possessed character is thrown about like a ragdoll, taking 1D10 STA loss (if over 6 pts. Mark 1 wound box)



Alumbrado Hierarchy

Sister Theresa Iluminada
Age: 63
Height: 5’ 1”
Build: Slim

STR 40 WPR 75
DEX 55 PCN 70
AGL 50 LCK 40
PER 65 STA 55

Unskilled Melee (STR + AGL / 2) = 45

Stamina Recovery Rate = 4/round
Wound number = 13
Paranormal Defense Column (based on WPR) = 5
2 Paranormal Talents:
Read Thoughts 70
Telepathic Sending 67

Skills
Investigation 85
Religious Mysticism (Christian) 128
Italian (Language) 103
English (Language) 88

Sister Theresa has been the Iluminada for almost 5 years, taking the station upon the death of her mentor, 93 year-old Brother Emanuel. Those who knew her before her elevation to Iluminada have noted her increased seriousness under the weight of her position’s responsibilities. Adding to the stress of leading the Alumbrado, the Iluminada has been using her telepathic abilities far more, keeping tabs on investigation teams.



Brother Marco
Age: 55
Height: 5’ 10”
Build: Portly

STR 55 WPR 75
DEX 55 PCN 75
AGL 45 LCK 60
PER 50 STA 55

Unskilled Melee (STR + AGL / 2) = 50

Penetration Bonus (based on STR) = +5
Stamina Recovery Rate = 4/round
Wound number = 13
Paranormal Defense Column (based on WPR) = 5
2 Paranormal Talents:
Precognition 75
Exorcism 67
(PCN+ WPR+LUCK+STA)/4

Skills
Investigation 82
Religious Mysticism (Christian) 105
English (Language) 105

Brother Marco has long been Sister Theresa Iluminada’s most trusted confidant. For years he was the Order’s only exorcist, though his protégé, Sister Evangeline, has shown herself to be equally adept.




Alumbrado investigators

Brother Pablo
Age: 33
Height: 5’ 11”
Build: Average

STR 65 WPR 75
DEX 60 PCN 70
AGL 65 LCK 55
PER 70 STA 65

Unskilled Melee (STR + AGL / 2) = 65

Penetration Bonus (based on STR) = + 10
Stamina Recovery Rate = 5/round
Wound number = 14
Paranormal Defense Column (based on WPR) = 5
2 Paranormal Talents:
Empathy with Things 70
Sense Things 70

Skills
Investigation 87
Religious Mysticism (Christian) 88
English (Language) 88
Martial Arts 81

Brother Pablo sought the Alumbrado sect to forge a deeper connection to God, not expecting to confront what he conceives as agents of Satan. But having been introduced to the dangers of the metaphysical realms, he sees it as his sacred duty to assist the weak and combat the malevolent. His ability to judge the nature of the supernatural entities he’s encountered has served him well.



Sister Evangeline
Age: 29
Height: 5’ 6”
Build: Average

STR 46 WPR 74
DEX 65 PCN 77
AGL 70 LCK 65
PER 70 STA 55

Unskilled Melee (STR + AGL / 2) = 58

Penetration Bonus (based on STR) = 0
Stamina Recovery Rate = 4/round
Wound number = 13
Paranormal Defense Column (based on WPR) = 5
2 Paranormal Talents:
Sense Things 69
Exorcism 68
(PCN+ WPR+LUCK+STA)/4

Skills
Investigation 89
Religious Mysticism (Christian) 91
English (Language) 91
Martial Arts 79

Sister Evangeline was abandoned at the door of the Alumbrado monastery as an infant, a note explaining that her mother died in childbirth and her father, distraught over losing his wife, could not care for the girl. Under the supervision of Sister Theresa, several of the younger nuns doted over the girl, none more than Sister Maria Angelina, who became a mother figure to the orphan. Trained by Brother Marco, Evangeline has even assisted in one exorcism, though she dreads the time she’ll have to lead the ritual.


Brother Martín
Age: 30
Height: 6’ 2”
Build: Athletic

STR 70 WPR 70
DEX 60 PCN 70
AGL 60 LCK 60
PER 55 STA 70

Unskilled Melee (STR + AGL / 2) = 65

Penetration Bonus (based on STR) = +15
Stamina Recovery Rate = 5/round
Wound number = 15
Paranormal Defense Column (based on WPR) = 5
2 Paranormal Talents:
Pyrokinesis 70
Telekinesis 65


Skills
Investigation 80
Religious Mysticism (Christian) 85
English (Language) 85
Martial Arts 81

At 15, Brother Marco fled an abusive father and negligent mother. With the Alumbrado, he has found faith, family, and purpose. He is especially close to Pablo and Evangeline, and has several times risked his life when perceiving them in danger – sometimes acting quite recklessly.




I actually put more work into this than I expected to. But you know how it is; once you get started it’s difficult not to keep developing your ideas.

Anyone else want to share?
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Re: Adventurous Associations and Sinister Societies

Postby sniderman » Wed Jan 13, 2016 4:29 pm

Fun stuff!

I put something together for The Savage AfterWorld, but I'll cut and paste it here for archival purposes:

Hansels and Gretels

The fairy tales and fables are true. Those legends and myths read about in picture books and presented as bedtime stories are based on true events that occurred many generations ago. Even now, a crone may be luring children into her brightly colored "candy" house where she cooks and eats them. A large wolf currently stalks the local park, attacking any women who happen to wear red. A dwarf has been spotted stealing babies from those parents unable to guess his true name. And, yes, boogeymen lurk under every bed and in every closet.

And for every storybook monster, there is a storybook hero.

Every generation, a handful of those "attuned" to these mythological monsters are born -- fewer than 20 every 100 years. These few are somehow aware of the true nature of these legendary creatures and are compelled seek them out and destroy them. In obscure texts of forgotten myths, these heroes are referred to as "Hansels and Gretels", named after the first legendary monster hunters who dispatched a troublesome witch.

Hansels and Gretels are often unaware of their talents until after reaching puberty. At that time, they may start to take notice of clues and signs that others don't pay attention to: a shadow that moves independently; eerie howling in the distance; a footprint that couldn't possibly be made by any living thing. As they grow older, Hansels and Gretels begin to realize that monsters are real and they're everywhere. And as the only ones aware of that evil, it is up to them to act.

Just as they can sense the undercurrent of the supernatural, Hansels and Gretels are able to recognize one another as "attuned", and they often band together to draw upon each others' skills and abilities to root out and destroy these legendary monsters. One interesting side effect of this attunement: Children younger than 10 are also somewhat attuned to the nature of mythological monsters, seeing through the veneer of the banal and recognizing evil for what it is and where it lurks. However, as they age, they eventually grow out of it and are unable to "see" these monsters for what they are. Also, children are able to identify Hansels and Gretels for who they are. Children will often seek out the assistance of these monster fighters to combat the things they've seen.

"The grown-ups don't believe there's a monster watching the playground, but you know they're real," they say.

Because the monsters of fairly tales and myths are adept at keeping their true nature away from the eyes of the world, Hansels and Gretels must also keep their monster hunting activities hidden. Hansels and Gretels who are identified by the supernatural denizens often find themselves hunted by these creatures. And if a Hansel or Gretel is caught assaulting "that nice old lady who lives at the edge of town", they'll be hard-pressed to justify their actions by claiming she's a witch.

(This society is inspired by the movies The Brothers Grimm and Hansel & Gretel: Witch Hunters, and the TV show Grimm.)
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Re: Adventurous Associations and Sinister Societies

Postby seneschal » Fri Jan 15, 2016 8:38 pm

On the Monsters Macabre random organization chart I rolled "Cryptids," "Corporate," and "High Resources." Still working on my write-up.
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Re: Adventurous Associations and Sinister Societies

Postby segeorge » Sun Jan 17, 2016 9:08 pm

I remember the Hansels & Gretels. Very Grimm-esque. I think I mentioned somewhere that it was Grimm that made me nostalgic for Pacesetter’s Chill. And a quick internet search revealed CRYPTWORLD. :D

seneschal wrote:On the Monsters Macabre random organization chart I rolled "Cryptids," "Corporate," and "High Resources." Still working on my write-up.


I like that combination. There are so many possibilities (who -- or what -- is really making our smart phones??) :shock:
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Re: Adventurous Associations and Sinister Societies

Postby seneschal » Mon Jan 18, 2016 7:50 am

Gremlins, of course. Which would explain a lot ....
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Re: Adventurous Associations and Sinister Societies

Postby segeorge » Wed Jan 27, 2016 2:51 am

We've had a couple adventurous associations, here's an example of the other half of this thread's title:


The Otherworlds Directorate

In 1860, Silas Harner founded the Otherworld’s Directorate, with the intention of harnessing arcane power for the Directorate’s use, hoping to control as much of the world as possible. To that end, the Directorate has sought the paranormal and occult anywhere they can find it. From their headquarters in London, agents scour the globe seeking power objects that activate arcane forces, people with paranormal talent or occult knowledge whose support can be invited or coerced, and supernatural creatures to bend to their purposes. Their remit is dangerous at the best of times, as the previous Grand Director, Johann Gearhardt, recently experienced firsthand with what is euphemistically known as an “occupational hazard” – while trying to persuade a vampire, calling herself Cassandra Black, that her association with the Directorate would be mutually beneficial, she decided that it would be more to her benefit to turn him into a Blood Thrall (see Familiar, Blood entry in Core rulebook, pp. 59-60). Associate Director Robert Arnold was the first to notice the changes in Gearhardt. When confronted by the Board of Associate Directors, he not only acknowledged his servitude, but insisted that the Directorate was now under his mistress’s command. In secret, the Board planned the vampire’s demise. Using Gearhardt to find the vampire’s lair, the six Associate Directors confronted her. In the ensuing melee, Cassandra Black was eventually destroyed, but Grand Director Gearhardt was mortally wounded in the fight, which also cost the life of Associate Director Amanda Withers (the Directorate has honored her loss with the Amanda Withers Memorial Garden). She has yet to be replaced on the Board.


Robert Arnold, Grand Director

STR 55 WPR 70
DEX 55 PCN 65
AGL 60 LUCK 60
PER 65 STA 70

Unskilled Melee = 58
Penetration Bonus + 5
Stamina Recovery Rate = 5
Wound number = 15
Paranormal Defense Column = 5


Skills
Computer (Specialist) 83
Investigation (Specialist ) 82
History, Europe (Master) 113
Anthropology (Expert) 98
Preternatural Lore (Expert) 98

Paranormal Talent
Precognition 68

Independently wealthy, Robert Arnold, 45, has been the Grand Director of the organization for almost 3 years, being unanimously elected by his then-peers of Associate Directors. His desire for the increased wealth and power that arcane knowledge can bring is not as strong as the previous director’s, and therefore, not as wanton. Arnold does crave occult knowledge, but is wary of the potential costs to himself, his organization, and to humanity itself.



Typical Directorate Agent
(use for minor NPCs – major NPCs should be customized)

STR 59 (M); 55(F) WPR 60
DEX 60 PCN 65
AGL 60 LUCK 60
PER 50 STA 75 (M); 70 (F)

Unskilled Melee = 60 (M); 58 (F)

Penetration Bonus = +5
Stamina Recovery Rate = 5
Wound number = 15
Paranormal Defense Column = 4

Skills
Investigation 74
Martial Arts 75 (M); 74 (F)
Pistol 75

Substitute any of the below skills for any of the above
Forgery 70
Stunt Driving 78
Disguise 78
Military 72 (M); 70 (F)
Outdoor Survival 77
Mechanics 70
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Re: Adventurous Associations and Sinister Societies

Postby seneschal » Wed Jan 27, 2016 7:32 pm

Still working on mine. Been a busy, rough couple of weeks.
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Re: Adventurous Associations and Sinister Societies

Postby seneschal » Fri Feb 05, 2016 4:46 pm

Real life hasn't been cooperative, but here's what I've got so far.

I rolled cryptids, corporate, and high resources.

Believe It Or Else Attractions

“Saving the world is great and all but it don’t pay the bills.” – Josef Bellephonte, circa 1972

“Bigfoot? Mister, we got ‘em. Help set up the big top. We had a genuine wooly mammoth, but our Thunderbird carried it off when it escaped. There’s an owl man that could gobble up a grizzly bear. We got a saltwater tank with a real, live sea serpent. You can see it for general admission; it’s a regular part of the show. Thought we were going to have a mer-family, too, but turns out sirens eat their mates after spawning.” – Stetson Bellephonte, 2013

Capturing and displaying of exotic animals is a time-honored profession, from ancient Rome to P.T. Barnum, George E. Challenger, Frank Buck, Carl Denham, and the Ringling Brothers. Every circus had not only its performing beasts but a menagerie of unusual creatures as well. And state fair midways included camel rides, wild men, unicorns, mermaids, and five-legged calves. But the late 20th century was a bad time for live animal acts. Expenses rose astronomically as audiences shrank, drawn away by radio, motion pictures, and television. Governments began to worry about invasive species. Ecology nuts and animal rights groups griped about capture methods and the treatment of kept animals, when they weren’t berating the public for eating meat or wearing fur.

Bellephonte Brothers Circus, like many similar family owned small businesses, faced ruin. But Josef Bellephonte (always the showman) had noticed another, potentially lucrative trend: a renewed public interest in the paranormal. The occult, unidentified flying objects, alleged visitors from other planets and dimensions, supposedly extinct or undiscovered animal species found alive in the modern day. All these items crowded into news articles, popular magazines, movies and TV shows. Since he was the show’s veteran animal trainer, it was the last topic that caught Bellephonte’s attention. If Barnum had made a living showing off mermaids, wild men, giants and furred fish, maybe he could, too.

The brothers had nearly completed a convincing (if fake) Area 51 alien exhibit when they encountered their first cryptid. At winter headquarters in Texas a bat-winged, long-beaked horror covered in short fur like that of a dachshund smacked into the side of a trailer. Instead of fleeing from the stunned creature as previous witnesses had, circus personnel corralled and caged it. Its existence was a revelation. If one such monster fitting some of the many wild tales going around turned out to be genuine, might others be real as well? Josef Bellephonte began quietly following up on stories circulating in newspapers, amateur newsletters, and small magazines devoted to unexplained. The circus’ tour route was adjusted to visit locations where strange sightings had occurred. In Wisconsin the Bellephontes captured a “werewolf,” a large wolf-dog with the uncanny tendency to run and leap while balanced on its unusually muscular hind legs. Retaining the beast proved more challenging than the capture. Circus mechanics had to install special latches and locks on its cage to keep the wolfman from carefully pawing the door open. And attendants had to be rotated regularly to prevent the monster from telepathically enticing or intimidating them into letting it out. While the werewolf went from sneering to sullen, other acquisitions seemed to enjoy show business. The trio of dwarfish feline goat-hoofed bipeds (from a New Hampshire cemetery) quickly hid their Uno deck to roar, leap, and snarl for visitors, especially pretty young girls.

MORE

[Relationships with scientists, cryptozoologists, occultists, the authorities? Relationships with other circuses, event promoters, zoos?]
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Re: Adventurous Associations and Sinister Societies

Postby segeorge » Fri Feb 05, 2016 5:42 pm

Great idea -- with a lot of potential for a campaign. If you ever want to run a PBP game, I'd love to roll up a character.

Scott
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Re: Adventurous Associations and Sinister Societies

Postby seneschal » Wed Feb 17, 2016 7:15 pm

segeorge wrote:Great idea -- with a lot of potential for a campaign. If you ever want to run a PBP game, I'd love to roll up a character.

Scott


I sincerely wish I could. Life is just too frantic right now. I couldn't even finish my write-up. :cry:
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