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Difference between revisions of "Mystery Cults"

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* '''[[Mystery Cults/The All-Seeing Eye|The All-Seeing Eye]]:''' A cult caught up on find the hardest to reach locations in this world and the realms invisible.
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* '''[[Mystery Cults/Lords of Divinity|Lords of Divinity]]:'''<br> The Lords of Islam, a religious organization within the Vice Lords gang named after an eponymous document written by the gang in the mid 90's, has been appropriated by Empyrean Eclipse to be a Labyrinth cell for the Guardians of the Veil. With members from different sets of Vice Lords all over the city, these gang members are drawn together on radical ideologies to support each other in the streets of Chi-raq. They fight against the systemic economic and religious oppression of minorities perpetuated by the Catholic church and its secret societies and agents. Thanks to their influence and connections, they also enjoy a moderate amount of financial security outside of their criminal activity which supports community projects and assistance to those in need, often in worship centers and other private housing at various spots across the city.<br><br>
  
A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.
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All initiates learn to give false leads to the police rather than confess. They gain a Subterfuge specialty in Misdirection.
  
•• A one-dot Merit.
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•• Full members learn to speak in Arabic for faith (God) and Spanish for business (State). They gain the Multilingual (Arabic, Spanish) Merit, free of charge.
  
••• A Skill dot, or a two-dot Merit (often a supernatural Merit).
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••• As a cultist delves into the mysteries of the Lords, she gains access to greater cult connections. Gain two dots in Contacts (Police, Law)
  
•••• A three-dot Merit, often supernatural in origin.
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•••• The socially conscious and financially adept followers benefit from the wisely invested income of the Vice Lord Nation. She gains three dots of Resources.
  
••••• A three-dot Merit, or a major advantage not reflected in game traits.
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••••• The highest ranking of the Lords of Islam are all gang survivors. They've seen more of the gang life than most anyone still standing and have lived to talk about it. They gain Fast-Talk, 3.
  
 
[[Category: Mystery Cult]]
 
[[Category: Mystery Cult]]

Revision as of 13:40, 7 December 2019

  • Lords of Divinity:
    The Lords of Islam, a religious organization within the Vice Lords gang named after an eponymous document written by the gang in the mid 90's, has been appropriated by Empyrean Eclipse to be a Labyrinth cell for the Guardians of the Veil. With members from different sets of Vice Lords all over the city, these gang members are drawn together on radical ideologies to support each other in the streets of Chi-raq. They fight against the systemic economic and religious oppression of minorities perpetuated by the Catholic church and its secret societies and agents. Thanks to their influence and connections, they also enjoy a moderate amount of financial security outside of their criminal activity which supports community projects and assistance to those in need, often in worship centers and other private housing at various spots across the city.

• All initiates learn to give false leads to the police rather than confess. They gain a Subterfuge specialty in Misdirection.

•• Full members learn to speak in Arabic for faith (God) and Spanish for business (State). They gain the Multilingual (Arabic, Spanish) Merit, free of charge.

••• As a cultist delves into the mysteries of the Lords, she gains access to greater cult connections. Gain two dots in Contacts (Police, Law)

•••• The socially conscious and financially adept followers benefit from the wisely invested income of the Vice Lord Nation. She gains three dots of Resources.

••••• The highest ranking of the Lords of Islam are all gang survivors. They've seen more of the gang life than most anyone still standing and have lived to talk about it. They gain Fast-Talk, 3.