Mystery Cults/Player Made

From Dark City

The Shadow Dynasty

Prerequisites: Ghouls of and Vampires that are childer of Prince Natasha

Purpose The purpose of this dynasty is to establish a Khaibit line of rulers, leaders, powerbrokers, and influencers that descend from the Shadow Prince, Natasha Arroyo. Its members are selected from the most composed, patient, ambitious, talented, and wise, and then cultivated for years. They collaborate internally like a legion in the direction of several cardinal pursuits, including unlocking the ancient and esoteric secrets of the world's oldest but least understood Bloodline, as well as the more practical matters of extending the dynasty's influence of control around the world.

Relic Ancient Egyptian slate depicting a Set-animal, an item that was sourced, recovered and gifted to Natasha by Ogden Pryor.

Doctrine Only the ghouls and childer of the Khaibit Prince and the Prince can be de facto members, although there are rumors of some close associates of the Shadow Prince that strenuously support her being afforded certain perks in the otherwise closed-door Dynasty.

Mechanics

• A (Khaibit Esoterica) specialty in Occult or Academics.

•• Clout counts. Ghouls take the Empowered to Speak Merit, childer take the Prestigious Sire Merit without the Mentor prerequisite (the Prince fulfills that role), and the Prince themselves takes the Attaché Merit.

••• Protect one another and protect your secrets. Ghouls take the Protected Merit, and childer / the Prince take the Invisible Secrets Devotion.

•••• A dot of any Khaibit Discipline.

••••• Dynastic privilege is a hell of a drug. The number of doors that the dynasty member needs to bypass for Social Maneuvering is always reduced by two, and their impression level is always improved by one.

Contact: Pax

House of the Third Ajar Portal

Prerequisites: 3-Dots of either Occult or Academics; 1-Dot in the other

Purpose: A collection of scholars, investigators, mystics, and the curious that refuse to believe they are capable of perceiving everything in the world around them. Members attempt to focus their third eye, following whatever cultural equivalent pulls to them: mind’s eye, ajna chakra, eye of Horus, etc. Their efforts are collected through a vast library of efforts of members before them, originating from the Library of Alexandria; requiring the most dedicated intellectuals to learn from the verbose and complicated notes. Each member’s journey is different, but their pursuit of knowledge rewards them with helping build their focus in the occult, granting them new perceptions, and access to the House’s vast collective library. The House’s library and its members tend towards a hermetic style, strengthening their focus through mudra, somatic gestures, chanting, and symbolism.

Relic: Shred of Alexandria. A small collection saved from the Library of Alexandria that forms the basis of the House’s larger library. Despite the House having branches all over the world, they all believe to have a piece or the entirety of the Shred of Alexandria. Some scholars believe the Shred has a will of its own; to grow their library, and to reproduce into more growing libraries…

Doctrine: Members are committed to the investigation and collection of knowledge. It is through this commitment that their third eye has opened and through exploring new unknowns, their powers will grow stronger. Members are expected to move with discretion; the House’s singular drive and goal is a vulnerability and, after all, knowledge is power. Codes, cyphers, and double-speak are common when in ‘mixed’ company.

Mechanics:

•: Every member has something about the supernatural that has pulled at their curiosity. The House’s connections and philosophies help them explore that curiosity. Members gain a Specialization of their choice in Occult.

••: Members allow themselves to sink deeper into their obsessions. The House’s structure continues to reward them with new understanding. Members gain the ‘Area of Expertise’ merit in any Occult Specialization.

•••: Small pieces of unconfirmed knowledge bring about a mixture of paranoia and understanding, especially when there is evidence of the supernatural. Members gain the ‘Eye for the Strange’ merit.

•••• At this level, Mortal Members of the Cult find their perceptions continue to evolve and expand. Supernaturals, distracted with their own ways of perceiving the secret world, instead find a growing strength in a focus that falls within the Hermetic roots: most commonly books, jewelry, eye imagery, wands/staves, and more.

Mortal Members gain the 'Aura Reading' Merit. Supernatural Members gain the 'Object Fetishism' Merit at 3-dots, and must choose a 'foci' that falls in line with the cults themes.

•••••: Members find their own personal libraries growing and shifting even without their control, becoming a part of the House’s larger library, shifting and changing to meet their needs. Members gain the merit ‘Advanced Library’ at 3-dots.

Contact: KatiePlays

Murk Striders

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Prerequisites: Werewolf, Wolf-Blooded, or Mortal+/other supernatural with a relationship to Werewolves or the Shadow. Occult 3, Empathy 1.

While primarily comprised of Uratha and Wolf-Blooded, there are a handful of others that dot the numbers of the order referred to as Murk Striders, Shadow Walkers, or simply Spooks. Regardless of what they're called, the individuals who are privy and party to this patchwork network of cells tend to be Ithaeur, Bone Shadows, Thyrsus, Mediums, Piercing Eyes Wolf-Blooded, or have some other powerful connection to spirits, the Hisil, and other elements of Shadow.

They seem to generally be united among their dogged pursuit of errant Shadow entities, no matter their stripe, though the more esoteric and bizarre, the more alluring. Alluding to their name, many Murk Striders will travel far, far outside their territory in pursuit of their quarry, which is not always prey: sometimes the hunt is simply for answers.

The Murk Striders are, above all, irrepressibly curious, which manifests in their developed sensitivity to the occult, strange relics collected along the way, the ability to both keep and know secrets, and a preternatural affinity with identifying even the most esoteric weak spots.

Occult specialty in (Ephemera)

•• Closed Book

••• Occult Skill dot

•••• Killer Instinct 3

••••• If Werewolf or Wolf-Blooded, take Fetish (•••). If Mortal+, take the Omen Sensitivity merit.

Contact: Pax

The Black Hand of Typhon

Prerequisites: Status (Crime) 2, Occult 1

Description: Followers of the Black Hand, also known as the Four Perils in some cultures, teach that their founder, or ,founders, were ancient kings who raised early man out of darkness and ignorance. Then the "Gods" came to impose “laws” on mankind, to keep them from becoming gods themselves. The king(s) fought against the Gods, but were cast down, and imprisoned somewhere in the west. Some believe that the location was under the island of Sicily, the volcano Etna.

Most people don’t recognize the spiritual chains placed on them by the Gods. Followers of the Black Hand indulge in increasing levels of crime and sin to break these bonds and encourage others to do the same. If people can’t understand their enslavement to laws, perhaps they can understand enslavement to drugs, alcohol, sex, or gambling. All too often, however, nothing will open a person's eyes but the complete ruination of his life and pride.

To accomplish this, the Black Hand follows the teachings laid out, it is believed, by Typhon, in dreams to the earliest Nameless of the cult. Several variant copies of the transcripts of these dreams exist, alternately called the Revelations of Sin, or the Book of Blood.They have variations, in different languages, but each contains the parables of Greed, Lust, Deceit and Murder, and the story of the Nameless. Some also contain mystical rituals and spells.

As "civilizations" rose and spread across the globe, the Black Hand spread with them, seeding and nurturing criminal organizations from positions of power within, giving rise to many references to the "hand" or "black hand", and associated symbolism in these groups, as well as codes of conduct and silence.

Only those who have proven themselves in their "daughter" criminal organization and have at least a rudimentary understanding of the occult nature of reality are considered for membership. Naturally, most fail to live up to the highest ideals of Typhon, and indulge themselves. This is expected. Like an addict who requires more and more drugs to get their high, the Hand teaches that indulging in sin is a path to inuring oneself to it.

Most Typhonians are, of course, normal humans, but the cult does draw in supernatural beings with a criminal bent, many of whom see Typhon as an ancient version of themselves, battling whatever preternatural force seeks to bind mankind to its rules. An underworld werewolf might relate Typhon to an aspect of Father Wolf, while a criminal Changeling might believe that the ancient "Gods" they defy are True Fae. In any case, the code of silence of the Hand applies to all, and any member is expected to maintain the secrecy of any group to which they belong.

Relic: In NYC, The Revelations of Sin is a huge, ancient book in Latin, inked in blood and bound in human skin.

Initiation Levels

Thief - Learning the lesson of Greed,the Thief takes what he wants. Gain 1 dot of Resources.

•• Tempter - Following the parable of Lust, the Tempter leads others to indulge their desires. Gain the Pusher Merit.

••• Deceiver - Deceit is the third gift of the Black Hand, lying as a reflex to distract Gods and the law.. Gain a dot in Subterfuge.

•••• Death - The penultimate Revelation, the Hand kills those who would oppress or betray them without remorse. Becoming one with Death, they are unseen assassins. Mortal members gain the Psychic Concealment merit. Interacting oddly with a Changeling's mask, the Lost gain 3 dots of Dull Beacon, while other supernatural beings gain 3 dots in Anonymity or Alternate Identity.

••••• Nameless - Emulating the final story, the Typhonian may become as the first Nameless, rejecting and slipping away from all the rules placed on them by society, while cementing their own sway over it. Once per story (month), the Nameless may use 3 dots of any Status they choose (excluding Police), pulling invisible strings behind the curtain of anonymity. This can stack with normal Status dots in the same area.

Contact: Magus666


The Obol Society

CURRENTLY UNAVAILABLE

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Purpose Obol is a reference to the coin placed under the deceased tongue as currency for the ferryman Charon. Members of this society have more than a passing relationship with death or the underworld and are often sought out to help less informed geists, and dead oriented mortals to traverse the dead roads. There’s even rumors of a grieving widow one having made a deal that was too good to refuse in an effort to bring back their dead loved one, and stories abound on if that journey was successful or not.

Relic An old Obol coin that appears as if brand new, but radiates with it’s own liminal aura.

Doctrine Members of the Obol society feel called to explore the underworld, both figuratively and literally. They dedicate themselves deeply to the deathly cost and some even become masters at navigating the deadlands.

Many in society, less versed at traversing those dangerous ghostly causeways will seek to hire a member of the Obol Society, though the price for such a guide can be mercurial, and raises significantly depending on the ineptitude of the one seeking to hire them.

Mechanics

• Initiates into the Obol Society have spent enough time in pursuit of knowledge of the underworld through study, application, or the skin of their teeth, that they’ve begun to specialize in it. Take the “Underworld” specialty in either Academics, Survival, or Occult.

•• Eventually that underworld knowledge advances, growing broader or more thorough in it’s application. Take either Interdisciplinary Specialty or Area of Expertise for “Underworld”

••• Your character has learned what many societies have suspected. You can take it with you…and in fact you can take it back across to the lands of the quick. Your character has more than a casual ability to obtain goods of the grave. The character obtains the merit Grave Goods •• if a Geist, and Automatic Writing if Mortal.

•••• Every Memento has a ghost story attached to it, and you’ve been in and out of so many stories that one has found it’s way into your possession. The character obtains a Memento if a Geist, and the Medium Merit if Mortal.

••••• Members of the Obol Society who reach the upper echelon have spent years traveling the roads of the dead, my landmark, maps, word of mouth and eventually instinct. +3 to Navigating the Underworld.

Contact: Muse

The Sentinels

CURRENTLY UNAVAILABLE

Prerequisites: Vampires or Ghouls only. Invictus preferred, but not required. Anyone with a great commitment to the Masquerade is welcome.

Purpose: To protect the Silence.

Relic: An unearthed ankh from the tomb of a priest of Typhon, upon which it's said Set and Osiris made, and then broke their vows to one another.

Doctrine: Attaining power for the sake of power is a vain, childish, and silly enterprise; the Sentinels are driven by and beholden to the useful application of power to protect the Silence. They prevent prying eyes, mortal and otherwise, from uncovering the secrets of the Kindred.

The Sentinels have existed for millennia, once as an ancient order, and now as a more modern organization for all intents and purposes, but always with a clear, singular, incontestable mission statement: maintain the Masquerade. Whether preventive or post-disaster mitigation, the Sentinels keep mortals in the dark about the robust layer of Kindred happenings that occur under their noses.

Some version of the Sentinels exists on six of the seven continents, and in many of those, the mission statement has extended to contemplate all manner of supernatural secrecy, but in New York City, it is exclusively populated by Kindred, although they have and will deign to take on the burden of covering up other supernatural incidents as part of the larger, more global goal of keeping the Kine unaware.

Their devotion generally manifests as a disposition that leans away from violence, since violence draws attention, but they are by no means pacifists. Members of the organization use pressure, information and influence to control and mitigate threats to piercing the supernatural veil.

There Is No Membership List
A members' list is not available. Some may self-identify or otherwise indicate their membership in their own individual collateral. Please be advised that it's possible not everyone who claims to be in the order is, and that not everybody who’s in the order will claim to be.

Resources 1

•• Dissonance (Ghouls take a dot of Allies, Retainer, or Contacts)

••• Object Fetishism 2

•••• Mental Alacrity (Ghouls take the merit Cohesive Unit •••.)

••••• Scared and Alone

A successful Wits + Socialize + MCI Dots roll, contested by Composure + Power Stat, allows the Sentinel to impose the Ostracized Condition.

Ostracized (Condition)
The Sentinel flays away external Social merit dots equal to their successes on the roll for Scared and Alone. The selected dots are inaccessible to the target for the next month, but they may choose to resolve the Condition for a beat by replacing the dots via Sanctity of Merits for something similar, eg. if Scared and Alone removes Allies (Police), the returned Merit dots may not purchase Allies (Police) to resolve the Condition, but could potentially purchase Allies (Criminal) due to a shift in fate, or Contacts (Police) as old alliances turn strained. If not, the Condition goes away after one month, and normal access resumes.

Resolution
Replace the targeted merit for another similar or adjacent Social merit and take a Beat. Otherwise, the Condition wears off after one month, and normal access to the target merit resumes, and in this instance, the player does not take a Beat.