City: Mystery Cult

MapCityDirectory: Miami, FloridaDistrictsSpheres
Mystery Cult The Magic City Cast List


Mortal Setting Cults

FHC, LLC

(Mortals/+ only)

Purpose

A holding company controlled by the descendants of Julia Tuttle. Psionic powers are common among her descendants and the family and company both are powerful behind-the-scenes real estate players in the city.

Relic

The city of Miami itself is a Relic for the Tuttle Family, and they draw their power from the city that they built with their influence.

Doctrine

FHC, LLC. operates publicly largely under the radar and focuses primarily as a holding company that invests in real estate and development projects in the Miami area. Privately, however, they espouse family-first values that encourage individual members to better themselves by bettering the family as a whole. While some competition is rewarded, anything that puts the family at risk is heavily frowned upon. Not all members of the Tuttle family are psychic, but those who are are also encouraged to expand on their gifts by making use of the training and experience of the older members of the family.

Mechanics

Membership levels

Specialist Those just learning the ropes of FHC, LLC.’s business practices get the first lesson - a free speciality in Persuasion.

•• Supervisor Due to the business’ connections in the Miami business scene, all Supervisors of FHC, LLC. receive Allies (Real Estate) • for free.

••• Manager Managers at FHC, LLC. have extensive training in the company’s business practices, and as such gain a dot in Persuasion.

•••• Executive After years of exposure to mortal and likely non-mortal supernatural abilities, Executives of FHC, LLC. receive three free dots in Supernatural Resistance.

••••• Senior Executive The Senior Executives of FHC, LLC. have had plenty of time to develop their own psychic abilities, and as such receive a free three-dot psychic merit of their choice.

The Miami Infoshop

(Mortals/+ only)

Purpose

A collective of the bizarre people of Miami. They are primarily concerned with their own protection, but work with the Executive Circle to stay in the know regarding what’s going on in Miami. The Infoshop espouses anarchist and libertarian socialist values, and lets its members pursue their own interests free of oversight or interference.

Relic

A framed and tattered black cloth hangs on the walls of the Infoshop, above the bike-repair area. The flag - a relic of the Infoshop’s involvement in the Second National March on Washington for Lesbian and Gay Rights - barely survived the event. It now stands as a memorial for those who the Infoshop fights for.

Doctrine

The doctrine of the Miami Infoshop is usually expressed in quick slogans: “Eat the Rich,” “Kill Your Heroes,” and “Three Word Chant” being the most popular. In reality, the group is loosely organized in a horizontal manner, where members choose their own level of involvement. A good number of the Infoshop’s mundane membership participates as the shop’s librarians, bicycle repair team, and Food Not Bombs volunteers, but anybody is welcome to fulfill any role.

Mechanics

Membership levels

Comrade “Be gay, do crimes,” the experienced Comrades said as the new recruits learned the business. Comrades of this level gain a free specialty in Larceny, Brawl, or Weaponry.

•• Comrade Comrades know how to do things outside of the purview of Big Brother. They receive Anonymity • for free.

••• Comrade The Infoshop is, above all else, a source of information and learning about how the world works. These Comrades receive a free dot in Politics.

•••• Comrade Anybody who has been a Comrade long enough to reach this level of membership has made a lot of friends in weird places. Receive Allies ••• distributed as you wish with other supernatural factions in the city.

••••• Comrade These Comrades have learned some trick they shouldn’t know. Receive one supernatural ability (no higher than level 1 if levelled). That ability uses your MCI merit as your supernatural attribute dice pool and any power pool costs are replaced with Willpower costs.

Niqibat Al-Tijara

(Mortals/+ only)

Purpose

The Moroccan’s criminal over-syndicate bridges the criminal interests of the city and the more respectable membership of the Executive Circle. They primarily offer below-board resources and capabilities the Executive Circle wouldn’t normally have access to, though the other factions do not trust them.

Relic

At a hard-to-find building near Miami’s port is a small office that despite all appearances, is heavily secured. Within that building is a small shrine brought to America by the Moroccan. The shrine is to one of the Moroccan’s ancestor-gods, worshipped in traditional Berber manner. Only the most trusted of the Moroccan’s associates are initiated into the true Niqibat Al-Tijara.

Doctrine

The Niqibat Al-Tijara began as a simple merchant’s organization in Morocco, but has since expanded as a subversive criminal empire in Miami and other trade ports around the world. On its face, the group is a syndicate interested in keeping the peace in the criminal underworld in order to expand everybody’s wealth. However, that activity is simply part of the secret faith The Moroccan and his close associates practice.

Mechanics

Membership levels

wld em Those who have just entered the service of the Niqibat Al-Tijara have learned that the Truth is a lie and all lies are Truth. They learn a free specialty in Subterfuge.

•• ‘akhwan The ‘akhwan are professionals who do not risk discovery, no matter what they are doing. They gain Untouchable •.

••• al’abwayn The al’abwayn are not to be trifled with, and the people of Miami are quickly learning that lesson. All al’abwayn earn a free dot in Intimidation.

•••• jid The Niqibat Al-Tijara are thieves in more than one way. The jid receive the Thief of Fate merit.

••••• almasnin Something looks over the eldest of the Niqibat Al-Tijara. Each almasnin receives the Retainer ••• merit for a Ghost ally.

The Order of Saint Cervantes de Valladolid

(Mortals/+ only)

Purpose

A secretive Catholic Order dedicated to contain and purge supernatural threats to their community. The group also welcomes practitioners of Santeria and other Catholic-syncretic faiths.

Relic

The Order’s base in Miami, the Church of the Holy Mother, houses a reliquary common to all of the Order’s churches. The reliquary, a simple hawthorn box tied with old leather, supposedly contains the ring finger of Saint Cervantes de Valladolid himself. It is the Order’s faith in the Saint and his cause that propels them forward in their purpose.

Doctrine

Within the Order, the number one goal is to understand and eliminate threats to the Catholic community they are a part of. In Miami and their resulting membership in the Executive Circle, they have expanded their mission to the city as a whole. The Order itself is insular and private, revealing little of itself. Their rituals, variations on the Sacraments as well as a few of their own, would be considered by outsiders as torturous mutilation.

Mechanics

Membership levels

Portero The Order knows a hunt will fail if they do not know what they are hunting. All Portero therefore earn a free specialty in Occult.

•• Alcaide The faith of the Alcaide is strong. By reaching this rank, they have gained Object Fetishism • with their crucifix.

••• Nuncio A Nuncio is a knowledgeable resource to the Order. They gain a free dot in Academics or Occult at this level.

•••• Comisarios By this point the Comisarios has proven themselves worthy of accessing the Order’s Library •••, which includes texts on Academics, Occult, and Investigation.

••••• Alguacil Alguacil must have learned the divine sorceries needed to fight their enemies. They gain a dot of Supernatural Resistance, and Countermagic Ward (••). Once per chapter, they may use the five dot version of the latter.

The Seventh

(Mortals/+ only)

Purpose

An organization of “retired” Lost Boys who work together to protect the Executive Circle and the city at large from supernatural threats. Their ranks have swelled with membership from Cuban and Venezuelan refugees that have come to Miami in the intervening years.

Relic

A wooden ship’s wheel hangs in the main gathering room at the USCG Seventh District base. The wheel is the only thing that was recovered from the CGC Tarpon after it was lost at sea during an incursion fighting Those Below. The wheel, which simply floated to the base and was recovered a week later, is now a constant reminder of the dangers The Seventh face in defending Miami.

Doctrine

The Seventh operates most of the time as a support organization for its membership, something akin to a VFW chapter that has to facilitate its members’ drug addiction. However, there is a serious military aspect to the group. The Seventh’s leadership is always tracking Those Below, and orders come down to deal with them and other threats Miami faces. Members in the Seventh are all considered trusted professionals at this point. Though the vast majority are Lost Boys, not all are, but all are military veterans.

Mechanics

Membership levels

Recruit The first thing a Seventh Recruit learns is that every shot counts. They gain a free speciality in Firearms for their preferred service weapon type.

•• Apprentice Members of the Seventh survive thanks to their squadmates. Apprentices gain Small Unit Tactics • to help their fellow Seventh.

••• Petty Officer Experienced Petty Officers have learned the skills needed to succeed in the Seventh’s missions. They can take a free dot in Drive, Firearms, or Survival.

•••• Chief Chiefs know how to get things done. By this point, they’ve acquired Protocol Fixer ••• to keep themselves and their fellow Seventh supplied with the Protocol.

••••• Master Chief The Master Chief is authorized to access The Seventh’s secret weaponry. They now have Esoteric Armory •••.


Player-Run Cults

College of Healers

(Any venue, Medicine 1 or Holistic Awareness required, suggested to have at least one specialty in either medicine or survival that is medically relevant)

The College of Healers is a new addition to the Miami landscape, having been founded just recently by Knox Fairchild Moore, and his wife Vieve Fairchild Moore.

Purpose

The idea was brought forth that the old methods, those that were tried and true, those that anyone could learn, were things that needed to be preserved. The start of the College is the beginning of that preservation, and the start of something new altogether.

Relic

A customized, and antiqued looking measuring tool owned by Knox’s mother before him. The simple and elegant silvered tool has notches and grooves, etched with various measurements and notations, and is covered in stains from various different chemical compounds.

Doctrine

The College of Healers conforms to a very stringent code, not unlike the Hippocratic Oath. Members must render aid to non-combatants of any ilk that request it, and it is suggested when they travel together, to at least aid the senior-most member in such healings. They are not, however, beholden to anyone that knowingly means themselves or others in the immediate area harm. By virtue of their work, it is also suggested that they work within their local communities, to practice their arts, and to aid those who may not simply need physical healing. They can be denoted in full as the following:

  1. Treat the sick and heal the injured.
  2. Offer your services to any in need, so long as they mean no harm.
  3. A healer is nothing, without their community, walk amongst them, know them.
  4. A healer is never done learning. Knowledge leads to breakthroughs, breakthroughs save lives.

Mechanics

Membership levels

• Student- All those who are willing to learn and have a basic aptitude, are students within the college. The singular purpose of the College helps hone the skills of those who are willing to learn, teaching them better ways to deal with those things they already specialize in.
-Area of Expertise granted for a specialty already known in either Medicine or Survival that is of medical relevance.

•• Apprentice- Those who do well in their studies are granted more responsibility, but also more freedom. Members at this level are encouraged to do their own studies, to work with others and to seek out knowledge wherever they can find it. In addition, they are granted access to the College’s library to aid in their pursuits.
-Library (Medicine) 1

••• Journeyman- Members at this level of understanding tend to begin to move out on their own, bringing knowledge back to the College and even teach some of the younger members things that they have found on their travels.
-Gains a +1 to Medicine or Survival

•••• Artisan- Members who have reached this level begin to learn the more esoteric arts to aid those who are in need of healing. Either through faith, or self-determination, there begins to be the edge of the supernatural around them, learning how to take on the wounds and sicknesses of others onto themselves.
-Lay on Hands (3 dot supernatural merit), even if not mortal

••••• Doctor- Those who have focused so much of their life, of their will, into the College itself call themselves Doctor or Doc amongst their peers in the College. Their knowledge is only matched by their creativity and curiosity, and it shows in the way that they treat their patients and teach their students. Those who have attained the title are able to treat the most grievous wounds with relative ease, combining the teachings of the college to work veritable miracles on their patients.
-Once a Chapter: The first time treating an aggravated wound, the leaders of the College are able to treat the wound as if it were only lethal damage, for any eligible roll, or to count against any specific drawbacks. This includes Lay on Hands requiring the normal amount of successes, and taking only lethal damage, instead of aggravated wounds, and the ability for mundane rolls to treat them as lethal for number of successes/time needed for the Doctor to heal them. This in no way, shape or form translates further damage to be worked on into anything less than it originally was.

Contact
Ebram (Knox)

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Forgotten Threads

(Anyone in the know)

Have you ever noticed why ghosts linger? There’s always some unfinished business, some incomplete task, some person, place or thing they want to protect. Something that they feel was supposed to be done already. This isn’t a coincidence. In most cases, they were fated to do that. To finish what they started, to remain with their family, to keep an eye on something they took responsibility for. But it was taken away from them, the thread snipped, cord cut, and weave disrupted by violence or negligence or selfishness. And cutting a thread like that, well, it tends to draw undesired attention…

Purpose

One of the most common causes of a ghost, and thus the shortening of Fate’s threads, is a death caused by violence or selfish negligence. When you kill someone when trying to take their money, work someone to death, or otherwise let your own selfishness or greed lead to someone else’s end, it ruptures their Destiny and a ghost is left behind as the frayed ends of their fortune scatter improperly.

The Forgotten Threads, then, are about fixing those frayed edges, but more importantly, they’re about preventing them from happening in the first place. They seek out those that take part in criminal activities or selfish gains that are likely to lead to such an end, and warn them against it, or strongarm them into stopping. Because if you cause too much damage to the weave of destiny, far worse creatures than a handful of cultists will take notice, and by then it’s too late for you.

Relic

The cult’s temple, an abandoned, haunted home in Coral Gables, acts as the ‘relic’ for the group.

Doctrine

The Doctrine is fairly simple; progress the group’s purpose, and avoid the type of behavior the cult by its nature works against. Seek out those likely to cause ghosts formed of violence or negligence, and turn them away from that path. Seek out ghosts already formed of that, and help those entities that need to be directed to them find people that need to be “corrected” (or help do so yourself). Avoid murder, especially out of selfish motives. Avoid leading others to death in other ways for your own selfish ends. Avoid negligence leading towards the decay of others.

Mechanics:

Membership levels:

• Those that join the cult must inherently have some knowledge of the dead to be of use to it. Initiates gain the Interdisciplinary Specialty (Ghosts) (•) merit.

•• Once the cultists have proven themselves to the local populace of ghosts, making it clear they’re working to help them and prevent others from falling to the same fate, they end up with more talkative spectres, even if they often must communicate indirectly. They gain Contacts (Local Ghosts) (•).

••• As the cultist establishes themselves, the dead resonate more clearly with them. They gain Look Between Worlds (••) if a Beast or Herald, Ephemeral Sight (ghosts) (••) if mortal, a 2xp or less ghost-perceiving power if one’s available to other supernaturals, or a dot of Occult otherwise.

•••• Working so closely with the threads of fate and destiny allows one to gain more awareness of them, or a resonance to them. They gain Omen Sensitivity (•••) or Destiny (•••), even if not mortal.

••••• The threads of destiny are strengthened around those at the pinnacle of the Forgotten Threads. When being targeted by a supernatural effect that would bind the character in an oath, pledge, geas or similar ability, force the character to do something they don’t want to do, or alter their luck or destiny, they become aware of it, and once per chapter can spend a point of Willpower to enact a Clash of Wills against it (roll Supernatural Potency + MCI; this counts as an indefinite power). If the cultist wins, the power fails to affect them, and they become immune to that specific power for the rest of the day.

Contact
Joseph Cambersten

Hermetic Sisterhood

(Who can Join) Women only.

Purpose

The Hermetic Sisterhood is a secret society of young and gifted women that exists to help each one to achieve its greatest and most profound potential. Built on concepts of Hermetic Philosophy and Alchemy its members seek to perfect themselves and transform to a higher level of success, knowledge, power, or whatever it is they seek. The society seeks to use their combined ability to even the scales of an unforgiving and unfair world, one set against young women from achieving the success and respect the members seek. Through occult and philosophical principles, devout loyalty, and burning passion the Sisters will first transform themselves, but also the world.

Relic

Deep in the lab of Pamela Salam lies the secret to her own transformations, a real philosophers stone. Crafted by her own hands and skill, but still not yet truly perfected it is a powerful symbol for the sisters. Through it, and through their own dedication, they too can transform their lives .

Doctrine

Through occult and philosophical principles, devout loyalty, and burning passion the Sisters will first transform themselves, but also the world.

Mechanics

• Tin: Tin is one of the great spiritual metals of alchemist philosophy, often representing a nobility of spirit and generosity of character. Ruled by Jupiter, it instills in us charity and philanthropic pursuits. With this in mind, those beginning their entry into the Hermetic Sisterhood. The sisterhood’s meeting place is somewhere sacred. Some where they can plan in pricate with out prying eyes. Safe Place 1 is given to every member, Access to the Penthouse at the top of the Honu foundation.

•• Iron: Iron is unyielding and powerful, hard and valuable for its purposes in many constructions. Representing determination and power, ruled by Mars, it is through Iron the Sisters begin to truly achieve their potentials. The strength of iron, once the heat and pressure has been undertaken to cast it into shape, can take a simple hunk of ore into a sword, or a beam, or any number of tools that bring society into a new Era. From here members undergo a transformative process at the stone, and gain the merit “Iron Stamina” at 1 dot, able to endure endless toil in their works.

••• Copper: where Iron is hard and forceful, Copper is gentle and pliable, and a far better conductor of energies. Not only this, but Copper is a metal that bonds easy to others and in almost all cases improves that which it touches. Without the form of greatness that copper represents, representing love, the humanities, of art, beauty, and the pursuit of a greater quality of life a transformation to a perfected state is ultimately fruitless. Ruled by Venus, Copper and it’s transmutations bring students not only to a stronger state, but a far more beautiful one. Members with three dots of status gain the merit gain the merit “Striking Looks: Advanced” whatever beauty they may possess, copper only seeks to improve what it finds.

•••• Silver: Silver is an invaluable metal to master in spiritual development. It is durable and heavy, yet malleable into many forms. It is the metal of the home, the coin that provides, and sustains the health of the body to purchase its food. It is the metal of mothers, shielding us from crisis, and evocative of all that provide. Silver is born of the Moon, and it is from it that we gain wealth and prosperity to imbibe our efforts with the resources they need to become fruitful. Once the Sister has achieved this state of enlightenment they learn practical secrets to ensure their personal prosperity. They gain three dots of the Resources merit.

••••• Gold: Gold is the metal of perfection, of true rulers, of the greatest of empresses. Those of the power of Gold know well how to rule and lead those around them. Born of the Sun, it is the source of all energy, of power, of ego, and a greatness of spirit unbound by limitation. The foundation of all society, it represents not only material wealth of nations, but also the respect of its leaders. Those that have attained the transmutation of Gold find they are granted great wisdom, and with it energy to command respect and support of those they seek to uplift in their eternal pursuits. Members with 5 dots, when bestowing a task upon any character in an organization they share status in grants the Tasked condition which bestows 8/again on dice rolls to accomplish this task and they lose 10/again on any other dice roll to do things otherwise. This task must take at least a full day’s work or place the recipient in danger to be effective. When the person bestowed on the task accomplishes it both they, and you gain a beat.

Contact
Samantha Raine

The Invisible Hand

(Who can Join) (Resources 1+ only)

Purpose

To bring in low level cultists that the priests that are truly initiated can manipulate for the benefit of the cult and its masters. To learn to recognize and influence the ephemeral beings that compel and are compelled by the everyday actions of humanity. To most members they aren’t cultists in a cult. They’re Investors in the Organization. In the end, the cult exists to further designs of the City Father in exchange for His aid in expanding their own influence.

Relic

A section torn from the original city Charter of Miami. This relic provides a link to the City Father which the cult uses to appeal to him and seek his aid.

Doctrine

To most the Invisible Hand is an idea of market forces influencing the decisions of mortals. But some know the truth, that there is more at play in mortal webs of influence and power. There are literal invisible hands, born of beings unseen, that move and shape mortal affairs for their own benefit. Ghosts and Spirits are beings that truly haunt and guide humanity. True Invisible Hands. Knowledge and wisdom is gleaned from learning to deal with and understand these entities.

Mechanics

Membership levels

• Anonymity • or an Occult Spec - Cults Draw attention. The first thing the Invisible Hand does is ensure that the spirits they’ve allied with work to cover the tracks of any of their maneuvering in the city. Most Investors are hard to track down as a result though others instead gain insight into the occult workings of the cult, instead gaining an Occult specialty of their choice.

•• Staff, Retainer or Herd • - Investors expect a certain amount of return for their labors in the Organization. The first signs of their reward are the loyal staff that they accrue to assist them. Of course, the Kindred often see these individuals as a better source of food than labor. The staff or herd is inevitably made up of initiates into the Organization, each expecting that in turn they will one day gain these benefits for themselves.

••• Communion •• - At this level the hints of supernatural power that were introduced before become clear. They aren’t Investors. They’re Priests and they’re taught to recognize the messages from the City Father that guide the Cult’s actions. (This is the level that ignores template restrictions)

•••• Medium ••• -Or- Spirit Speech •• and Area of Expertise (Occult: Spirits) • - Spirits are not the only beings that guide the living. Sometimes the dead refuse to sleep and even their voices carry wisdom. As Priests continue to advance in their understanding they learn to listen to these voices as well. Others focus intensely on their understanding of the city’s spirits, becoming experts in the field.

••••• Vampires and Ghouls gain a free dot of Blood Tenebrous/Others instead gain Allies (Spirits) 3 - The Ascended of the Invisible Hand know and see the truth. The cult exists as much as an extension of the City Father’s will as it does in an effort to extend influence over Him in order to further their own goals and machinations. Kindred, and their ghoul servants if ever allowed to reach this level of enlightenment, gain the first level of Blood Tenebrous as their blood manifests mysterious gifts in response to the City Father’s presence. Others at this rank simply benefit from increased influence and connections in the City’s spiritual realms.

Contacts
Victoria Messini or Lorelei McCowan

Keys to the Long-locked Doors

(Anyone who wishes to learn)

For as long as humans have existed, there have been those whose greatest passion is to know the unknown. To look beyond the horizon, to discover the truths behind all of lifes secrets. To find out what lies behind every locked door. We are the continuation of that grand tradition, and there is no greater purpose to the eternity we find ourselves bound to than unravel the greatest mysteries of the universe.

Purpose

Just as the Ordo Dracul seek to overcome every weakness, searching for knowledge to use in their pursuit of ascension, so too do the Keys seek out unknown truth to make them stronger, greater, ‘more’ than all others. We want to know all there is to know, and then use that knowledge to bring us to greater heights than any have ever reached before.

Relic

Reliquary containing a piece of brain matter from a vampire, a mortal, a changeling, a werewolf and a beast, soaked in a point of vitae from the three founders, enchanted to keep it forever fresh.

Doctrine

Any truth that has been forgotten, regained. Any truth that has been hidden, found. Any truth that has yet to be discovered, brought into the light. Any truth that has been granted to one of the Keys, shared when the time is right and a Door needs to be opened. Any member can come to another for aid in their studies, and knowledge gained by one member is expected to be used for the benefit of all, be it relating to the Keys or a Door blocking their personal path forward.

Mechanics

Membership levels
(Who it effects)
Any member can gain up to the fourth rank, Kindred only can attain the fifth.

•Rake: There are many paths to the deepest truths.Those that rake the Pins of the Lock gain a skill speciality in Occult, Science or Investigation.

•• Pick: Some Locks cannot be raked, so those who spend the time to learn how to pick them gain either a Mentor (•) to open more Doors, or Good Time Management (•) to open them faster.

••• Key: Every Lock has its Key, but most Keys can open but a single Door. Those who wish to open Doors within the Ordo Dracul may take Independent Study (••), while those who wish a different path may get a free point in Occult, Investigate or Science. This cannot take them above the normal maximum of 5 dots.

•••• Keyring: When you have opened many Doors, your ring must hold many Keys, which each hold clues on how to open the next. Kindred who attain this level gain the merit Direction Sense, Epic (••) (despite not being Begotten) and an Interdisciplinary Specialty (•) on any Skill Specialty the Keyring possesses, as each new Door opens more quickly to those who have studied the Keys found prior.

••••• Master Key: No Door stands long against those who have the Key to all. Those who bear the Master Key can always find a teacher for whatever they seek to learn, and gain one dot of any Discipline, Blood Sorcery, Coil, or Ritual they already have at least some ability in.

Contact

Markus Michael

The Providence of Muses

(Who can Join) Artists, Patrons of the Arts

Ever since the dawn of civilization, art and culture has existed both as a form of entertainment as the ultimate form of personal expression; for the truly inspired, it has been a passion that borders on obsession, the genius of the virtuoso echoing through the centuries. The Muses were the Goddesses of artistic inspiration, the wellsprings from which poetry, lyricism, music, and art flowed. They inspired perfection, demanded it. But what is perfection? The idea of the Form too hails from ancient Greece, the renowned philosopher Plato postulating a theory that claims that for every idea or object that exists, so too does the Form of that idea or object — its truest essence, the perfect and unchanging representation of it. There are perfect Forms of passion, of love, of hate, of happiness, as there are perfect Forms of beauty, of melodiousness, of dance, and of landscapes. But art in the modern day is art for its own sake; everyone is their own master, and everyone is a critic. It should then be the true artists’ vocation to pursue this sublime Form in their art, to find that perfection, to unveil it for the world to gape and awe at. No matter what the subject and no matter what the genre or style is, perfection is the standard to be held to. And the Muses are there to inspire it. Art is not subjective.

Beyond what is visible at the surface, those waters of inspiration flow from supernatural origins. Esoteric rites worship the Muses as the living embodiments of creativity, encouraging words and masterful lessons interspersed with the sorcery of Contracts and other mythical powers to ensure the loyalty, or at the very least the discretion, of the Muses’ supplicants.

Purpose

The purpose of the Muses is to guide and nurture talent in the city of Miami, guiding aspiring artists to perfection. But not only do they harness the raw talent and passion of up-and-coming artists, they also invite the distinguished and cultured into their ranks, recognizing that perfect art demands a platform to be seen and spread, creating ripples on the water that furthers their influence across the state and the world itself. As such, the cult is divided into two separate branches; the Artists, those with the creative gift, the makers of works miraculous and wondrous; and the Patrons, the people who recognizes art true value and purpose and are willing to propagate the cult’s influence through the upper echelons of Miami’s social ladder.

“We must be the shining exemplar of art and culture in Miami; it is our duty to establish standards to which aspiring artists must hold themselves to in order to gain recognition”

Relic

A fresco of the ancient Greek muses at the very sanctum of their temple. Those of high enough rank in the cult congregate here to ask for the well-wishes of the Muses, hoping for good fortunes, inspiration, or their hearts’ desires to be fulfilled. In this temple, the Muses gather their followers for mystical rites, dismantling the inhibitions and blocks that impede passion.

Doctrine

The Muses’ foremost command is to spread the idea of art as the vessel for ideas and concepts elevated to the perfection of their form; as such, all Artists no matter rank are expected to continue to hone and develop their skills. The Patrons are expected to promote and bring attention to the cult’s creations, ensuring that the Muses’ sublimity travels far and wide. Whether Artist or Patron, those inducted into the mysteries of the cult are expected to maintain discretion about their rites and the true identity of those exerting influence on Miami’s cultural stage.

Mechanics

Membership levels
(Who it effects)
Artists

• Initiate: An initiate is recognized as someone with potential within their field, and is encouraged to develop their own personal style. Gain an Expression specialization related to your style of art (examples: Violin, Postmodernism, or Ballet).

•• Artist: An artist is well-versed in understanding and scrutinizing works of art, and can recognize true quality when they see it. Gain the Taste (•) merit.

••• Artisan: An artisan is viewed as one of the true artists of Miami, their works sought after by connoisseurs of the art world. Spread two dots of merits amongst Status: Arts and Society or Fame (either one dot in each; two dots in Status; or two dots in Fame).

•••• Master: A master is approaching the upper echelons of the cult and is expected to start guiding those beneath them towards their potential. Gain the Inspiring (•••) merit.

••••• Muse: Gain a dot of Expression. This dot may take you over the normal rating limit for skills.

Patrons

• Connoisseur: A connoisseur has an appetite for the fine arts and cultures, and often frequents galleries, museums, or theatres. Gain a Socialize specialization related to indulging the arts (examples: Arts and Society, Formal Events, or Cocktail Parties)

•• Sponsor: A sponsor is intimately familiar with the fine arts, experienced enough to recognize true quality when they see it. Gain the Taste (•) merit.

••• Patron: A patron has made significant contributions to the cult’s artists, either donating at events or purchasing art. They can boast of their cultural distinction to their peers. Spread two dots of merits amongst Status: Art and Society or Allies: Art and Society (either one in each; two in Status; or two in Allies)

•••• Philanthropist: A philanthropist is expected to promote the cult’s interest in the very uppermost tiers of society, recruiting new sponsors and discrediting those that might criticise its expanding control over the cultural sphere of Miami. Gain three dots in the Etiquette social style.

Contact
Anastasia Vorobyova

SCIENCE

(Supreme Council for the Investigation of Etheric and Non-Causal Events)

(Science 2+, Occult 1+)

The Council has existed since the late 1800s, founded by two Master Scientists remembered as Doctor Destiny and Professeur Lux. Small groups exist in many major cities throughout the world.

Purpose

Founded to promote research in what are predominantly considered fringe sciences at best, members of SCIENCE delve deeply into subjects such as Psychotronics, Cryptozoology, UFOs and the like. However, in current day, subjects that once were science fiction, like Quantum Mechanics, Virtual Reality, Artificial Intelligence, Gene Modification and Cloning feature prominently in the work done by many younger members of the Council. Combining hard science with the scientific exploration of nominally “occult” subjects like psychic phenomena are the core of the Council’s research, but it is common for members of the Council and their research to branch out into Computers, Medicine, and other related fields.

Relic

In the main Laboratory of the Council sits an ancient object. Called a Baghdad Battery by some, this device of pottery and metal is the earliest known electrical generator, still capable of producing a charge if filled with a weak acid.

Doctrine

It is the goal of man to uncover the secrets of the universe, and anything is possible through science. Many things that were once called magic are now understood by science, and many things that modern science doesn’t yet understand or believe, can be achieved by the efforts of the gifted scientists of the Council. But knowledge is not enough, without application. The Council expects its members to take a hands-on approach to invention and development of new technologies.

Mechanics

Membership levels
(Who it effects)

• Research Assistant - Only those who are already versed in both traditional and exotic sciences are admitted as assistants to the Council. A new research assistant is encouraged to put that knowledge to work for a more senior scientist. The research assistant gains the Investigative Aid merit in either Science or Occult (though we don’t normally use the Investigation system per the book, this merit does provide an exceptional success on 3 rather than 5 successes when doing research using the specified skill, and a success may provide some additional information.)

•• Researcher - At this level the Researcher has begun doing his own research and publishing papers, as well as reading and reviewing the research done by others. He gains one dot in the Library merit for either Science or Occult. (This may stack with normal purchase of the merit up to the three dot limit)

••• Lead Researcher - The Lead Researcher is expected to be able to coordinate other Researchers and Research Assistants to further her projects and put her theories to use in physical form. Furthermore, she is expected to attend monthly symposia, and present her theories and experimental results. Gain the Hobbyist Clique (Crafts) merit.

•••• Scientific Fellow - A scientist of this caliber should have his own lab by now, and be able to build his own devices, but even the best sometimes require dedicated help. The Scientific Fellow gains 3 dots of Lab Assistants (Retainers) to be divided as he chooses (3 1 dot Retainers, 1 3 dot, etc). This Retainer may be human, but just as often is the result of the Scientific Fellow’s own research into Cloning, Artificial Intelligence, Hybridization, Robotics, Dimensional Travel, or other means.

••••• Master Scientist - Only the most gifted scientists who have completed at least one Magnum Opus project are granted a seat on the Supreme Council and given the title of Master Scientist. Most of these choose an appropriate Nom de Science, usually Doctor or Professor “something” (even if they do not actually hold a doctorate or professorship; the “something” being related to their preferred field of research). The Magnum Opus project is always something that exceeds the boundaries of modern mundane science, be it a device, serum, or other means, and each one is different and unique. This grants the effects of one Supernatural Merit of up to 3 dots, without prerequisites (if any).

Contact
Solomon Reed

The Sentinels

(Subterfuge 1+; AND Supernatural, Half-template, or Mortal+)

Purpose

To maintain the secrecy of the supernatural world from the mundane, and to defend the shroud with vigor and zeal. Whether preventative or post-disaster mitigation, the Sentinels keep mundane mortals in the dark about the robust layer of occult happenings that occur under their noses. Members of the organization use pressure, information and influence to control and mitigate threats to piercing the supernatural veil.

Relic

An original tapestry depicting armistice between Uratha and a group of Seminole Native Americans.

Doctrine

The Sentinels have existed for centuries, first as an ancient order and now as a more modern organization, but always with a clear, singular, incontestable mission statement: keep the secret. Originally founded by Uratha as an extension of securing the Oath of the Moon’s laws, Kindred adherents looking to prop up the Masquerade gravitated towards the order soon after, and then more. Their devotion generally manifests as a disposition that leans away from violence, since violence draws attention, but they are by no means pacifists.

Mechanics

Membership levels

• Initiate: Initiates become well acclimated to keeping a secret. Take a dot in Closed Book.

•• Sentry: Sentries are disarmingly subtle in the exercising of their influence, and know how to ingratiate themselves effortlessly with targets, tempting and luring in their preferred direction. Take the Pusher merit.

••• Operator: Operators begin to hone their skill set, improve their knowledge base, and can smooth-talk themselves in and out of any situation. Choose from an Investigation or Occult skill dot OR two dots in Fast Talking.

•••• Dedicated: The Dedicated are devoted to their cause, and hypnotically suggestive in their ability to diffuse a potentially damning, and damn dangerous, situation. They can stop a vampire mid-frenzy or put a werewolf off its Death Rage. Take the 3-dot Peacemaker merit.

••••• Warden: Wardens are unerringly strategic in their defense of the tenuous accord that shields the mundane from the supernatural, and the supernatural from the mundane. Take the 3-dot Reconciler merit.

Contact
Tempest Pax

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The War Path

(All characters)

Purpose

When it comes to conflict, the only real path is the War Path. The cult is an amalgam of the rough, wayward, and criminal, all seeking to prove themselves in wild blood and glory. They develop members into the strongest and most violent barbarians they can be, binding them together in bloody camaraderie with social rituals and shared tribulations. Cultists work for inner and outer strength for their individual reasons, the better to crush the unfortunate souls that get in their way, but have no overarching goal beyond grandstanding and developing the cult’s strength. Overwhelming power and chaos are the true purpose: what they do with such abilities is their own concern.

Relic

The War Path reveres the symbolism of an ominously dark and twisted horn decorated in gold and jewels, rumored to be from another realm. It looks more like the horn of a monster than any natural animal, but that also enhances its mystery (and skepticism.) Cultists at the fourth or fifth ranks may sound the horn on special occasions, particularly to start hunts and/or ceremonial combat.

Doctrine

Conceptually, each cultist walks their own narrow way down an archetypal “War Path,” pursuing and expanding their abilties to gain insight into other ways, thus expanding their path toward its true potential (for ultraviolence.) The cult preaches continual progress and perseverance by any means possible, preferably in a spectacular and violent manner. Might makes right in the War Path, not honor or fairness, and brutal tactics are not only okay, but encouraged. The cult does not require or enforce a particular dogma or spirituality beyond bloody drama. Strength and bravado are key on the War Path: between fights, cultists engage in performative acts of resilience and prowess, whether that’s smashing bricks, leaping through fire, ritual cutting, or wilder fare.

Cult-wide judgements are determined by MCI 5 cultists, with counsel from MCI 4 cultists. The War Path has no official set of ranks otherwise, but respect MCI in terms of techniques and trials (i.e. MCI benefits and rank.) Cultists are not permitted to kill or capture each other outside of extreme circumstances (as judged by the above), nor are they permitted to fight while under threat or pursuing a shared goal (e.g. other realms, ST/PRP scenes.) They are otherwise permitted to attack each other, and Bashing damage is only rarely considered a problem. That said, cultists will be brutally stopped and punished if their fights gain too much attention, interrupt cult rituals, or permanently maim a cultist.

Mechanics

Membership levels

Contract: Cultists are guided to develop their own “Path” of combat, be it physical or supernatural. Gain a combat-applicable Specialty. Vampires may take a dot of Herd instead.

•• Expand: Specialized knowledge is only as effective as you make it. Enhance or synergize a Specialty with the Area of Expertise (CoD 44) or Interdisciplinary Specialty (CoD 45) Merits, which must be (or become) combat-applicable.

••• Flow: Cultists learn to flow with the chaos and momentum of war. Gain one free dot in a Skill you use to directly cause damage.

•••• Crash: Through bloody ritual violence, cultists learn to fight against overwhelming odds. Gain 3 dots of the Rites of the Impaled Style (SotC 197). If upgrading into Lethal would normally make you unconscious, replace “Aggravated” with “Lethal” for the second maneuver.

••••• Rage: Cult leaders are terrible to behold when their fury is unleashed. When sacrificing Defense for any other reason in combat, you may also convert your attacks to All-Outs.

Contact
Morgan Graves?

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Template

Mystery Cult Name

(Who can Join)

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Purpose

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Relic

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Doctrine

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Mechanics

Membership levels
(Who it effects)

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•• Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

••• Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

•••• Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

••••• Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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