Players: Forgotten Threads

Forgotten Threads

A super cool sentence

Mystery Cult: Forgotten Threads
Founder: Joseph Cambersten
Sphere: Occult
Relic: Haunted House
Sanctuary: Haunted House in Coral Gates
Themes: Ghosts


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…


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.


The Doctrine is fairly simple; progress the group’s purpose, and avoid the type of behaviour 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.


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MCI Members

JosephJoseph (•••••) Beast
HarperHarper (•••••) Beast
AuroraPoltergeist researcher (•••) Mortal
JediahSpectre seeker (•) Mortal

Titles and Mechanics

Spectre seeker’ • 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.

Shade tracker •• 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) (•).

Poltergeist researcher ••• 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.

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

Joseph and Harper ••••• 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 a 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.


  • Example


“I am a quote! Fear me!” -A person with a face.
“I am a quote! Fear me!” -A beast person.
“I am a quote! Fear me!” -A person with fangs.
“I am a quote! Fear me!” -A person that can woof.
“I am a quote! Fear me!” -A person that is lost.

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