Difference between revisions of "Template:Sabbat Hooks"

From Modern Nights
Jump to: navigation, search
Line 1: Line 1:
 
In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Sabbat character applications should pick one of the following backstory aspects. If you do not like any of these aspects, you can collaborate with staff to write your own hook into the story, but we will need you to have a direct "in" to be approved:
 
In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Sabbat character applications should pick one of the following backstory aspects. If you do not like any of these aspects, you can collaborate with staff to write your own hook into the story, but we will need you to have a direct "in" to be approved:
  
* '''Sabbat Merc:''' Regardless of your official affiliations, the Sabbat’s cartel connections have landed you into the role of mercenary, assassin, or hitman for the Sinaloa Cartel or its local allies, Sun Yee On. When it comes to your usual grinds, your gigs set you out to pick up merch and put down enemies, your mortal allies come from the likes of the Mexican Mafia, MS-13, and occasionally the Hells Angels, and you get heat from a diverse cast (Black Guerilla Family, Nuestra Familia, and Menace Of Destruction among them). Of course, this is the Sabbat: when the supernatural hitters come to bat, it’s your name the bosses flip to on the rolodex.  The Anarchs are flirting with the Sinaloas, which sometimes gives you fresh meat to recruit, and sometimes an undead bed of weeds to pull.  The Camarilla’s focus on 14K and the Wah Ching give you no lack of opportunity to teach them what a son of Caine can fucking do.
+
== Sin Runner, Sun Runner ==
 +
Regardless of your official affiliations, the Sabbat’s cartel connections have landed you into the role of mercenary, assassin, or hitman for the Sinaloa Cartel or its local allies, Sun Yee On. When it comes to your usual grinds, your gigs set you out to pick up merch and put down enemies, your mortal allies come from the likes of the Mexican Mafia, MS-13, and occasionally the Hells Angels, and you get heat from a diverse cast (Black Guerilla Family, Nuestra Familia, and Menace Of Destruction among them). Of course, this is the Sabbat: when the supernatural hitters come to bat, it’s your name the bosses flip to on the rolodex.  The Anarchs are flirting with the Sinaloas, which sometimes gives you fresh meat to recruit, and sometimes an undead bed of weeds to pull.  The Camarilla’s focus on 14K and the Wah Ching give you no lack of opportunity to teach them what a son of Caine can fucking do.
  
* '''Narco-Cultism:''' Whether or not your quest is unspeakable power, unthinkable revelations, or sheer morbid academic interest, you're set up for success in the wake of the Sabbat's galvanized drive towards mastering the occult. The Sabbat's deep rooted Mexican powerbase extends to the narco-cults of San Francisco, and regardless of your official ties, you're a known quantity within their network of Santeros, Paleros, and Brujos. Polonia's spectacular disaster in New York has proven that Gehenna isn't going to take the form the Ultra-Conservatives said it would, and now that the Orthodoxy has risen in the wake of the cardinal's failure, they spearhead a new call toward unearthing vampiric lore.  Among them is your local archbishop Washington, hell bent on determining how to stop the Turning of the Wheel and thwart the machinations of the Ancients.  Time to find some shit that belongs in a museum.
+
When taking Sin/Sun Runner, you can pick one of the following perks:
 +
* '''Ally (Zelle):''' Take the Toreador Fixer, Edgar "Zelle" Phillips as an ally under the premise of working alongside or for him successfully in the past (technically Allies must be mortal only, this is an exception). You'll be able to call on him as IC backup in your adventures.
 +
* '''Influence (Criminal):''' Get 1 additional dot of Criminal Influence, applied after character generation. Our Influence system has specialties in it: you'll pick between Human Trafficking, Drug Trafficking, or Arms Trafficking. This Influence will be assigned to the Sinaloa Cartel or Sun Yee On.
 +
* '''Ability Boost (Larceny, Intimidation or Streetwise):''' Allocate 2 additional dots into either Larceny, Intimidation or Streetwise, applied after character generation.
  
* '''Order Of Saint Blaise:''' Whether the Cainites like it or not, commanding the Cattle rather than abusing them with contempt is necessary to enforce the Silence of the Blood and maintain the integrity of the Sword’s domains.  You’re part of the Order of Saint Blaise and you’re here to nudge the Sabbat towards more investment into the world of the Kine.  The Archbishop of San Francisco is on your side: she's focused on disciplining the Bay Area Sabbat into a more careful tribe in the wake of the digital age because all it’s going to take to topple the Silence is a fucking Worldstar video (that’s TikTok for you YTs). With San Francisco Sabbat’s connections with the Sinaloas, and the Sinaloa’s connections to agribusiness and chemical companies, your network of influence has meandered out into a chessboard of industrial imports and exports, with legitimate businessmen and mere fronts among them.  Who knew the Sabbat was into agribusiness and chemical engineering.  It’s almost like Mexico is more than a Hollywood mountain-jungle shithole.
+
== Narco-Cultism ==
 +
Whether or not your quest is unspeakable power, unthinkable revelations, or sheer morbid academic interest, you're set up for success in the wake of the Sabbat's galvanized drive towards mastering the occult. The Sabbat's deep rooted Mexican powerbase extends to the narco-cults of San Francisco, and regardless of your official ties, you're a known quantity within their network of Santeros, Paleros, and Brujos.  Polonia's spectacular disaster in New York has proven that Gehenna isn't going to take the form the Ultra-Conservatives said it would, and now that the Orthodoxy has risen in the wake of the cardinal's failure, they spearhead a new call toward unearthing vampiric lore.  Among them is your local archbishop Washington, hell bent on determining how to stop the Turning of the Wheel and thwart the machinations of the Ancients.  Time to find some shit that belongs in a museum.
 +
 
 +
== Order Of Saint Blaise ==
 +
Whether the Cainites like it or not, commanding the Cattle rather than abusing them with contempt is necessary to enforce the Silence of the Blood and maintain the integrity of the Sword’s domains.  You’re part of the Order of Saint Blaise and you’re here to nudge the Sabbat towards more investment into the world of the Kine.  The Archbishop of San Francisco is on your side: she's focused on disciplining the Bay Area Sabbat into a more careful tribe in the wake of the digital age because all it’s going to take to topple the Silence is a fucking Worldstar video (that’s TikTok for you YTs). With San Francisco Sabbat’s connections with the Sinaloas, and the Sinaloa’s connections to agribusiness and chemical companies, your network of influence has meandered out into a chessboard of industrial imports and exports, with legitimate businessmen and mere fronts among them.  Who knew the Sabbat was into agribusiness and chemical engineering.  It’s almost like Mexico is more than a Hollywood mountain-jungle shithole.

Revision as of 15:07, 19 October 2021

In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Sabbat character applications should pick one of the following backstory aspects. If you do not like any of these aspects, you can collaborate with staff to write your own hook into the story, but we will need you to have a direct "in" to be approved:

Sin Runner, Sun Runner

Regardless of your official affiliations, the Sabbat’s cartel connections have landed you into the role of mercenary, assassin, or hitman for the Sinaloa Cartel or its local allies, Sun Yee On. When it comes to your usual grinds, your gigs set you out to pick up merch and put down enemies, your mortal allies come from the likes of the Mexican Mafia, MS-13, and occasionally the Hells Angels, and you get heat from a diverse cast (Black Guerilla Family, Nuestra Familia, and Menace Of Destruction among them). Of course, this is the Sabbat: when the supernatural hitters come to bat, it’s your name the bosses flip to on the rolodex. The Anarchs are flirting with the Sinaloas, which sometimes gives you fresh meat to recruit, and sometimes an undead bed of weeds to pull. The Camarilla’s focus on 14K and the Wah Ching give you no lack of opportunity to teach them what a son of Caine can fucking do.

When taking Sin/Sun Runner, you can pick one of the following perks:

  • Ally (Zelle): Take the Toreador Fixer, Edgar "Zelle" Phillips as an ally under the premise of working alongside or for him successfully in the past (technically Allies must be mortal only, this is an exception). You'll be able to call on him as IC backup in your adventures.
  • Influence (Criminal): Get 1 additional dot of Criminal Influence, applied after character generation. Our Influence system has specialties in it: you'll pick between Human Trafficking, Drug Trafficking, or Arms Trafficking. This Influence will be assigned to the Sinaloa Cartel or Sun Yee On.
  • Ability Boost (Larceny, Intimidation or Streetwise): Allocate 2 additional dots into either Larceny, Intimidation or Streetwise, applied after character generation.

Narco-Cultism

Whether or not your quest is unspeakable power, unthinkable revelations, or sheer morbid academic interest, you're set up for success in the wake of the Sabbat's galvanized drive towards mastering the occult. The Sabbat's deep rooted Mexican powerbase extends to the narco-cults of San Francisco, and regardless of your official ties, you're a known quantity within their network of Santeros, Paleros, and Brujos. Polonia's spectacular disaster in New York has proven that Gehenna isn't going to take the form the Ultra-Conservatives said it would, and now that the Orthodoxy has risen in the wake of the cardinal's failure, they spearhead a new call toward unearthing vampiric lore. Among them is your local archbishop Washington, hell bent on determining how to stop the Turning of the Wheel and thwart the machinations of the Ancients. Time to find some shit that belongs in a museum.

Order Of Saint Blaise

Whether the Cainites like it or not, commanding the Cattle rather than abusing them with contempt is necessary to enforce the Silence of the Blood and maintain the integrity of the Sword’s domains. You’re part of the Order of Saint Blaise and you’re here to nudge the Sabbat towards more investment into the world of the Kine. The Archbishop of San Francisco is on your side: she's focused on disciplining the Bay Area Sabbat into a more careful tribe in the wake of the digital age because all it’s going to take to topple the Silence is a fucking Worldstar video (that’s TikTok for you YTs). With San Francisco Sabbat’s connections with the Sinaloas, and the Sinaloa’s connections to agribusiness and chemical companies, your network of influence has meandered out into a chessboard of industrial imports and exports, with legitimate businessmen and mere fronts among them. Who knew the Sabbat was into agribusiness and chemical engineering. It’s almost like Mexico is more than a Hollywood mountain-jungle shithole.