Difference between revisions of "Template:Anarch Hooks"

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In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Anarch 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:
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= Join The Movement =
 +
In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Anarch 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.  We will need you to have a direct "in" to be approved.  Custom perks will not be available for custom hooks, but existing perks can be applied.  For instance, you make up a story that ties you to an NPC mentioned below, you could reasonably take them as an ally as if you took a standard hook.
  
* '''Lopez Imports:''' Whether as an actual employee, a courier, or security detail to protect its 'interests', your character works for [[Gonzalo_Lopez|Baron Lopez]]'s imports company, and in your nightly grind you sometimes see the 'sensitive' goods -- bodies and baubles alike-- and your history of operating on a need-to-know basis has led you to believe the breadcrumbs wind inevitably to House Carna, but it's not like those renunciates are going to confirm their identities. Maybe you're here for the pay, maybe you're here to leverage something out of whatever scandal has to be buried in the occult connections Lopez makes with his clientele. Either way, you're well-positioned for the night that some unique cargo gets "lost."
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== Special Order ==
* '''Hired Gun:''' Lopez brought you here to rip and tear until it's fucking done.  Your role as a mercenary within Lopez's barony has tied you in with either the Hells Angels MC, the Mexican Mafia or both. Your contracts to move goods and bust heads sometimes pairs you with the likes of MS-13 and the Sureños, leading you to inherit their rivals (the Norteños, BGF and MOD and among them).  Although those of your own anarch gang are usually the only vampires on the block during your night-to-night, the Anarchy's allegiance with the Mafia will occasionally open up work with the Sabbat-infiltrated Sinaloas.  Makes some contracts into some lucrative-ass adventures.  Play your cards right.
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The desire for occult knowledge burns within you as bright as your need to be your own master.
* '''Batting For Kyle:''' [[Kyle Cooper]] has been Baron Lopez's money-man for decades, and you're among those who have seen and agree his contrasting vision for San Francisco: we're not here to play along with the Camarilla, we're here to defy and replace it! The Camarilla should give us independence because it has no god damn choice! You're part of the posse who is sick of Lopez's passive ways and you're gonna put a stop to this 'second fiddle, Camarilla subfaction' shit.
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Your Occult interests could have led you to the [[Template:Camarilla_Hooks|Shuttered Room]], but you'll drink from no cup, swear to no sorcerer, and sign no god damn contract.  Instead you've landed in [[Gonzalo_Lopez|Baron Lopez]]'s international imports company, and in your nightly grind you sometimes see the 'sensitive' goods -- bodies and baubles alike.  Whether as an actual employee, a courier, or security detail to protect its 'interests', your history of operating on a need-to-know basis has led you to believe it all must lead to House Carna, or at least one of the Princess Witch's cultic devotees.
 +
 
 +
While these renunciates of the Tremere evade you, it seems you or Lopez Imports have their blessing so long as the cargo keeps coming. You lack the Tremere's secure chantries and storehouses of occult lore, but what do you have is a freedom to practice that they'll never know. Some nights, unique cargo gets "lost" -- just pick your spoils wisely.
 +
 
 +
When taking Special Order, you can pick one of the following perks:
 +
* '''Patron (The Client):''' You will receive 2 dots of Patron on your sheet. It's clear that Lopez Imports deals for some sort of magic-wielding client given the goods and corpses that it ships.  You're not sure if you're in your patron's good graces for taking care of the cargo or if you're just getting help as second-hand insurance from this shadowy benefactor. All you know is, when you're on the job, sometimes help just swoops the fuck in.  If a storyteller is not invoking this background often enough, you can point this perk out to waive karma costs if your scenes are related to fulfilling any task for Lopez Imports.
 +
* '''Influence (Transportation or Occult):''' Get 1 additional dot of Transportation or Occult influence applied after character generation. If you go with Occult Influence, please pick an occultism niche, like 'voodoo' or 'palero'.
 +
* '''Ability Boost (Drive, Technology or Larceny):''' Allocate 2 additional dots into either Streetwise or Intimidation, applied after character generation.
 +
 
 +
== Hired Gun ==
 +
You're here to rip and tear until it's fucking done.
 +
 
 +
The Baron hired you back when.  You don't answer to him directly, but he's colored the nature of your contracts to be by Anarchs, for Anarchs.  Your current role as a mercenary within Lopez's barony has tied you in with either the Hells Angels MC, the Mexican Mafia or both. Your contracts to move goods and bust heads sometimes pairs you with the likes of MS-13 and the Sureños, leading you to inherit their rivals (the Norteños, BGF and MOD and among them).  Although those of your own anarch gang are usually the only vampires on the block during your night-to-night, the Anarchy's allegiance with the Mafia will occasionally open up work with the Sabbat-infiltrated Sinaloas.  Makes some contracts into some lucrative-ass adventures.  Play your cards right.
 +
 
 +
When taking Hired Gun, you can pick one of the following perks:
 +
 
 +
* '''Ally (Tiny Toe Tracy):''' Take the Nosferatu Hells Angels mercenary, [[Tiny Toe Tracy]] as an ally under the premise of working alongside her successfully in the past (technically Allies must be mortal only, this is an exception).  You'll be able to call on her 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 Mexican Mafia or the Hells Angels.
 +
* '''Ability Boost (Larceny, Intimidation or Streetwise):''' Allocate 2 additional dots into either Larceny, Intimidation or Streetwise, applied after character generation.
 +
 
 +
== New Rich ==
 +
You're here to bankroll the revolution.
 +
 
 +
The Camarilla lords over us with its 'intergenerational' wealth and network of undeserved friends in high places.  Meanwhile our ranks aren't exactly as ''privileged'' as the ''ivory'' tower, you feel me?  So you're changing that.    Whether the money's clean or the money's ''cleaned'', there's millions to be mined out of San Francisco: the fine art, the real estate, and all that tech funding spewed at the startups just to start.  The arsenal with which you build the armory might be financial acumen as a savvy investor, or perhaps you're a socialite swindling the upper crust into lining your pockets with their latest indulgent purchase.  Whatever the case may be, your savage ''savoir faire'' is there to show that the Anarchs're far more than a bunch of rebels without a clue.
 +
 
 +
When taking New Rich, you can pick one of the following perks:
 +
* '''Ally (Kyle Cooper):'''  You've thrown your lot in with [[Kyle Cooper]]'s tech and real estate investments, a partner (in crime or on paper) of Architect Securities. Take the Malkavian constable, [[Kyle Cooper]] as an ally under the premise of working alongside 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 (Financial, High Society or Media):''' Get 1 additional dot of Financial Influence or Media influence, applied after character generation.
 +
* '''Ability Boost (Finance, Tehcnology and Computer):''' Allocate 2 additional dots into either Finance, Technology or Computer, applied after character generation.

Latest revision as of 02:02, 21 October 2021

Join The Movement

In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Anarch 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. We will need you to have a direct "in" to be approved. Custom perks will not be available for custom hooks, but existing perks can be applied. For instance, you make up a story that ties you to an NPC mentioned below, you could reasonably take them as an ally as if you took a standard hook.

Special Order

The desire for occult knowledge burns within you as bright as your need to be your own master.

Your Occult interests could have led you to the Shuttered Room, but you'll drink from no cup, swear to no sorcerer, and sign no god damn contract. Instead you've landed in Baron Lopez's international imports company, and in your nightly grind you sometimes see the 'sensitive' goods -- bodies and baubles alike. Whether as an actual employee, a courier, or security detail to protect its 'interests', your history of operating on a need-to-know basis has led you to believe it all must lead to House Carna, or at least one of the Princess Witch's cultic devotees.

While these renunciates of the Tremere evade you, it seems you or Lopez Imports have their blessing so long as the cargo keeps coming. You lack the Tremere's secure chantries and storehouses of occult lore, but what do you have is a freedom to practice that they'll never know. Some nights, unique cargo gets "lost" -- just pick your spoils wisely.

When taking Special Order, you can pick one of the following perks:

  • Patron (The Client): You will receive 2 dots of Patron on your sheet. It's clear that Lopez Imports deals for some sort of magic-wielding client given the goods and corpses that it ships. You're not sure if you're in your patron's good graces for taking care of the cargo or if you're just getting help as second-hand insurance from this shadowy benefactor. All you know is, when you're on the job, sometimes help just swoops the fuck in. If a storyteller is not invoking this background often enough, you can point this perk out to waive karma costs if your scenes are related to fulfilling any task for Lopez Imports.
  • Influence (Transportation or Occult): Get 1 additional dot of Transportation or Occult influence applied after character generation. If you go with Occult Influence, please pick an occultism niche, like 'voodoo' or 'palero'.
  • Ability Boost (Drive, Technology or Larceny): Allocate 2 additional dots into either Streetwise or Intimidation, applied after character generation.

Hired Gun

You're here to rip and tear until it's fucking done.

The Baron hired you back when. You don't answer to him directly, but he's colored the nature of your contracts to be by Anarchs, for Anarchs. Your current role as a mercenary within Lopez's barony has tied you in with either the Hells Angels MC, the Mexican Mafia or both. Your contracts to move goods and bust heads sometimes pairs you with the likes of MS-13 and the Sureños, leading you to inherit their rivals (the Norteños, BGF and MOD and among them). Although those of your own anarch gang are usually the only vampires on the block during your night-to-night, the Anarchy's allegiance with the Mafia will occasionally open up work with the Sabbat-infiltrated Sinaloas. Makes some contracts into some lucrative-ass adventures. Play your cards right.

When taking Hired Gun, you can pick one of the following perks:

  • Ally (Tiny Toe Tracy): Take the Nosferatu Hells Angels mercenary, Tiny Toe Tracy as an ally under the premise of working alongside her successfully in the past (technically Allies must be mortal only, this is an exception). You'll be able to call on her 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 Mexican Mafia or the Hells Angels.
  • Ability Boost (Larceny, Intimidation or Streetwise): Allocate 2 additional dots into either Larceny, Intimidation or Streetwise, applied after character generation.

New Rich

You're here to bankroll the revolution.

The Camarilla lords over us with its 'intergenerational' wealth and network of undeserved friends in high places. Meanwhile our ranks aren't exactly as privileged as the ivory tower, you feel me? So you're changing that. Whether the money's clean or the money's cleaned, there's millions to be mined out of San Francisco: the fine art, the real estate, and all that tech funding spewed at the startups just to start. The arsenal with which you build the armory might be financial acumen as a savvy investor, or perhaps you're a socialite swindling the upper crust into lining your pockets with their latest indulgent purchase. Whatever the case may be, your savage savoir faire is there to show that the Anarchs're far more than a bunch of rebels without a clue.

When taking New Rich, you can pick one of the following perks:

  • Ally (Kyle Cooper): You've thrown your lot in with Kyle Cooper's tech and real estate investments, a partner (in crime or on paper) of Architect Securities. Take the Malkavian constable, Kyle Cooper as an ally under the premise of working alongside 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 (Financial, High Society or Media): Get 1 additional dot of Financial Influence or Media influence, applied after character generation.
  • Ability Boost (Finance, Tehcnology and Computer): Allocate 2 additional dots into either Finance, Technology or Computer, applied after character generation.