Template:Sabbat 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, 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. 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.

Sin Runner

You're here to enforce the Holy See -- regardless of your opinion of the Archbishop, the sovereignty of the Sword and its borders should be brutally clear.

You're one of the Sabbat's known mercenaries, and thanks to the Sabbat's foundational powerbase within Mexico, your nightly grind has rolled you in tight with the Sinaloa Cartel and its local allies, Sun Yee On. Maybe you're a member, or maybe you just have a mile long list of 'manos you know you can grab.

Either way, your gigs set you out to move merch, put down enemies, 'stress test' communal havens and get shit ready for the big Ritae. When St. Blaise isn't sending you their best (when are they?), your mortal associates tend to come from the likes of the Mexican Mafia, MS-13, and occasionally the Hells Angels. And since the Anarchs are flirting with the Sinaloas, sometimes you get fresh meat to recruit, and sometimes an undead bed of weeds to pull.

When taking Sin 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. He is a Priest who will teach you the Ritae if you need a teacher, and can teach Sabbat Thaumaturgy if he is separately purchased as a Mentor.
  • 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

You're here to take advantage of the Sabbat's galvanized collective 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 Narco-Cultism, you can pick one of the following perks:

  • Ally (Xiomara Tijerina): Take the Cobra Priestess Xiomara Tijerina as an ally under the premise of working alongside her successfully in the past (technically Allies must be mortal only, this is an exception). She runs Botanica Las Tres Reynas and a Casa De Santos (House of Saints). You'll be able to call on her as IC backup in your adventures. She will teach Auctoritas and Ignoblis Ritae, and she will teach Blood Magic -- including Voodoo Necromancy -- but only if purchased separately as a Mentor and to characters with an earnest belief in an Afro-Caribbean religion.
  • Influence (Criminal or Occult): Get 1 additional dot of Criminal or Occult influence applied after character generation. If you go with Occult Influence, please pick an occultism niche, like 'voodoo' or 'palero'. If you go with Criminal influence, it will be with the Sinaloa Cartel or its allies.
  • Ability Boost (Occult, Academics and Investigation): Allocate 2 additional dots into either Occult, Academics or Investigation, applied after character generation.

Order Of Saint Blaise

You’re part of the Order and you’re here to nudge the Sabbat towards more investment into the world of the Kine.

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. 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.

When taking Order Of Saint Blaise, you can pick one of the following perks:

  • Ally (J): Jackson, Jackie, Jacqueline, Jane, ... It's less a person and more a rotating stable of the latest unfortunate soul to inherit the XPO Account. The "XPO Account" is a network of established and stable connections among the Order itself, providing a means to get your hands on things from far and wide for wholesale prices. The day face that we slap on it depends on how long this one's gonna last. We just call 'em names that start with J. (Although narratively poor J keeps dying and being replaced, "J" always has Rail and Air Transportation influence and can be sent out to do tasks on your behalf, rate-limited by your Downtime points). If you break J, you are responsible for getting a new one.
  • Influence (Occult or Industrial): Get 1 additional dot of Occult influence (which you can put to the Catholic Church) or Industrial influence (which you can put to any industry), applied after character generation.
  • Ability Boost (Finance, Technology and Computer): Allocate 2 additional dots into either Finance, Technology or Computer, applied after character generation.