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Thursday, January 5, 2017

Dance of Death (Daredevil Knack)


"You have insulted my honor and have abused the hospitality of my kumpania. <Snikt, Snikt> Prepare to bleed. Gajo!"
You have learned how to enter an ecstatic combat trance that gives you very quick reflexes as long as you are using a pair of matched short hand to hand weapons. Originally discovered by gypsies, this knack has spread to many different cultures
System: The user spends a point of Willpower and for the rest of the scene ignores penalties based on multiple actions as long he doesn't go over two. If he goes over two actions those penalties are at standard difficulty. (I.E. If he were to attempt three actions, The first two would be at regular difficulty and the third would be penalized like a normal third action.) The weapons that the user wields must be short one handed weapons (stilettos, knives, balisong blades, Straight razors, nothing longer than a short sword, Sais, Jittes, or other small clubbing/defensive weapons would also be permissible.) These weapons must also be matched in weight and balance. If the dancer throws his weapons during a combat round and has additional weapons of a similar sort on his person he may re-arm himself as a reflexive action.
While it's obvious that this a way for a character to have two attacks per round it also enables the character to reserve a defensive (block, dodge, dive for cover) action for use at any time. It also enables a character to move, attack once, and move again in a single round.
This knack does not stack with Untouchable and GM's are cautioned to be careful about allowing this to be stacked with One Man Army as well.
Prerequisite: The Character must have at least 3 dots in Dexterity or Melee to use this knack.

Wednesday, January 4, 2017

Doughboy (Daredevil Knack)

<Thud> "You call that a punch?"
Not all pulp types are paragons of physicality. in fact, some are downright gruesome. This Knack simulates the possibility of a Daredevil who isn't exactly svelte, and yet manages to find some positive effect.
System: This knack confers 2 Bashing levels of Soak and 1 Lethal Soak and 1 extra level of Bruised damage. The Daredevil is also incapable of sinking in water or quicksand. All that fat is naturally buoyant.
Prerequisite: A daredevil who enjoys the protection conferred by the Doughboy Knack is, unfortunately, unable to have a dexterity attribute better than 2

(Agent of Change) Ghostbreakers International

Ghostbreakers International
<Transcript of a radio broadcast April 2nd, 1924 NBC Blue network Sunday 6:30 am>
(Announcer)" Rick Stanhope's WOOOORLD OOOOOF THE UNUUUUSUALLLL!"
<Pre-recorded Orchestra Background>
Brought to you by Lucky Strike. Lucky Strike means Fine Tobacco! And also brought to you by Gleam Dishwashing detergent. It's just won't be clean unless it's a Gleam Clean! And now, Rick Stanhope and his WOOOORLD OOOOOF THE UNUUUUSUALLLL!"
(RS) Thanks, Kip! Welcome, seekers of the strange! Pioneers of the Paranormal! My name is Rick Stanhope and for the next 30 minutes, we'll go on a journey of discovery in the uncharted World of the Unusual.
My first guest today is an eminent man in the field of Parapsychology and now a businessman in the exciting new field of paranormal investigations and disposals. Yes, I'm talking about the man behind Ghostbreakers international. Dr. Bartholomew Shaw.
(Shaw) Good Morning Listeners. Good Morning Rick.
(RS) Morning. Now Doc, I'm not a scientific man. I'm just an interested layman but I keep hearing these wild stories about you and your new enterprise. So I had to have you on the program and chat with you about it. What exactly are ghosts?
(Shaw) You mean besides a darn nuisance? (polite laughter) Ghosts are a natural phenomenon and with new technologies they can actually be controlled and possibly eradicated altogether. You see, when a person dies, they release a lot of psychic energy. Especially if they died an untimely or violent death. While the soul moves on to heaven, The psychic energy creates a sort of "Stain" on the area. Our process is to come in and clean it up...Much like Gleam Dishwashing Detergent.
(RS) Sure. So what you're saying is that you're not actually hurting Aunt Ethel, just an... echo of her?
(Shaw) Exactly! We in the business like to refer to them as "Engrams". In nearly every case we've encountered, The "Engram" is some mindless psychic pattern reenacting things from its former life with no sentience whatsoever. In other cases, we find that living persons who are around Engrams tend to excite them to irritability.
(RS) Could you give us an example Doctor?
(Shaw) Most of your documented cases of Poltergeist activity are over excited engrams. We've found that Engram's are very sensitive to sound in some ways. I don't know what the link between sonic energy and psychic energy is... But I've had great success driving out ghosts with Benny Baker and his Hot Jazz Orchestra on a high volume radio. (Audience laughter) But the real star of our research at Ghostbreakers International is due to some recent discoveries in Z-ray technologies.
(RS) For those of our listeners who have no Idea what Z-rays are, They are a form of psychic wavelength recently discovered accidentally by Doctor Hammersmith and codified by Professor Dixon. We've had him on the show. he was quite a character.
(Shaw) Dixon is a piker and an ass. He has no real idea of how Z-rays work at all. Why our Z-ray emitter is the most state of the art piece of technology extant, and he's decrying us as endangering the environment. Still, there isn't anything that gets rid of the Engrams with more speed or power.
(RS) So that led to your current line of work? Professional Ghostbreaking?
(Shaw) Absolutely Rick! We're opening offices all over the country as the need presents itself. Many people inherit old homes and spooky places and they need our services desperately for their piece of mind.
(RS) So, how can they get in touch with you Doc?
(Shaw) You can reach our New York office at Klondike5-3465. This week, we're having a special on moaners and chain rattlers.
(RS) Alright, Doc. So if you people have a problem with dead relatives that just won't move on to their just rewards, just give Doctor Shaw a call at Ghostbreakers International. After this commercial break, our next guest will be the amazing Zaffo who claims to be able to put cows to sleep using only the power of his mind.
<Audience Applause, Orchestral Music>
<Transcript ends.>
History:
Dr. Shaw is in an eminent and opinionated (Read; arrogant self-centered ass.)member of the parapsychology community. His company is an effort to prove a number of his more outlandish theories correct and make a great deal of money off of the basic patents of his machinery. He's got a few right ideas but he's not as right as he thinks he is. He assumes that ghosts aren't actually sentient and he's dead wrong about that. (if you'll pardon the turn of phrase.)
Agenda:
Most members of Ghostbreakers International are people interested in the paranormal and in furthering the science of the supernatural. Sadly, Dr. Shaw is a much better salesman than he is a scientist or a businessman. So while he manages to get a lot of press for the company, he also manages to just barely the keep enterprise afloat. Shaw spends more time doing radio interviews and carrying out public feuds in prints with other leading lights in the scientific community than he does in research. Members also are interested in studying "Psi" abilities that are becoming more prevalent in the world. Since the science of parapsychology is still in its infancy, much of these studies are scientifically shoddy and are virtually never under lab conditions. Charlatans abound.
Resources:
Surprisingly few for such a well-advertised company. The company possesses a few gadgets, for experiments, a portable(barely) Z-ray emitter for serious cases, a tiny lab, a mid-sized library, and a kitchen which features a refrigerator that is developing a mold culture that can do simple calculus. When it comes to equipment in the field, many of the members of this organization are on their own. There has been a breakthrough with using Telluric sensitive optics but the cost of these Ghost-Goggles is still prohibitive.
Membership:
Super scientist and technicians are always welcome of course. Much of the actual ghost breaking work is done by daredevils and baseline humans of course. The Company also has a few mesmerists on the payroll who tend to specialize in investigations and research. Otherwise, the company is a popular roosting place for kooks and crackpots who managed to get themselves booted out of academia (and that's saying something.)
Alliances:
Good relations with both the White College and the Covenant. Who tend to look on Ghostbreakers as a sort of "poor cousin." While some resent this sort of treatment, others are happy for any kind of help.
Enemies:
Ghostbreakers have made an enemy of Baron Saturday. He has yet to figure out what to do about this problem. He's approaching it cautiously. REG is looking to subvert the group from within if they can manage it and have already planted a spy or two.
The Future:
The company finally goes bankrupt because of poor financial planning, trusting the wrong people, and a series of lawsuits from people claiming they were hoaxed (in order to get out of paying their bills) Dr. Shaw retires to live simply in Massachusetts as a tenured member of the Miskatonic University faculty. He writes a few potboiler novels and raises orchids while his mothballed equipment molders in his garage.

Monday, January 2, 2017

Criminal Genius (Daredevil Knack)

"Don't worry boys...the cops don't have enough on us to convict and they know it."
In a major crime, there are at least 35 things that can go wrong. Most people aren't smart enough to think of 5 but you are. You routinely clean up after yourself at a crime scene to the point where it's automatic and in fact, you almost never leave behind traces of your presence for the authorities to find. Whether you are a criminal or a maverick cop or P.I. who must occasionally work outside the law, you are almost never caught. And even if you are, they never have enough to convict you.
System: This knack functions much like Perfect Privacy. The user is always careful to use gloves and rarely leaves behind footprints, hair follicles, and other incriminating evidence. Their mask never slips during the robbery and people might have trouble identifying the culprit even if they saw him outright. Uninspired investigators will be completely unable to solve cases where a Criminal Genius is involved. Inspired investigators will still be able to make rolls normally but with a penalty to the roll based on the Criminal Genius's Reflective Facet (-1 die per dot)
Note that this Knack does not protect the Criminal Genius from being observed, photographed, or being caught red-handed.
Prerequisite: The Criminal Genius has to be pretty sharp about crime and criminals. He must possess Investigation or Savvy of at least 3

(Agent of Change) The 13 Arrows

The 13 Arrows
History:
Patriotism can be a fine thing. It's usually no sin to love one's country. But like anything good and true it can be taken to extremes. I have seen the documents. The secret history of this country is written in the blood of men who dared to balk the elite who rule from its shadows. Over 40 years ago, they arranged the assassination of President James Garfield and God knows it wasn't the only time they've had blood on their hands. Now they work tirelessly to make our nation the most powerful in the world at the expense of all others. I and many others strive to stop them without costing the nation we love so much. My father heard the last confession of Charles J. Guiteau before he was hung. It scarred him for life but it also motivated him to organize us...and others. His name was Artemis Gordon.
I only hope that God can forgive us as a nation. I only hope that the things we do to halt their plans will be enough.

Some lessons of history are learned very well. Many of the Kings, Nobles, and merchant princes of Europe had men at their beck and call who operated outside of the law in order to secure the power of the realm. Even Elizabeth the 1st had Francis Walsingham to do the necessary dirty work that a monarch occasionally requires. When this country was born there were men who realized that this young nation would need men who were as passionate about it, as they were crafty and ruthless.
In the beginning, there were only 13 men. One from each of the former colonies. Each of them were men of wealth and privilege.Each of them were men who had done ruthless things in business. Each had much to gain from a new nation severed from England.
A decision was made early on that the inner circle would not rely on their children to carry on their cause. They were students of history after all and had seen how wealth and privilege could make the children of powerful men weak and foolish. A series of tests were devised that one had to pass before becoming part of the inner circle. If one's children could pass it they would join the inner circle. If not they would still enjoy the power and the prestige of being part of the organization but they would not pass into the select 13 men who would make the decisions that guided the secret society.
There were rules naturally. The whole conspiracy was started with best of intentions. To further the cause of Americans and to protect them at all costs...even from themselves. The problems started small. Occasionally, a test would be slightly slanted to favor the child of the "Arrowheads". Naturally, in the course of time, greater problems began to emerge as corruption began to eat at the heart of the membership. The Arrowheads that oversaw the group were never stupid or mad like the inbred European monarchy. But they were ruthless and corrupt. Protecting America was always in their self-interest but when people live above the law, even noblesse oblige cannot help to rationalize running the country like a private fiefdom.
Agenda: Fairly simple really. Bend and subvert government and industry. Keep the populace docile and ignorant with bread and circuses. Become the most powerful group in the world by running America and making America the most powerful nation in the world.
Resources: The Arrowheads have a wide panoply of backgrounds to call upon and most of them have background enhancements. (Wealth beyond Avarice and Renown are most common) The members of the 13 Arrows are heavily infiltrated into upper echelons of government and have access to its military and espionage might.(Many times the operative don't even know who they are really working for..but some do.) The reach of the group is further extended by the fact that numerous American masonic lodges have been completely subverted. It is rumored that the original Arrows were all Masons but no one can substantiate this rumor.) The power of the group is largely centered in New England old money families but their reach is very long and their power is very concentrated. If they have a weakness, it is that they usually have to work indirectly or through unknowing proxies. If they have a strength it is that people who find themselves at cross purposes with the Arrows oftentimes have trouble with the fact that stopping an operation of theirs might actually cause real damage to American interests or unveil American corruption on the world stage.
Membership: The group is composed entirely of white Anglo-Saxon protestant males. The group deliberately excludes people of color, women, and any of foreign nationality. In fact, the Arrows largely opposed giving women the vote, but it was one of those few political issues where the unwashed masses would not be denied. Some among the inner circle are said to be trying to have the law repealed but most agree that the genie is unfortunately out of the bottle already and there is no point in trying to put it back. The best plan is to see to it the wives vote the way the husbands want and efforts are being turned to that effect.
As far as religion goes, The group deliberately excludes both Jews and Catholics. While some lip service is paid to protestant ideals, the group members really only worship one thing. Power. The group's numbers are somewhere in the neighborhood of about 300. The 13 Arrowheads are unknown to the membership at large and only meet twice a year to officiate over large group meetings. Members are often polled about their opinions but final decisions lie in the hands of the Arrowheads. Communications in the group are achieved with state of the art scrambling technology and/or encrypted messages bearing the seal of the 13 arrows wrapped in the eagle's claw.
Ongoing Operations: The 13 Arrows are always on the prowl to extend their reach and to add to their vast collection of eyes and ears. To this end, they are trying to find ways to infiltrate Branch 9's American section. They have so far been unsuccessful.
Alliances: The people that call the Arrows friends are few. Still, on occasion, The Arrows have offered help to people who stand against American interests. They are partially funding Operation Prospero and while most consider Senator Caldwell to be a blunt instrument and far less subtle than they'd like, The Manifest Destiny Army always seem to receive mysterious help when they need it most. It is known that there are a couple of members of the Brotherhood of Opportunities and the Hunt Club that are also members of the 13 Arrows. These people keep their membership in the Arrows a secret on pain of death. The Arrows consider the Brotherhood to be a good proving ground for the occasional recruit but they also consider them to be rough and unschooled children. If the 2 groups found themselves in conflict, The Brotherhood would come up short and not even know who was sponsoring their destruction. The Arrows consider the Hunt club to be a decadent little clique and sort of fun but not worth worrying about. they are far too small.
Enemies: Argentine DeWinter and the Ubiquitous Dragon consider them a very real threat to their hegemony. The Czar hates them with a purple blazing passion. Branch 9 is aware of them but finds them very difficult to catch and prosecute. The group is very hard to catch because for the most part, they don't have secret bases or training grounds of their own. Very little exists on paper tying the group together and those things that the group owns directly are held in the hands of powerful, rich, pillars of the community. Good luck.
The Inspired: The reason why they are funding Operation Prospero and similar programs is very simple. The Inspired are a wild card element in the fabric of their plans. Inspired men and women must be made to serve or must be eliminated. The Arrowheads are known to be trying to find ways to take on the powers of the Inspired for themselves. It is unknown how many of the Inner circle actually possess these powers already.
The Future: An Arrow operative is responsible for delaying Japan's declaration of war to President Roosevelt. No one knows exactly who gave the order but it spurs a new era of more and more blatant actions culminating in a rash of assassinations of public figures in the 60's and the 70's. In later decades, the Arrows find themselves having to become more circumspect in the information age. Conspiracies become far too easy to uncover...but they may still be out there.
Additional Notes: This group is the epitome of the "Crusty Old Fascist Imperialist White Guy" conspiracy. (no member of the Arrowheads is under 50 years old.) No tactic is too low in the name of national security and/or their own profit margin. They are the shadowy hand that decides the fate of millions...informally, on the golf course. They give the hero who tries to struggle against them very little to struggle against and a host of moral dilemmas (if they are Americans themselves.)

(Agent of Change) The Brotherhood of Opportunities

It's a basic axiom of business that fortune favors the brave and the prepared. it's also a basic axiom of business that misfortune creates opportunities for the aggressive and the prepared. This is the axiom on which Insurance companies and tow truck companies and hospitals are built.
History is riddled with conspiracies of rich businessmen attempting to use the system to their advantage and occasionally subverting government to get what they want. The Brotherhood is just such a conspiracy.
The Head of the Brotherhood is a man named Leon Goldman. He is the illegitimate child of activist Emma Goldman and Leon Colgosz...the immigrant who assassinated William Mckinley. Ostracized and poor all his life, Leon rejected the values of his parents and went into business. He changed his name to Lawrence Silverman and set about making as much money as he could possibly make.
Lawrence came to inevitable conclusion that disasters, wars, atrocities, and calamities of all types benefit somebody eventually. His suspicions were confirmed by the events of WW1 and so he came up with the idea of creating chaos for the sole purpose of making money and accumulating power. The goal of the future, to replace the wheezing and incompetent democracy of America with a functioning robust oligarchy.
Mother believed in anarchy. Father believed in anarchy. But neither one was smart enough to really use anarchy. Nor did they realize that anarchy eventually had to give way to something else. Politics abhors an anarchy like nature abhors a vacuum.
The Brotherhood functions much like any business related conspiracy. Candidates are looked over for a while. If the council decides they like what they see, they will approach the prospective candidate and ask him if he would like to join. If he says no they will never approach him again. but if he says yes they will invite him to one of their quarterly membership drives. If he is still interested after attending one of these lavish soirees, (Where he is wined, dined, and possibly seduced and photographed...for later...just in case.) Then he is put in for the initiation ritual which occurs at the end of the weekend.
In the first few months of the initiate's membership, he is given the ability to draw on the resources of his fellow members. he is given tips, he is occasionally given valuable advice about situations that are about to happen. He is encouraged to take advantage of all of the fruits of success (which usually translates into more handy blackmail material.) and he is carefully looked over and vetted for the possibility of passing into the inner circle.
The inner circle is where the member becomes aware that there is more going on than meets the eye. The opportunities that he has benefited from don't come from "detailed market analysis" or from "cyclical market trends". They come directly from engineered chaos sown by powerful members. Some from localized market failures, some from suspicious fires and accidents, some from the Brotherhood's criminal world contacts.
Those that have problems with this stay at the Inner Circle level. They know too much to be allowed to leave but they are also in too deep, and there's also that pesky blackmail material. Those that subscribe to Silverman's philosophy and have the necessary moral flexibility go on to the Council. These are the men that will sit at his right and left hand when the federal government collapses.
Attitude towards the Inspired:
Inspired people are focuses for chaos and as such are very valuable to the Brotherhood. even those who don't serve can still create marvelous opportunities if properly directed and manipulated. Those businessmen who are inspired are especially prized among the Brotherhood and are recruited heavily when they are discovered. It is rumored that a significant percentage of the Council is inspired in some way or another. No one seems to know whether or not Lawrence is but members have commented on his magnetic personality and oratorical ability.
Future fate:
In 1928, The Brotherhood succeeds...far far far beyond their wildest dreams. The stock market collapses and plunges the entire country into a depression. For the Brotherhood this windfall comes far too soon and they aren't nearly as set up to take advantage of it as they had hoped. 45% of the membership are immediately bankrupted. 20% take their own lives, further hampering their activities (most of these suicides are blackmail victims) The rest of them scatter across the globe and go deeply underground. Most of them still very very rich.

Sunday, January 1, 2017

(New Skill) Occult

New Skills 
Occult: (Perception)
"This is why I called you up here. I'm sorry about the trek up the mountain but the survey team found this and I knew you'd want to know."
Professor Blanton looked about at the site. The stones might look to the uninitiated to look completely natural but the altar was plain to him. It sat at the crux of a series of nine long rectangular stones shaped into a large "V" There was a slight tang of ionization to the air.
Blanton checked the sky for the position of Fomalhaut.
"Let me guess...The disappearances started about September or so? I'm willing to bet there is a history of it in this area."
"We should leave here now."

This ability is a sort of subset of Academics and covers the belief systems of the world as they regard the practice of magick. This includes Occult societies, their etiquette, Their signs, symbols, and their secret languages. History, lore, magical theory, comparative religion and a touch of anthropology and Mob psychology. It also might be a good skill to use for hypnosis, meditation, and maybe some forms of divinatory magic. It's also useful for spotting fakes and charlatans. It might also be a good skill to use as a "fine control" skill for many mesmerist knacks
The Ability Mastery of this Skill allows the use of Superscience. This Superscience is science that is not understood as Science per se...(At least not by the western world) but it does involve the manipulation of Telluric energy through the use of natural resonances, Ley lines, Feng Shui, psychic abilities, Geomancy, and sacred geometry.
At the GM's Option, even uninspired persons who achieve ability mastery with Occult may purchase a single Mesmerist Knack. (this knack will run solely on Willpower instead of Inspiration)
Magickal Rituals and talismans might even be built as Gadgets in order to achieve certain effects. Mechanically, these would function the same way as any ordinary form of super-scientific device and would be built the same way.
A scientist creates a pair of hydraulic jumping boots but an occultist impresses psychic energy on an amulet scribed with the symbol of a stag. Both devices confer the knack "A Single Bound" and take the same amount of time to research and make.
A super chemist creates a serum, A "Witch" creates a Potion, "Spells" are constructed in much the same way as gadgets but often require the use of rare objects with particular resonances which are often, but not always, consumed in the casting. Other times, they require large expenditures of inspiration and willpower from multiple persons or a reliance on a tellurically charged site.