Showing posts with label faction. Show all posts
Showing posts with label faction. Show all posts

Friday, January 16, 2015

[Cryptworld] Hansels and Gretels: A New Monster Hunting Society

Hansels and Gretels

The fairy tales and fables are true. Those legends and myths read about in picture books and presented as bedtime stories are based on true events that occurred many generations ago. Even now, a crone may be luring children into her brightly colored "candy" house where she cooks and eats them. A large wolf currently stalks the local park, attacking any women who happen to wear red. A dwarf has been spotted stealing babies from those parents unable to guess his true name. And, yes, boogeymen lurk under every bed and in every closet.

And for every storybook monster, there is a storybook hero.

Every generation, a handful of those "attuned" to these mythological monsters are born -- fewer than 20 every 100 years. These few are somehow aware of the true nature of these legendary creatures and are compelled seek them out and destroy them. In obscure texts of forgotten myths, these heroes are referred to as "Hansels and Gretels", named after the first legendary monster hunters who dispatched of a troublesome witch.

Hansels and Gretels are often unaware of their talents until after reaching puberty. At that time, they may start to take notice of clues and signs that others don't pay attention to: a shadow that moves independently; eerie howling in the distance; a footprint that couldn't possibly be made by any living thing. As they grow older, Hansels and Gretels begin to realize that monsters are real and they're everywhere. And as the only ones aware of the vil, it is up to them to act.

Just as they can sense the undercurrent of the supernatural, Hansels and Gretels are able to recognize one another as "attuned", and they often band together to draw upon each others' skills and abilities to root out and destroy these legendary monsters. One interesting side effect of this attunement: Children younger than 10 are also somewhat attuned to the nature of mythological monsters, seeing through the veneer of the banal and recognizing evil for what it is and where it lurks. However, as they age, they eventually grow out of it and are unable to "see" these monsters for what they are. Also, children are able to identify Hansels and Gretels for who they are. Children will often seek out the assistance of these monster fighters to combat the things they've seen.

"The grown-ups don't believe there's a monster watching the playground, but you know they're real," they say.

Because the monsters of fairly tales and myths are adept at keeping their true nature away from the eyes of the world, Hansels and Gretels must also keep their monster hunting activities hidden. Hansels and Gretels who are identified by the supernatural denizens often find themselves hunted by these creatures. And if a Hansel or Gretel is caught assaulting "that nice old lady who lives at the edge of town", they'll be hard-pressed to justify their actions by claiming she's a witch.

(This society is inspired by the movies The Brothers Grimm and Hansel & Gretel: Witch Hunters, and the TV show Grimm.)

Friday, September 21, 2012

Furtive Faction: The Robomish

Group Goals and Beliefs: Technology destroyed the world, therefore technology itself must be shunned and discarded. However, we are made from technology, so – indirectly – we are responsible for the destruction of the world. Therefore, we must make amends with The Creators for the current state of the world.

Identifiers: The Robomish (pronounced (row-BAH-mish) are made up of androids, robots, and other synthetic lifeforms of all different shapes and sizes. (Although many of them are “personal assistant” models originally designed to serve mankind.) As a sign of penance and subservience, many of them can be found wearing a wide-brimmed hat on their head like their Ancient Amish counterparts. Some also sport beards as well (either painted on or spidergoat fur pasted onto their faceplates).

Group History: As believed by the Robomish, the Apocalygeddon was the direct result of unchecked technology running amok. Man’s hubris combined with out-of-control high-tech advancements ended the planet. As servile automatons, the original Robomish felt indirectly responsible for the cataclysm. As thinking and reasoning beings, they drew parallels between the advancements that both gave them “life” and the advancements that gave others “death.” The guilt and remorse was overwhelming, and – withdrawing from society and casting off all technological trappings – the first Robomish enclave was founded.

The Robomish have embraced a primitive existence, free from any and all machines, tools, and energy-driven devices. Even wind and steam-driven devices are shunned. With the exception of the Robomish themselves, there is nothing more advanced than simple farming tools and kerosine lanterns. They now spend their days building homes, tending crops, harvesting and preserving food, and establishing small villages. It is hoped that, one day, “The Creators” will return. And when they do, the Robomish will turn these villages over to them, hoping to show their worthiness and that they will be pleased, and the Robomish will in turn return to their subservient robotic existence.

Game Information: Robomish communities are located far away from major population areas and ruined Ancient cities. PCs may be stunned to wander into an overgrown and long-forgotten valley only to find a thriving community populated by robots. This community will be run by a village elder, although all Robomish have an equal say in day-to-day affairs and decisions affecting the entire community.

The Robomish are pretty distrustful of outsiders, but they will welcome any Pure Strain Humans with open arms, believing them to be one of The Creators. Technology is strictly forbidden in a Robomish village, and visitors will be asked to leave anything more technologically advanced than a crossbow at the village gates. Even though the Robomish are fairly peaceful, several war machines and killbots have “converted” to the Robomish faith, and they will defend their village with deadly force. The Robomish are happy to barter and trade for food, shelter, and mounts (which they have in abundance), usually asking for the completion of some task or errand in exchange for the items.

Because technology is forbidden, the Robomish have no way of repairing themselves if damaged. If they finally fall into disrepair or malfunction, the Robomish will permanently deactivate the faulty ‘bot. (“It is the will of The Creators that we eventually age and die.”) The “corpse” will then be taken to an area outside of the village where it will be set ablaze, so mechanical parts cannot be salvaged. (“We’re ending our own technological pollution of the world,” they’ll explain.)

Thursday, July 5, 2012

Furtive Faction: Suburbanites (Nuclear Families)



Group Goals and Beliefs: To live life the way it was prior to the Apocalygeddon. To live in suburban dwellings with other Nuclear Families. To congregate at neighborhood “block parteez” and “bar-bee-kyoos.” To strive for the “Merkin Dream.”

Identifiers: Suburbanites are usually found dressed in 1950’s retro fashions. (Dresses and heels for the women; sweater vests and slacks for the men.) Everyone is either wearing a pearl necklace or has a pipe clenched in his (or her!) teeth. There’s a cheerful grin on the face of everyone.

Group History: The problem with life in the Mutant Future is that everyone BELIEVES there’s a problem – or so think Suburbanites. They feel that, if everyone goes back to living in a manner similar to what it was like BEFORE the Apocalygeddon, then life will eventually return to “normal” – radiation levels will plummet, the skies will become blue again, crops will flourish, mutations will eventually vanish, and prosperity will one day return. Taking their cues from unearthed Civil Defense pamphlets and videos from the 1950s, Suburbanites go about a daily pantomime of what life was like in the Ancient days. Rarely encountered individually, numerous “families” of Suburbanites are usually found in the ruins of a bombed-out neighborhood, reenacting their own glorified version of The Good Ol’ Days. Pure human, mutants, even androids and plants will be found in these conclaves. Men will push their (non-working) mowers around yards. Women will busy themselves in the kitchen or “vacuuming” the house. Children will play on twisted, rusted swingsets in the backyards or sit quietly as they watch a non-functioning TV. The men have all taken one of three names: Bob, John, or Henry; the women are all Carol, Barbara, or Sally; all of the kids answer to Champ or Sport.

Game Information: Suburbanites should be played as the typical 1950s suburban family transplanted to the ruins of the wastelands. They will NEVER break character; to acknowledge the world as it truly is will be admitting defeat. This group delusion MUST be maintained at all costs. Visitors are usually referred to as “Cousin Oliver,” “Uncle Joe,” or other familial moniker. Suburbanites may actually possess some working Ancient tech that they will protect at all costs as “proof” that their way is revitalizing the world. If the neighborhood is threatened, Suburbanites will retreat to a fortified underground “bomb shelter” – the first thing they restore upon moving in – where they will wait until the threat has passed. Just as the original Burb Dwellers did. (In fact, some Suburbanites could be descendants of survivors from the original Apocalygeddon!)

Monday, October 25, 2010

[Festival of Fright] Furtive Faction: Tricker Treaters

Group Goals and Beliefs: To test the charitable nature of strangers. To judge the worthiness of "treaters" and to "trick" those who do not measure up.

Identifiers: Tricker Treaters are children (or possibly small adults) wearing tattered, shabby clothing and a single, simple mask. They may be carrying a bag or sack with them. They never speak, except for the phrase "Tricker Treat," which are the only words you will hear them utter.

Group History: According to legend, during the days of the Festival of Fear, small children would be sent into the world at night, begging for tribute. The children, wearing masks to hide their identities, would approach a stranger and utter the chant "Tricker Treat" while thrusting an open bag or sack at the stranger. The stories say that those who gave worthy gifts to these children would be blessed with good fortune throughout the year. Those who refused or offered small rewards would be punished -- or "tricked" -- for their miserly ways. If a Tricker Treater approaches you, you'd better have something of value to give to them. If you refuse or shortchange them, they'll wander off silently to plot their "trick."

Game Information: Since the days of the Final Wars, the original intent of the Halloween Trick-or-Treat tradition has been warped into a pseudo-religion. It is now viewed as a test of integrity and generosity. Those who pass are left unmolested. Those who fail are deemed unworthy of existence and will "tricked" i.e. killed. These "tricks" usually come in a form similar to the harmless pranks of yesteryear. However, instead of having eggs thrown at their house, the "tricked" may wake to hear live grenades crashing through a window. Instead of releasing a pig in the "tricked" house, they may find a hungry, angry hideous boar. Tricker Treaters see themselves as the final judge of mankind's true character, and they take that responsibility seriously and with bloody intent. It is rumored that their leader, known only as "Sam," is a very powerful mutant who violently enforces his interpretation of the Laws of the Festival of Fright.

Monday, April 5, 2010

Furtive Faction: San Tass Helpers/San Tass Elles

Group Goals and Beliefs: To assist the downtrodden. To punish the "naughty." To bring joy to children and adult. To bestow gifts upon the meek.

Identifiers: Helpers are often dressed in red clothes with white lining at the cuffs and collars. They identify each other, one saying "He sees you when you're sleeping." The other will answer, "He knows when you're awake."

Group History: According to legend, San Tass Helpers (male) and San Tass Elles (female) were founded long before the Final Wars. The group's founder, "Saint Nickolas Krangel," was a citizen of the town of San Tass, thought to have been located near the Ancient cities of San Diego and San Francisco. A true benefactor, Krangel made it his mission in life to bestow gifts to those who were truly worthy. He would travel thorough the world in one night to deliver these gifts. (It is thought that he had a very advanced form of teleportation.) Legend has it that he kept a list of all of the good and bad people in the world - checking it twice before his worldwide rounds. Krangel was also a powerful telepath, able to look at the minds of anyone anywhere, knowing instantly if that person was sleeping or awake, or bad or good. The San Tass Helpers/Elles now follow the Doctrine of Krangel by making rounds throughout the Wastelands, bringing joy to the little ones and bestowing their gifts to those who are "good." Those who are "naughty" are met with punishment - sometimes violently, depending on the faction's stance. It is said that the most holy of San Tass religious texts - "A Visit From Saint Nickolas" - resides at Krangel's final resting at Nord Poll. Many pilgrimages to this holiest of places have never returned.

Game Information: This group is very church-like in its devoutness to The Most Holy Krangal. They follow absolute tenants of Christmastime, i.e., giving, charity, goodwill, peace, etc. However, they also know that the wicked is punished for being "naughty" (which is an absolute mortal sin to the Helpers). They know the Ancient texts refer to a flammable rock known as "coal" as a means to punish, so they have twisted the meaning to be "punishment by fire." So even though the followers are helpful and peaceful, they will violently punish the wicked by setting fire to their home, their belongings, or even them.