Background
This shadowy
organization has existed for centuries with one purpose—to find,
acquire and exploit magical knowledge, relics and power. Sometimes it
has been larger, and even maintained a more formal base of
operations, while at others the members have been forced to meet in
clandestine locations and be continually on the move. In either case,
it has employed individuals with disparate abilities to achieve its
ends.
Organization
Detailed below are
three types of specialists who serve the Cabal—mercenaries, thieves
and occultists—in their respectively different capacities.
Mercenary
(Novice)
These
tough individuals enjoy—and are good at—committing acts of
violence, especially when they are paid well for doing so.
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills:
Athletics d6, Boating d6, Fighting d8, Intimidation d6, Notice d6,
Riding d6, Shooting d6
Pace:
6, Parry:
6, Toughness:
5
Edges:
Brawny
Hindrances:
Ruthless
Gear:
Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy
pistol (Range 12/24/48, Damage 2d6, RoF 1).
Mercenary
(Seasoned)
Those
mercenaries who demonstrate their abilities throughout multiple
assignments eventually rise to positions of command over their
fellows, similar to a sergeant in a formal military unit.
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills:
Athletics d8, Boating d6, Fighting d10, Intimidation d6, Notice d6,
Riding d6, Shooting d8
Pace:
6, Parry:
7, Toughness:
5
Edges:
Block, Brawny, Brute
Hindrances:
Ruthless
Gear:
Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy
pistol (Range 12/24/48, Damage 2d6, RoF 1).
Mercenary
(Veteran)
Once
they've sufficiently proven themselves, some of the mercenaries
employed by the Cabal are trusted with command of their fellows
during the most important assignments, as well as those secret
locations from which their organization operates.
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills:
Athletics d8, Boating d6, Fighting d10, Intimidation d6, Notice d6,
Riding d6, Shooting d8
Pace:
6, Parry:
7, Toughness:
5
Edges:
Block, Brawny, Brute
Hindrances:
Ruthless
Gear:
Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy
pistol (Range 12/24/48, Damage 2d6, RoF 1).
Thief
(Novice)
In
order to acquire relics and lore from around the world, the Cabal
employs numerous individuals who are quick-thinking, fast-acting, and
not particular about how the law regards people and their rights of
owning property.
Attributes:
Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills:
Athletics d4, Common Knowledge d4, Fighting d6, Notice d8, Shooting
d6, Stealth d8, Thievery d8
Pace:
6, Parry:
5, Toughness:
5
Edges:
Alertness, Fleet-Footed
Hindrances:
Greedy
Gear:
Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy
pistol (Range 12/24/48, Damage 2d6, RoF 1).
Thief
(Seasoned)
Those
thieves who prove their abilities through success in multiple
assignments find themselves living very comfortably and being give
even more important tasks on behalf of the Cabal.
Attributes:
Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills:
Athletics d4, Common Knowledge d4, Fighting d6, Notice d10, Shooting
d8, Stealth d10, Thievery d10
Pace:
6, Parry:
5, Toughness:
5
Edges:
Alertness, Fleet-Footed, Thief
Hindrances:
Greedy
Gear:
Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy
pistol (Range 12/24/48, Damage 2d6, RoF 1).
Thief
(Veteran)
These
individuals have earned the trust of their higher-ups and so are
given only the most important assignments, for which they are
handsomely rewarded.
Attributes:
Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills:
Athletics d4, Common Knowledge d4, Fighting d6, Notice d12, Shooting
d10, Stealth d12, Thievery d12
Pace:
6, Parry:
5, Toughness:
5
Edges:
Alertness, Assassin, Fleet-Footed, Thief
Hindrances:
Greedy
Gear:
Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy
pistol (Range 12/24/48, Damage 2d6, RoF 1).
Occultist
(Novice)
Aspiring
sorcerers who join the Cabal find themselves given supplementary
tasks that involve research and similar objectives; as such, they are
trained to assist their superiors.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills:
Academics d6, Common Knowledge d6, Language d6, Notice d6, Persuasion
d4, Research d8, Spellcasting d8
Pace:
6, Parry:
2, Toughness:
5
Edges:
Arcane Background (Sorcery), Connections
Hindrances:
Curious
Special
Abilities
- Power Points: 10
- Powers Known: Boost/lower trait, detect/conceal arcana, speak language
Gear:
Clothing appropriate to the circumstances, magical trappings,
Remington New Model Pocket Gun (Range 5/10/20, Damage 2d6, RoF 1).
Occultist
(Seasoned)
More
experienced agents are eventually sent out into the field, and as
such are prepared to protect themselves when going into harm's way.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills:
Academics d6, Common Knowledge d6, Language d6, Notice d6, Persuasion
d4, Research d10, Spellcasting d10
Pace:
6, Parry:
2, Toughness:
5
Edges:
Arcane Background (Sorcery), Concentration, Connections, New Powers,
Power Points
Hindrances:
Curious
Special
Abilities
- Power Points: 15
- Powers Known: Armor, boost/lower trait, detect/conceal arcana, grave speak, speak language
Gear:
Clothing appropriate to the circumstances, magical trappings,
Remington New Model Pocket Gun (Range 5/10/20, Damage 2d6, RoF 1).
Occultist
(Veteran)
More
experienced agents are eventually sent out into the field, and as
such are prepared to protect themselves when going into harm's way.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills:
Academics d8, Common Knowledge d6, Language d8, Notice d6, Persuasion
d4, Research d10, Spellcasting d12
Pace:
6, Parry:
2, Toughness:
5
Edges:
Arcane Background (Sorcery), Concentration, Connections, New
Powers(x2), Power Points (x2), Power Surge
Hindrances:
Curious
Special
Abilities
- Power Points: 20
- Powers Known: Armor, bolt, boost/lower trait, detect/conceal arcana, dispel, grave speak, speak language
Gear:
Clothing appropriate to the circumstances, magical trappings.
Occultist
(Heroic)
Rather
than spending their time out in the field, these occultists are
tasked with helping others by creating magical items for them to use.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills:
Academics d8, Common Knowledge d6, Language d8, Notice d6, Persuasion
d4, Research d10, Spellcasting d12+2
Pace:
6, Parry:
2, Toughness:
5
Edges:
Arcane Background (Sorcery), Artificer, Channeling, Concentration,
Connections, New Powers(x3), Power Points (x3), Power Surge
Hindrances:
Curious
Special
Abilities
- Power Points: 25
- Powers Known: Armor, banish, bolt, boost/lower trait, detect/conceal arcana, dispel, elemental manipulation, grave speak, speak language
Gear:
Clothing appropriate to the circumstances, magical trappings.
Occultist
(Legendary)
The
individuals who lead the Cabal are among the most powerful occultists
in the world; their abilities are only matched by their aspirations.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills:
Academics d8, Common Knowledge d6, Language d8, Notice d6, Persuasion
d4, Research d10, Spellcasting d12+4
Pace:
6, Parry:
2, Toughness:
5
Edges:
Arcane Background (Sorcery), Artificer, Channeling, Concentration,
Connections, Followers, New Powers(x4), Power Points (x4), Power
Surge, Soul Drain
Hindrances:
Curious
Special
Abilities
- Power Points: 30
- Powers Known: Armor, banish, blast, bolt, boost/lower trait, detect/conceal arcana, dispel, drain power points, elemental manipulation, grave speak, speak language
Gear:
Clothing appropriate to the circumstances, magical trappings.
Meeting
Places
Rather than
maintaining their own base of operations, agents of the Cabal use
public locations in which to conduct their business. An example of
such is the typical London coffeehouse, in which people from all
kinds of backgrounds gather to drink strong beverages and share news
and information. It has a broad bar in the middle, surrounded by
stools, with slightly more private booths with tables and benches
along the outside walls.
Plot
Hooks
This organization
can become involved in all manner of adventures and campaigns,
including the following possibilities.
- First and foremost, this organization presents a group of rivals who might compete with the PCs in their pursuit of magical relics and lore.
- Agents of the Cabal are also known to employ underhanded tactics in their efforts to acquire more power, such as is detailed in the adventure “Truth or Consequences.”
- Items likely to attract their interest include the Clavicula Salmonis from the scenario “Buried but not Dead” and the obsidian mirror from “South of the Border.”
- The same goes for entrances to the Winding Way, such as those depicted in “Beyond the Veil” and Diablerie.”
- As such, the PCs could be hired to steal back an item that was taken by Cabal agents from an unwitting victim.
- It's always possible that Cabal agents might infiltrate another organization, such as the Invisible College in England, the Knights of Solomon, or the Black Stars in the United States.
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