Talk:The Cult of Scale and Bone

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The Cult of Scale and Bone

      Purpose: Territorial Dominance The purpose of The Cult of Scale and Bone is to establish control over what one views as their territory, and to do so with dominance if not terror. One's territory could be of this world, the realms invisible, or their own home. The Grand King emboldens this behavior, and reverence is paid by various symbols carved into what you claim as yours.


      Relic: Name: The Grand King's Tooth: The worship of dinosaurs is centered around the tooth of The Grand King. A dinosaur unearthed some fifty years ago by an unknown entity long since dead. The Tooth itself is bound to a hilt by leather, and several first tongue glyphs have been carved into either side of the tooth. In truth the item is keyed to a massive if not ancient spirit bound to a place that isn't within the spirit world. Use of the Tooth during the cult's rights summons an apparition of this great spirit for its blessings.


      Doctrine: Dinosaurs were once the dominant force on this planet. Mighty beasts that would live on as legends, and the Cult of Scale and Bone seeks to emulate them in spirit if not in action. Dutifully watch over what you consider yours above all else. To do otherwise is to invite personal destruction. Never back down from a treat unless your life is on the line, and repay such transgressions in kind when you can reclaim what's rightfully yours. Don't lower yourself to those well beneath you: there are better things you can do.


      Cultists: Hunters of any kind, guardians of sacred places, defenders of their kith and kin, boastful fighters and soldiers.


      Rituals: Carving a glyph (typically in the shape of a dinosaur) into your own skin; carving a glyph into your property; ritual, dancing combat (typically involving the mimicked movements and violence of dinosaurs); marking yourself with blood before a violent encounter; hunting dangerous prey with nothing more than your bare hands or simple tools (spears are fine, guns aren't)


      • The Scent of Truth: Distinguishing friend from foe is most important and one of the first things a cultists learns. They gain an Empathy specialty for Intentions. If they already have the specialty they instead receive Area of Expertise for the specialty.


      •• The Eyes of the Hunt: The cultist is taught how to study the world around them for potential threats or prey. They gain Trained Observer at 1 dot. If they gain this level of Mystery Cult Initiation while already possessing the merit they receive a discount of -1 to purchasing Trained observer at 3 dots.


      ••• The Heart of the Hunter:It's not just about surviving, but about proving that to the world around you either by ferreting out potential problems or dealing with them yourself. Non-Changelings may take an extra dot in Survival or Brawl. Changelings gain the merit Lethal Mien at two dots. If they already possess the merit at two dots it is pushed to four. If they already have Lethal Mien •••• they would instead gain a dot of Survival or Brawl.


      •••• The Grand King's Scale: At this level of dedication a cultist is given a smaller tooth from The Dread King's maw. This item is a Token at three dots, and detailed below. Non-Changeling members also receive this benefit, but must activate it via the Catch.

The Grand King's Scale
Name: The Grand King's Scale
Type: Token
Level: 3
Activation: Standard
Action: Instant
Mask: A small badge not that much bigger than a police officer's shield. The color varies between scales, but green is the most common choice among Cultists of Scale and Bone. Beyond the symbols typical of the cult there is always one set of glyphs carved into the center: The Grand King.
Mien: A small badge not that much bigger than a police officer's shield. The color varies between scales, but green is the most common choice among Cultists of Scale and Bone. Beyond the symbols typical of the cult there is always one set of glyphs carved into the center: The Grand King. It possesses a faint aura of grey light that surrounded, and pulses in the user's hand when activated.
Power: Instinct comes before reason for anyone that wields this token. They may use the higher of their Dexterity or Wits when determining their Defense, they receive a +1 to Initiative, and receive a single point of general armor (1/0).
Drawback: The simplistic, near bestial view this Token brings walls off higher functions. The user doesn't reroll 10s in any roll involving a Mental Attribute or Skill, and 1s subtract successes. Perception rolls (Wits + Composure) and tracking by scent/nature (Wits + Survival) are exempt from this.
Catch: Social niceties are needed as human caution when times are tough, and Glamour is on short supply. In addition to the drawback the user also suffers the same effect to any Social Attribute or Skill rolls. Intimidation and Animal Ken rolls are exempt from this.


      ••••• The Rage of Kings: It isn't just a need for survival that's bubbling beneath the surface, but the rage of a billion years. This manifests as an ephemeral cloaking of ones mouth and hands when they attack. Their brawl attacks inflict lethal damage even as they claw at foes with bare hands or bite at the air. Additionally, they do not need to establish a grapple to bite.

t and the cultist's brawl attacks do lethal damage,