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Credits

Writers: Chris Allen, Jacqueline Bryk, Matthew


Dawkins, Monica Speca, Eric Zawadzki
Developer: Eric Zawadzki
Editor: Sándor Gebei
Artists: Michael Gaydos, Alex Sheikman
Art Director: Mike Chaney
Creative Director: Richard Thomas
Development Producer: Dixie Cochran
Special Thanks
My writing team, for sticking with this project through
the worst pandemic in a century.
The Chronicles of Darkness forum and Discord
communities for giving me more recommendations for
Devoted chronicle inspiration than I can read or watch
in a lifetime.
My tabletop group, for always letting me use them as
my lab rats.
Beth Kinderman, for absolutely everything. Requires the Use of the
Deviant: The Renegades Core Rulebook

© 2023 Paradox Interactive AB. All rights reserved. Reproduction without the written permission of
the publisher is expressly forbidden, except for the purposes of reviews, and for blank character
sheets, which may be reproduced for personal use only. White Wolf, Vampire, Chronicles of
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Werewolf: The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The
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Storytelling System are trademarks of Paradox Interactive AB
All rights reserved. All characters, names, places and text herein are copyrighted by Paradox Interactive AB.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended
for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Keep up to date with Onyx Path Publishing at http://theonyxpath.com/

2 THE DEVOTED COMPANION


Introduction 4 Organizational Icons 26
Theme: Fanaticism 4 Projects 28
Mood: Disordered Attachment 4 Divergence Projects 28
How to Use This Book 5 Expansion Projects 30
Spliced Cells and Grotesque Appendages 5 Management Projects 30
The Devoted Companion 7 Narrative Projects 32
Devoted 8 Synergy 33
Transcendent Devotion 8 Charting Devotion 33
Devoted Origins 9 Unleashed 33
Your Devoted Servant 9 Controlled 33
Changing Sides 11 Constructive 34
Devoted Cohorts 11 Destructive 34
Devoted Surveillance 11 Cross-Referencing 35
Node Assignment 12 Seeds of Devotion 35
Objectives 12 Conspiracy Wars 35
Setting the Stage 13 In from the Cold 36
Made-to-Order Tools 14 Men in Black 36
Mental Merits 17 Mercy-Killers 37
Social Merits 18 Policing Secrets 37
Conspiracy 19 Spinning the Web 38
Conspiracy Actions 19 Devoted Among Renegades 38
Conspiracy Actions and Linchpins 20 Creating Conspiracies 39
Common Conspiracy Actions 20 Step One: Mission Statement 39
Privileges 23 Step Two: The First Node 39
Icons 25 Step Three: The Second Node 40
Agent Icons 25 Step Four: The Third Node 40
Appendix: Conspiracy Conditions 41

TABLE OF CONTENTS 3
“But these weren’t the kind of monsters that
had tentacles and rotting skin, the kind a
seven-year-old might be able to wrap his mind
around — they were monsters with human faces,
in crisp uniforms, marching in lockstep, so
banal you don’t recognize them for what they
are until it’s too late.”
— Ransom Riggs

The Devoted walk the hallways of the conspiracy’s power. They sit in its brightly lit
offices and lecture halls. They lurk in its secret laboratories in dark sewers and abandoned
hospitals. They are its eyes, its hands, its heart, and its very soul. The conspiracy may have
strapped these Broken to operating tables and altars to reshape them, but the Devoted
reshape the conspiracy in turn — creating ripples and waves in power structures meant to
smother their freedom.

Theme: Fanaticism
Devoted have free will, which they turn toward the next objective in their current project.
They put their Variations at the disposal of the conspiracy even if it demands they kill or die in
the service of the cause. Devoted can question the conspiracy’s tactical and strategic decisions,
and they can nurse grudges against other conspirators that would make the most cutthroat office
politics seem tame, but at the end of the day, they are true believers who seek out opportunities
to prove the depth of their devotion to the conspiracy and those who serve it alongside them.

Mood: Disordered Attachment


Just because a Devoted is a true believer doesn’t mean she’s happy in her faith. People all
over the world are or have been members of violent, repressive, or apocalyptic groups that
demand complete obedience to a leader or a central set of tenets. Neither a leader nor tenets
can be wrong at any point, even if they contradict themselves, and any acknowledgment of
contradiction or incorrectness is simply a lack of faith on the believer’s part. Other believ-
ers reinforce this paradigm, and it grows into a toxic stew of codependent feedback with
every believer adding the force of his own convictions and personal loyalties to the mix.
Believers police each other — watching for any slip — but at the same time, they cling to
each other. The outside world never understands what it’s like being part of A Cause.
Most Devoted follow this pattern almost to the letter. Heavily traumatized in both
body and mind by excruciating procedures or ceremonies, they cling to the conspiracy
that Remade them — or the conspiracy that offered them a home after they fled. Whether
through fear or love or even sublimated resentment, they define themselves by their con-
spiracies or by those within them to whom they have grown personally attached. Devoted

4 INTRODUCTION
attachment is attachment without boundaries or mitiga- player’s character shifts from Devoted to Renegade (or vice
tion, an all-consuming passion to serve — to adore those versa), or to flesh out antagonists for a Renegade-focused
the conspiracy tells them to adore, and to hate those the Deviant: The Renegades chronicle.
conspiracy tells them to hate.
Spliced Cells and
How to Use Grotesque Appendages
This Book This companion to Deviant: The Renegades contains
The Devoted Companion is a supplement for Deviant: four core segments, each complimenting the other to make
The Renegades that allows players to engage with the a complete, horrifying body.
Devoted as protagonists. As with Renegades, this does The first discusses how to play Devoted, exploring po-
not necessarily mean they are heroes. Renegades lead lives tential reasons why they serve a conspiracy. It offers new
characterized by vengeance and violence directed against Merits, Forms, Variations, and Scars that are particularly
antagonists that seek to exploit them. They are trapped in appropriate for Devoted characters and provides new
a desperate cycle of bloodshed that promises to end only systems for Devoted and Linchpins.
with their deaths. The second expands the conspiracy mechanics detailed
Whether as willing agents or dupes, Devoted serve the in Deviant, including guidance on conspiracy actions,
same system the Renegades rebel against. Most can rely on Nodes, Icons, and Projects. Additionally, it introduces
the conspiracy to meet their basic physical and emotional Privileges — Merit-like benefits that flow from a conspir-
needs — food, shelter, medical care, and people who at acy’s Structural and Hierarchical Nodes — and provides
least seem to care about them. But that security comes a means for a conspiracy to grow in power and influence
with a price. Sometimes the trusted friend who soothes over the course of the chronicle.
their hurts today will order them to recruit test subjects or Thirdly, this book offers valuable storytelling advice for
kill tomorrow, and the Devoted are ill-equipped to refuse Devoted chronicles. It provides additional storytelling axes
these requests —a psychological vulnerability conspiracies and common stories in Devoted chronicles, including ones
and their agents do not hesitate to exploit. that focus on Remade who create their own conspiracies.
A Storyteller can use this book to run a chronicle fo- This companion concludes with a selection of
cused on a Devoted cohort, to handle stories in which a Conspiracy Conditions that Devoted often receive.

How to Use This book | Spliced Cells and Grotesque Appendages 5


Horror stories are born from strange, disturbing places. Many tales of Renegades
start with the escape from the laboratory, the mad dash through the forest, and the
tumble out onto the road and into the path of a hapless motorist. Others start with
the Deviant waking up on an operating table to find their organs being replaced with
foul machinery, suddenly clutching the surgeon’s wrist and snapping the bone as they
wrestle not only with the medical team, but with the anaesthesia trying to force them
back into nightmarish slumber. Then there are the Renegades who volunteer, perhaps out
of a sense of duty or desperation, the former trying to cling to the vestiges of patriotism as
some branch of the government they’ve never heard of requisitions their body and mind,
the latter clinging onto the hope that the money from this trial will support their family.
If these stories are so horrific, however, why do some Deviants welcome them? All of a sud-
den, the rampaging Renegade isn’t just pulling the motorist from their car, they’re snuffing the
driver out to conceal the conspiracy’s actions, and shambling back to their masters to apologize
for their fit of panic. The Deviant on the operating table realizes where she is, and how she wanted
this change to be made better, faster, stronger than before, and willingly submits to the scalpel, the
clamp, and the saw. The patriot pushes aside all feelings of fear and realizes that yes, this procedure
will make him the weapon his nation needs in this time of historical threat. The desperate Deviant
inwardly counts the dollars they’re earning and smiles to themselves, safe in the knowledge that they’re
in the hands of experts, and a corporation like this one isn’t about to bounce a check.
Is it more horrific to live as an unwilling, resistant Renegade, or be a Deviant who willingly
embraced the change and goes on in service to the conspiracy that made them? The conspiracies
have their view, of course. “Even a live dog is better than a dead lion,” they tell their reticent
subjects. “You cannot thrive by endlessly fighting. Submission is the path to acceptance.”
Some Deviants find such words condescending, only galvanizing them to resist. Others take
solace in the reassurance that despite the changes they’ve been through, there’s a group out there
invested in their survival, if not prosperity, and that if they continue to serve their lives may form
a semblance of normality. Or as normal as a life surrounded by scientists, other Deviants, and
mysterious individuals wearing shades indoors and using pseudonyms can be.
These Devoted and their conspiracies make for horrific stories, as the craving for security over
liberty; reassurance over risk; submission over control, can all compel a Deviant to perform terrible
acts. What would you do to ensure your continued wellbeing, or that of your loved ones? The
Devoted made their choice and despite their entrapped circumstances, they view the constant
agitation from Renegades through a dim lens. Deviants who don’t realize where they’re better
off are often little more than petulant children to the Devoted firmly leashed to their conspiracy.
Yet, tales can still be told with the Devoted as protagonists. Whether subtly under-
mining the people in charge or living up to their name through devotional servitude to
a conspiracy, the hunt for escaped Renegades, the protection of their masters, and the
journey to find purpose in a cage, albeit sometimes a gilded one, provides great founda-
tions for a story of morally gray substance.

The Devoted Companion 7


“I live for a sigh, I die for a kiss! I lust for a laugh, a-ha!
I never walk when I can leap! I never flee when I can fight!”
— Danny Kaye, The Court Jester

Any discriminating Progenitor regards a Deviant that empathizes with him for once. It hurt to implant himself with
goes Feral or Renegade shortly after the Divergence as a the injector, and he’s sure the men who hand-delivered it and
failure. Better by far are the subjects who do not resist check up on him once a week want something from him other
examination and further experimentation, the ones who than test results. But it worked. It worked. Look out world,
forge deep bonds with obedient conspiracy agents and here he comes.
so become obedient themselves, the ones who eagerly She grew up in the arms of the Enlightened Family of the
master their newfound abilities and adapt to their Scars. Fourth Wave. The loving embrace of the Family’s home was
Although flawed experiments and unfortunate twists of all she knew, until she underwent the Becoming. Only those
fortune can yield Ferals and Renegades, the conspiracies who survived the Becoming could go Outside, and only those
of the Web of Pain much prefer to produce Devoted, for who proved themselves could undergo the Becoming. She wept
these Remade live up to their name. tears of joy as they fixed her to the iron cross and placed the
electrodes on her head. The powers of the Waves channeled
Transcendent through her tore her mortal form asunder and built her anew,
creating a beautiful and powerful new being. She would be the
Devotion Enlightened Family’s warrior and prophet on the Outside. Yet
nothing about the Becoming prepared her for the Outside, how
She was the black sheep of her family. Her brain didn’t loud and cruel it is. She hates it. She wants to see it remade,
work right, they complained. Why can’t you just be normal? like her.
The doctors diagnosed her with ADHD, with Bipolar II, with Life in prison, or the operating theatre and freedom: pick
C-PTSD with Borderline traits. One said he could help her. one. He knew which one he’d pick, wouldn’t you? It wasn’t so
There’s an experimental study. Come with me. She did. Now bad. Yeah, the anesthesia wore off once, and they had to give
she thinks like how a missile must think — quietly and harm- him a Dilaudid drip in addition to the knockout drugs, but
ing no one, until the arming switch is thrown. She loves it. It’s he was only under for what, six hours? Less than one percent
so peaceful here. She has her own room done in cool colors, she of his combined sentences for extortion, fraud, embezzlement,
can play her own music, and no one storms in to disrupt her and conspiracy to commit murder. That didn’t make him a
when she’s relaxing. They always knock to give her her next bad guy, of course. He was just trying to provide for his wife
target. and mistress, both of them with their expensive tastes. The
He was weak. No matter how much he tried, he could Dilaudid hooked him, and that wasn’t so bad either. Just
never grow muscles or a beard. That rage built inside him. He meant that he had a new boss who paid him in opiates, and
learned about NoNutNovember and how women would be at- he had to learn to become the hitman rather than hiring one.
tracted to his buildup of hormones not released by jacking off. Not his fault, of course. Nothing personal. It’s just business.
That didn’t work either. He got angrier. His anger darkened. Renegades, if they’re lucky, have small groups of equally
He deserved attention and a beautiful girl to give it to him. fucked-up Broken with whom they can find some irregular
Wasn’t he a man, after all? He heard the advertisement for solace from the outside world. Even being around other
the YFU-9000 Virility Self-Implant on one of those late-night Remade can be stressful. Renegades all have their own
radio shows, the ones with the shock jocks who scream about Scars and issues that can’t be fixed by simple kindness, and
school shootings being false flags for government takeovers. He sometimes their relationships shatter because someone
likes those shows a lot. They make him feel like he has a right said something nominally harmless at the wrong time.
to this deep pit of resentment in his stomach, that someone

8 THE DEVOTED COMPANION


Being a Renegade means being an outcast, always on the Remade is dependent upon them in some way. Exomorph
run, never safe. Renegades who escape their Progenitor sometimes join a
Devoted, though? They have lives. They have friends. conspiracy that has Principles compatible with their per-
They have jobs and bosses who pay them regularly. They sonal beliefs or that court them with rewards that play to
have homes they can return to. They might even have the Unwilling’s desires, whether it’s protection from an
families. They don’t have to hide from the outside world, abusive Progenitor, a steady source of income, or a promise
because through the conspiracies, they’re a part of it. Sure, to minimize how often they call upon her services.
the home is in a company town or is a carefully-constructed Genotypals rarely know that they have any other
apartment in the same building as the lab that made her. choice. Often raised in a cult-like atmosphere (or even
The family might be hand-picked by the company or sect. just a flat-out cult), Born regard service to the conspiracy
So what if the Devoted’s job is to take out enemies of her as an expression of love for their extended family. They
Progenitor? She has a routine. She has stability. She has know nothing else and may never have cause to rebel
purpose. against their conditioning. Driving a Genotypal Devoted
She feels safe and supported in her new role. For once, into the arms of another conspiracy usually involves some
she’s part of a powerful group that accepts her, and all her catastrophe that wipes out their conspiracy “family.” Most
Scars, and all her Variations. such orphans seek out a new conspiracy, for facing the
She doesn’t have to be on the run. world alone is all but unthinkable.
Pathologicals most often become Devoted in search of
Devoted Origins answers. Why did opening that door, or going outside in
that storm, or taking that new pill, go so wrong for me?
Like Renegades, Devoted can come from any Origin. Conspiracies promise answers to the Accidents who serve
Autourgics and Genotypals are more common, but even them. Sometimes, those answers even turn out to be true.
Exomorphs can join a conspiracy. Here are some com- Other Pathologicals become Devoted not through meeting
mon situations: men in black with answers, but through simply finding
Autourgics knew what they were getting into and doctors, friends, and family who happen to be part of a
had some idea what the result might be. Some see their conspiracy with enough money, power, and time to take
Divergence as a new chance at life or a new set of powers care of the Deviant. Finally, an Accident who doesn’t
with which to control other people. Many of the fiercest initially come to the Web of Pain’s attention can become
and most loyal Devoted are Elect, and few switch conspira- the seed of a new conspiracy, as seemingly friendly faces
cies unless they have no choice. A handful of Autourgics, exploit the Devoted’s remarkable abilities — whether they
especially those whose Progenitor and initial conspiracy do it with good intentions, out of greed, or for the chance
were wiped out, become true mercenaries — fully aware of to wreak a little bloody vengeance of their own.
how valuable their powers make them to the conspiracies
of the Web of Pain.
Epimorphs often come to view their Divergence and
Your Devoted Servant
subsequent services as Devoted as a form of military service Something about the conspiracy fills a hole within the
or indentured servitude. If the conspiracy kept its initial Devoted. Perhaps she’s been searching for more her entire
promises, many Volunteers can be persuaded to continue life. More power, more love, more answers, more meaning
their service in exchange for money, protection from — more of anything, really, just more than her mere human
enemies, or other remuneration. Escaped Epimorphs fre- existence. The Divergence is a piece of that, yes, but the
quently find the problems that led them to the Divergence people who surround her, the people who have beautiful
in the first place haven’t simply vanished, and some come ideas and want the world to be made anew? That’s what
crawling back or else join another conspiracy that can she was looking for. She loves that sense of purpose.
promise them protection or further medical treatment. Perhaps instead, she’s afraid. She was anxious before,
Exomorphs require a firm hand or good fortune. Some but now, she feels out of control and lost. The conspiracy
Unwilling go onto the table screaming but come out of gives her a place where she can take a deep breath and
the Divergence fanatically dedicated to their Progenitors. relax. Here, there are people who understand what is
Others can be blackmailed or brainwashed into service happening to her, and she loves them for it. No one else
or else befriended by one of the conspiracy’s agents, who understands. Sure, sometimes they ask her to do…things,
acts as the Devoted’s minder. Certain conspiracies develop but they have to spend time around her. She’s a monster.
techniques to engineer a Deviant’s Scars so that the new It’s only fair that she repay them.

Devoted 9
It could be something else entirely. She fears and hates
the conspiracy — but the outside is worse. The outside is
full of dangerous people who want to hurt her: kidnap-
pers, terrorists, perverted politicians, people with advanced
weaponry. She doesn’t like the conspiracy either; the way
they treat her makes her weep at night, but it’s the best
she’ll get. They’re the only ones who can help her — as
long as she helps them, of course.
Whether through genuine love, a sense of obligation,
fear of the outside world, abandonment anxiety, or some-
thing else, the Devoted pack-bonds tightly to members of
her conspiracy. She lives for them and would die for them.
She’s part of the conspiracy’s machine — whether it is the
Cephalist negotiating for rare artifacts or the Invasive
protecting them. Devoted given a job will go to terrifying
lengths to do it.
It all comes down to wanting to have a place. The
Divergence brings with it a profound identity crisis, and
most Broken soon lose friends, family, homes, and careers
— in addition to whatever price their Scars exact. This loss
causes a certain hyper-suggestibility: Anything that gives her
a sense of belonging and peace becomes her new normal.
This is quite common in even Baseline cults and new reli-
gious movements, and that’s without the experimentation
on body and soul that Remade undergo.
Conspiracies keep Devoted in line through some
combination of love-bombing, absolutist principles, and
threats. The conspiracy gives the Devoted dangerous or
difficult jobs, reminding them that it’s for the greater good.
Those who complete their tasks receive praise, raises, and
other rewards that inspire them to continue and improve.
Devoted who fail? Well, they can expect write-ups at the
very least, but often they are locked up and sedated, used
as guinea pigs for further experiments “to find out what
went wrong” or, to put it gently, disassembled for parts.
The worst part is that many “failed” Devoted believe they
deserve it; after all, they couldn’t do what the people who
care for them asked them to do.
Such fanatical devotion to the people they care about
defines Devoted as surely as an unquenchable thirst for
vengeance defines Renegades. Devoted are capable of tap-
ping into that same bottomless well of hatred, but most
allow their Loyalty Touchstones tell them whom to hate.
However, Devoted assassins seldom pick off their targets
from a safe distance without ever revealing themselves. Like
all Deviants, Devoted crave a personal connection to their
victims to cement their rage (and affirm the Touchstone),
whether it means arranging a chance meeting or “playing
with their food” before moving in for the kill.

10 THE DEVOTED COMPANION


Changing Sides On Nemesis
Some Renegades were never Devoted and never will be.
Some Devoted have never tasted the terrifying freedom of the
Some of the effects of Nemesis in Deviant: The
Renegade and will remain safe within their conspiracy for the
Renegades (p. 237) assume that all Devoted
rest of their lives. But other Remade change from Devoted are Storyteller characters. If a player character
to Renegade (or from Renegade to Devoted) at least once. achieves a state of Fury, it does not increase
In some cases, the moment of change will be obvious the Devoted’s Attributes or Variations, although
within the chronicle’s narrative. In others, however, it will be the Willpower and Instability benefits still apply
less clear-cut. Perhaps a Renegade successfully infiltrates the (identical to those of Guardians).
conspiracy to the point where she becomes the Linchpin of
one of its Nodes. Or maybe a Devoted goes deep undercover
in a Renegade cohort but remains loyal to the conspiracy,
in spite of taking some actions against it to prove his loyalty.
Devoted Cohorts
Deviant has no hard-and-fast rules regarding when a In Deviant: The Renegades, conspiracies pursue a
character switches from Devoted to Renegade or from Remade character and seek to bring her in or bring her
Renegade to Devoted, but here are some common narra- down. A Devoted chronicle reverses the situation so that
tive events that may trigger it, at the player’s discretion: the Remade is now working from the inside, with the con-
spiracy serving as context and surroundings within which
Renegade to Devoted she makes her decisions. The Devoted’s relationship with
her conspiracy is not necessarily going to be a benign one,
• The Renegade is a Guardian whose Loyalty exceeds
but she can try to influence how it wields its power, and
her Conviction by two or more, and at least one
where it directs its attention.
Loyalty Touchstone is the agent of a conspiracy.
Service to the conspiracy defines the lives of the
• The Renegade is assigned to a Node, especially if Devoted. Not only does it help them fend off Instability,
she becomes its Linchpin. the conspiracy’s Principles and values often help fill the
void left by the Divergence, which annihilates the Broken’s
• Each time the Renegade helps complete a con- capacity to form and act on a sense of purpose outside of
spiracy Objective. their Touchstones. This intense devotion and eagerness
• The Renegade is successfully brainwashed into a to please yield substantial benefits for a conspiracy willing
conspiracy. to give its Devoted some discretion as to how they serve
it. A cohort of Devoted can sometimes achieve greater
• The Renegade is part of a cohort that sets out to results in less time than an entire laboratory of scientists
create a new conspiracy. or a company of private security operatives.

Devoted to Renegade Devoted Surveillance


Devoted do not live in fear of conspiracy attention
• The Devoted is a Nemesis whose Conviction ex-
to nearly the degree that their Renegade cousins do. For
ceeds his Loyalty by two or more, and at least one
the most part, their conspiracy grants them substantial
Conviction Touchstone is the agent of a conspiracy.
protection from its rivals in the Web of Pain. However,
• The Devoted’s conspiracy ceases to exist. Devoted who draw too much attention can endanger the
secrecy of the conspiracy they serve. The more powerful
• The Devoted no longer has a Loyalty Touchstone the organization, the more unwanted attention it is likely
in the conspiracy — neither an agent nor a hostage. to attract.
At the beginning of each chapter, make a surveillance
• Each time the Devoted causes a crisis point through
roll for the entire cohort:
his action, inaction, or failure.

• The Devoted is successfully deprogrammed out of Surveillance


a conspiracy. Dice Pool: Conspiracy Standing + highest-rated Overt
Variation or Scar activated/manifested in the previous chapter.

Devoted 11
Suggested Modifiers (cannot exceed net +/–5): No to benefit from their Variations or use them as watchdogs
Overt Variation/Scar used during the current story (–5). keeping an eye on potentially rebellious Linchpins.
None of the cohort’s actions last chapter called upon the
conspiracy’s Power (–2) or any conspiracy resources (–3). Devoted Linchpins
Checked into a hospital outside of a conspiracy facility (+2). Although not all conspiracies trust Remade with real
Recently arrested (+3) or escaped custody (+5), unless au- power within their organization, Devoted make potent
thority is allied with the conspiracy. Created a public scene Linchpins. Their intensity and passion usually more than
while calling upon the conspiracy’s Power (+1) or multiple make up for their frailties and failings.
such incidents (+3). Created a public scene involving Overt
Variations/Scars (+3) or multiple such incidents (+5). • Devoted may begin play as the Linchpin of a Node
by purchasing the Linchpin Merit (p. 18). This may
Roll Results also be purchased during play, with Storyteller ap-
Success: The Remade incur some kind of PR incident. proval — typically after a crisis point would cause
This deals a point of bashing damage to the conspiracy’s the dismissal of the current Linchpin (Deviant, p.
Association. 231).
Exceptional Success: Choose one of the following
• If the conspiracy suffers a crisis point or performs
options.
a purge that would result in the replacement of
• The characters’ actions spark a major internal crisis a Linchpin or the destruction of a Node, the co-
or reorganization. Deal a point of lethal damage to hort may choose to take the fall, resulting in the
the conspiracy’s Association. termination of one or more of their members as
Linchpins. The terminated Remade take a Beat
• The conspiracy must waste time cleaning up the and a Conspiracy Beat. The Sanctity of Merits also
Devoted’s mess. It loses one of its conspiracy actions applies.
for this chapter.

• The cohort’s actions have infuriated her conspiracy, Free Hands


and they assign it punishment duty. Gain the In a Devoted-focused chronicle, the actions of the
Devoted Shackles Condition. players’ characters do not normally count as conspiracy
• The Devoted have made an enemy of someone actions. This includes scenes in which they come into con-
powerful enough to make their lives difficult. Gain flict with Renegades or other enemies of the conspiracy.
the Hunted Condition. At the Storyteller’s discretion (or via Conspiracy
Conditions — p. 41), however, the conspiracy may use
Failure: The Devoted avoid fallout or other unintended one or more of its actions to provide support to the
consequences. Devoted in a scene. If it does so, it enjoys a bonus to
Dramatic Failure: Choose one. its Power or Finesse as usual. If multiple Devoted and/
• The Remade’s actions reflect favorably upon the or Linchpins are active in the scene, use only the best
conspiracy. Heal a point of bashing damage to available bonus.
Association or downgrade a point of lethal to A Devoted cohort that takes direct action against a
bashing. rival conspiracy uses up one of the enemy conspiracy’s
actions, potentially provoking crisis points (the same as a
• The Devoted’s actions are pleasing to their con- Renegade cohort doing so).
spiracy. Gain the Devoted Influence Condition
or upgrade the Devoted Influence Condition to
Devoted Authority Condition.
Objectives
Devoted carry out important tasks on the behalf of the
conspiracy they serve. Such Objectives act like collective
Node Assignment (and usually long-term) Aspirations. The cohort may have
Even Devoted who are not Linchpins are jealously up to two Objectives at a time.
guarded resources of the conspiracy they serve. Each one Normally, if the cohort does not currently have two
“belongs” (is assigned) to a single Node. It’s likely that the Objectives, the conspiracy assigns the Devoted a new one
whole cohort will be part of a single Node, but some con- at the beginning of each chapter based on the Storyteller’s
spiracies might spread the group across various schemes

12 THE DEVOTED COMPANION


perception of how it will react to current events and what The cohort may also accept the Devoted Shackles
goals it is pushing towards. Condition on one of its members if:
The Storyteller may assign two Objectives at the begin- • The cohort chooses to abandon an existing
ning of a story and may remove one or both Objectives at Objective, or an Objective’s completion has been
the end of a story. Assigned Objectives should reflect one rendered impossible.
of the conspiracy’s Principles or Anchors, as well as the
Node to which at least one member of the cohort belongs. • The cohort’s players wish to choose a new Objective
A Devoted cohort can attempt to control some or instead of allowing the Storyteller to assign one.
all the Objectives they are assigned by cultivating influ- The elected Objective must adhere to the rules of
ence among their peers through the Devoted Authority, the Devoted Influence Condition (p. 42).
Devoted Control, Devoted Influence, and Devoted At the beginning of each chapter, the Storyteller should
Shackles Conditions. automatically assign the Devoted Shackles Condition to a
character if the cohort did not earn any Conspiracy Beats
Influence and Shackles or Effort in the furtherance of at least one Objective dur-
At the beginning of each chapter, the Storyteller ing the previous chapter.
awards a single beneficial Devoted Condition to one The Storyteller may also assign the Devoted Shackles
player character. The Storyteller normally chooses which Condition if the cohort belongs to a conspiracy that
character receives the Condition in accordance with the maintains strong control over its Devoted in general or
narrative, but the players can override this choice if they sees them as resources to be kept in line (particularly as
have unanimous agreement as to which character should part of a chronicle leaning strongly in the direction of the
receive it instead. In escalating order of power over the Controlled axis — p. 33), and any cohort member does
conspiracy they represent, the Conditions are Devoted something to provoke a conspirator — or is simply in the
Influence, Devoted Authority, and Devoted Control. The wrong place at the wrong time. This should not occur
Condition awarded is always the highest of these for which more than once per chapter.
any member of the cohort qualifies. No character can have more than one instance of the
To qualify for the Devoted Influence Condition, at Devoted Shackles Condition, and the players may not
least one member of the cohort must: choose to accept it for one of the benefits above unless at
• Be assigned to a Node (and thus this is almost always least one of them is not currently suffering from it.
automatic in a Devoted chronicle).
Conspiracy Beats
To qualify for Devoted Authority, at least one member
of the cohort must: Whenever a Devoted earns a Beat in direct pursuit of
an Objective, he also earns a Conspiracy Beat. The cohort
• Be the Linchpin of a Temporal, Exploitative, or cannot earn more than one Conspiracy Beat per scene.
Structural Node. The Devoted cohort may exchange five Conspiracy Beats
to generate 1 additional Effort. Additionally, if the cohort
• Have subverted or dominated the Linchpin of
completes (resolves) an Objective, it generates 1 Effort.
a Node (by blackmail, manipulation, seduction,
threats, or other means) they were assigned to dur- Even if the conspiracy does not give its Devoted a
ing the prior chapter. voice in its operation, the players should always determine
how to invest the Effort generated by their characters’
• Belong to a conspiracy which has little control over Conspiracy Beats. The Sanctity of Merits should likewise
its Devoted in general or which actively accords apply to any Projects funded with Conspiracy Beats.
them authority and importance due to their nature
— most likely as part of a chronicle leaning strongly Setting the Stage
in the direction of the Unleashed axis (p. 33). A Devoted chronicle can make use of the optional Setting
To qualify for Devoted Control, at least one member the Stage step of downtime (Deviant, p. 230). This replicates
of the cohort must: the cinematic experience of shining a light onto the periph-
• Be the Linchpin of a Hierarchical Node. eral cast and seeing the struggles they carry and the price the
cohort’s own actions may be exacting from them.
• Have subverted or dominated the Linchpin of a Each player takes limited control of a single character in
Hierarchical Node during the prior chapter. a special scene at the end of the chapter. These characters

Devoted 13
might be conspiracy members — the support staff who so on. It’s all in the name of the ever-forward march of
help the Devoted deal with the ravages of their Scars, the science, art, and technology after all. However, Devoted
ambitious conspirators whom the Devoted have stepped with this Form have been made for one purpose only: war.
on while climbing the ladder, or the like — but they’re Conspiracies craft their supersoldiers with violence
more likely the Renegades the cohort hunts, the people in mind. Every change made to the Devoted’s physiology
around the Devoted’s targets who have to put their lives has been done with the goal of making their creation a
back together afterwards, rivals in other conspiracies, and living weapon. Only the most loyal (or the most compliant)
so forth. candidates receive this kind of reshaping. The last thing a
The players play out a brief conversation or encounter conspiracy wants is a laser-focused killing machine going
involving these characters, perhaps highlighting rising rogue and turning on them.
Instability, determining a Renegade or rival conspiracy’s To this end, Devoted with the Supersoldier Form
plan of attack for the future, or showing reactions to the receive preferential treatment. While conspiracies make
Devoted’s exploits and highlighting how they’re seen as he- it clear who owns whom, they will listen to the Devoted’s
roes, problem-solvers, or monsters by Baseline characters. demands — within reason, of course. Any Supersoldier
who asks for too much finds themselves sedated and
Made-to-Order Tools imprisoned, or locked away in cold storage until it’s time
to use them again.
The following Forms, Merits, Variations, and Scars are System: The Supersoldier Form confers the following
especially appropriate for Devoted, although some rare mechanical benefits:
Renegades have them. • Once per chapter, as an instant action, the
Supersolder may redistribute up to (Acclimation
New Form: Supersoldier + 3) dots from Mental and/or Social Attributes to
All Devoted are made with purpose. Rarely do the Physical Attributes until the end of the scene. This
Progenitors toy with a subject for cruel, aimless reasons. cannot reduce an Attribute to less than 1 nor more
There’s always a goal in mind: limits to test, new formulae than double the rating of a Physical Attribute, and
to experiment with, new serums in their trial period, and it doesn’t affect Scar Power/Finesse/Resistance.

14 THE DEVOTED COMPANION


New Universal Variation:
Modern Absorb Instability (• to •••••)
Supersoldiers
Subtle
The Supersoldier Form first appeared in Dark Directed, Tiered, Toggled
Eras 2 (p. 445). It has been updated for the The Deviant senses the troubles of her compatriots and
modern setting and to clarify its mechanics. can help slow the terrible descent brought on by their own
awful powers. Conspiracies occasionally design toward this
Variation in order to keep their peak-performing Devoted
• Upon gaining this Form, a Supersoldier may reduce
in flawless shape. The unfortunate soul with this Variation
her Willpower dots by any number to add an equal
can always be patched up later or discarded when they
number of points in Magnitude of Variations. This
become useless.
cannot reduce Willpower dots to less than 1.
A Remade may benefit from the same effect of this
• These Variations do not count towards the maxi- Variation no more than once per chapter, regardless of
mum Magnitude allowed per threat level, but they how many other Broken attempt to use it on her, although
must entangle Scars as per the usual rules. the healer can use an Adaptation to overcome this limit.
The Deviant cannot target herself with this Variation.
• These Variations may not have the Directed keyword At Magnitude •, the Broken may sense a target’s
unless the particular effect (such as a special attack, Instability and can grant the target the ability to better re-
like Inhuman Digestion) fits as a reflection of the sist their Instability, reducing penalties to Scar Resistance
Devoted’s purpose. The Storyteller and player should rolls due to Instability by half the healer’s Scar Power
agree on what they feel is appropriate. Any Persistent (rounded up) until the end of the scene.
Perpetual Variations lose the Perpetual keyword and
At Magnitude ••, as Magnitude •, and the Remade
gain the Reflexive and Toggled keywords instead.
with this Variation may transfer any number of Instabilities
• Each Magnitude of these Variations must be as- from the target to herself, with a maximum severity based
signed to one of her Loyalty Touchstones, and on her Scar Power — minor Instability at 1 or 2, medium
she may only use Variations gained this way in the at 3 or 4, and major at 5.
service of that Touchstone. At Magnitude •••, as Magnitude ••, and choose one:

• If the Supersoldier is Devoted, some or all of this • Resilient: Once per chapter when using the
Magnitude may be assigned to a Node, in which Magnitude •• effect, the Deviant heals a minor
case any assigned Variations may only be used in Instability or downgrades a medium or major
service of the conspiracy’s Objectives. Instability by one step. This target Instability must
be one absorbed by the healer using this Variation.
• If a Touchstone or Node which has assigned
Magnitude is destroyed, those dots are banked and • Soothing: Allow the target to ignore a number
the Remade may assign them to another Touchstone of medium Instabilities equal to the healer’s Scar
or Node at the beginning of any subsequent chapter. Power or a single major Instability for the purposes
of increasing the Magnitude of their Scars and/or
• If the Loyalty Touchstone to which the bonus dots gaining new Scars.
of Variations is attached becomes Wavering, the
Supersoldier suffers a minor Instability at the end • Stabilizing: Reduce the Magnitude of one of the tar-
of any scene in which she activated one or more of get’s Scars and Variation Magnitude by the healer’s
the Variations assigned to that Touchstone. Scar Power. If this would reduce a Scar’s Magnitude
to 0, it also disables all entangled Variations.
• If the Loyalty Touchstone with attached Variations At Magnitude ••••, as Magnitude •••, but choose
converts to a Conviction Touchstone instead (or two effects instead of one.
a Devoted with Magnitude assigned to a Node
At Magnitude •••••, as Magnitude ••••, and the
becomes a Renegade), any assigned Magnitude
Remade enjoys all three Magnitude ••• effects.
remains assigned and can only be used to oppose
the Touchstone or Node. The Cephalist lays her hands upon her target and absorbs
their mental trauma through psychokinetic contact. This touch

Devoted 15
leaves her mind in a haze for hours after (Persistent Drawback • Destructive: Whatever the Broken desires, it is
[Glitch]; Controlled; Wits). harmful to her body. Whenever she indulges her
The Coactive syncs the uncontrollable energy of his body to philia, it inflicts 1 lethal damage to her.
his target’s alpha waves to soothe them at the cost of his own
• Routine: The Deviant must indulge her philia
mental stability (Suppression [Resolve]; Persistent).
regularly and suffers a minor Instability at the end
The Mutant opens pores in her skin and secretes a serum of any chapter in which she did not do so.
that settles the target’s mind at the cost of damage to herself
(Perilous Variation; Controlled; Dexterity). At Magnitude ••••, as Magnitude •••, but choose
two effects instead.
New Persistent Scar: At Magnitude •••••, as Magnitude •••, but all
three effects apply.
Philia (• to •••••)
Deviations
Keywords: Mental; Subtle; Repeatable
• Rare (–1 Magnitude): The Remade craves some-
The Broken has a bizarre, unbreakable desire or fasci- thing bizarre and uncommon, like tasting the fur
nation for a particular thing. A Deviant transformed in of a werewolf, a very specific fruit found only on
a sensory deprivation tank may yearn for the noiseless, the opposite side of the globe, or near-death experi-
saline floating, while another forced to stay awake for days ences. It is unusual for her to trigger her philia more
might actively seek sleeplessness. than once per story.
By default, the philia comes into play no more often
than once per chapter — such as a strange craving, a desire • Common (+1 Magnitude): The Broken desires
to avoid sleeping, an obsessive need to perform a particular something commonplace and easy to acquire:
action, and so on. chewing on aluminum foil, prescription painkill-
Each instance of Philia pertains to a desire for some- ers, eating sawdust, aerosol fumes, teratophiliac
thing different. pornography, and so on. This can be triggered
At Magnitude •, the Remade’s philia drives her to multiple times per chapter, but no more than once
abandon missions, act irrationally, or betray or scam her per scene.
cohort in order to get what she craves. Take a Beat when-
ever the Deviant indulges the urge in a way that creates New Persistent Scar:
problems or complications.
Trusting (• to •••••)
At Magnitude ••, as Magnitude •, but whenever the
Remade encounters an opportunity to satisfy her philia, Keywords: Social; Subtle
she suffers a (6 – Scar Resistance) penalty to actions in the The Deviant believes that everyone she meets is hon-
scene other than those that help her indulge it. Once she est and has her best intentions at heart. She also believes
indulges in the urge, it consumes her entire attention for (6 that honesty is the best policy when dealing with others.
– Scar Resistance) minutes (or turns, during action scenes) She does this without considering that she might be ma-
unless someone or something interrupts her indulgence. nipulated or that whatever they ask of her might not be
At Magnitude •••, as Magnitude ••, and choose one: in her best interests.
• Consuming: Once the Remade indulges, tearing At Magnitude •, the player may accept a Beat whenever
herself away from the obsession becomes nearly her willingness to believe the best of people or her desire
impossible. In action scenes, when she pulls away to handle things with frank honesty causes a setback.
from her fixation, she must make a Scar Resistance At Magnitude ••, as Magnitude •, and choose one:
roll each turn to keep herself from abandoning the
• Credulous: The Remade suffers a (6 – Scar
fight to dive back in. In other scenes, she cannot do
Resistance) penalty to contested Empathy rolls to
so unless someone interrupts her with something
read another character’s intentions or detect decep-
urgent (a dear friend begging the Remade to stop,
tion, which the Storyteller rolls in secret. A failure
for example, or an imminent threat that demands
on such a roll invariably paints a rosy picture of the
her attention), in which case she may make another
subject’s perceived motives.
Scar Resistance roll to pull away.

16 THE DEVOTED COMPANION


• Transparent: The Broken suffers a (6 – Scar
Resistance) penalty to contested Subterfuge rolls
Mental Merits
to lie, hide her intentions, and resist giving away
information under interrogation. The Storyteller Library (• to •••) (Overt)
makes these rolls in secret. A failure on such a roll Effect: Whether it’s research library, an archive of
means the observer has seen right through her, or surveillance footage, or a possessed theatre that answers
she has given away something important without questions put to it by playing an appropriate documentary,
realizing it. your character has access to a plethora of information
At Magnitude •••, as Magnitude ••, but both ef- about a given topic. When purchasing this Merit, choose
fects apply. a Mental Skill. The Library covers that purview. On any
extended roll involving the Skill in question, add the dots
At Magnitude ••••, as Magnitude •••, and once
in this Merit.
per chapter at a time chosen by the Storyteller, when one
of the Deviant’s Loyalty Touchstones makes a request of This Merit can be purchased multiple times, to reflect
her, she cannot refuse it and suffers a (6 – Scar Resistance) different Skills. Additionally, its benefits can be shared by
penalty to any actions during the current scene that do various characters, with permission.
not further it. This request may be something difficult or
dangerous, but not outright impossible or suicidal. Loose Cannon (••)
At Magnitude •••••, as Magnitude ••••, but the Prerequisite: Deviant-Only, Devoted Form
request replaces the Remade’s Aspiration, and the above A character with this Merit will do whatever needs to be
penalty persists until she completes the Aspiration or until done in order to accomplish her goals. Her dedication and
the end of the story. If the Broken already has one such loyalty lie not with the conspiracy that commands her, but with
Aspiration, her player may choose whether or not any her ambition to see a task through to the end. This makes her
new request replaces it. In addition, the Deviant cannot both an asset and a loose end to whichever conspiracy owns her.
switch a Loyalty Touchstone to a Conviction Touchstone
without Wavering, first.

Devoted 17
System: No more often than once per scene, when System: The character enjoys a +2 bonus whenever
the character violates conspiracy Principles in order to she uses Intimidation, Persuasion, or Subterfuge to win
further an Objective, she regains a point of Willpower, a target to the conspiracy’s side or to convince them to
and the resultant Conspiracy Beat still converts to Effort embrace its Principles.
even if a member of the cohort has the Devoted Shackles
Condition (p. 42). Linchpin (••• or •••••)
Prerequisites: Status (Conspiracy) • (or ••• for the
Moral Compass (••) five-dot version)
Prerequisite: Deviant-Only, Devoted Form The Devoted is a key member of his conspiracy, com-
The character with this Merit is the moral lodestone manding the resources of one of its Nodes and directing
of her group. She sets an example for her fellows, who its activities on the conspiracy’s behalf.
find inspiration in her righteous actions. Whenever she Effect: The character is the Linchpin of an Exploitative,
provides moral direction and her friends adhere to it, Structural, or Temporal Node, which comes with both
everyone benefits. benefits and responsibilities. With the five-dot version, the
System: Once per chapter, when the character acts in character is instead the Linchpin of a Hierarchical Node.
accordance with one of the conspiracy’s Principles or its Note: Purchase of this Merit after character creation
Virtue, or spends an action encouraging others to do so, requires a vacancy for the Devoted to fill — either as a result
the Devoted may call upon this Merit. Devoted and other of the prior Linchpin’s demotion or reassignment, or a
agents of the conspiracy in the scene gain the Inspired Node whose Linchpin the Storyteller has not yet defined.
Condition related to furthering the designated Principle
or Virtue. Staff (• to •••••) (Overt)
Your character has a crew of workers or assistants
Social Merits at his disposal. They may be housekeepers, designers,
research assistants, animators, cheap thugs, or whatever
The Company Line (••) else makes sense.
Every conspiracy has its poster child, the Devoted that Effect: For every dot in this Merit, choose one type
everyone else looks up to as a paragon of the conspiracy’s of assistant and one Skill. At any reasonable time, his
mission statement. She delivers every line of propaganda staff can take actions using that Skill. These actions
with a flawless, photogenic smile and makes other people automatically garner a single success. While not useful
wish they were her and that they could have what she has. in contested actions, this guarantees success on minor,
mundane activities.

18 THE DEVOTED COMPANION


“We companies are all birds of prey; mere birds of prey.
The only question is, whether in serving our own turn, we
can serve yours too; whether in double-lining our own nest,
we can put a single living into yours.”
­— Charles Dickens, Martin Chuzzlewit

Deviant: The Renegades provides a system for run-


ning conspiracies in chronicles focused on the travails Conspiracy Traits
of Renegades, where these organizations are antagonists.
Because so much about conspiracies is Storyteller-facing, in Devoted
and therefore invisible to the players, those systems are Chronicles
fairly simple. In such chronicles, conspiracies are foes to be
reckoned with (and, ultimately, vanquished), so the rules When creating a conspiracy in a Devoted-
reflect largely static opposition — capable of threatening focused chronicle, do not add Nodes or
the Renegades’ interests, certainly, but fixed in Standing. Attribute dots based on the number of Deviants
In a Devoted-focused chronicle, conspiracies play more in the cohort. Use the base traits instead.
nuanced roles, ones in which its protagonists see, influ- Additionally, attacks on Nodes, Linchpins, or
ence, or even outright control the organizations’ inner Projects do not typically use up conspiracy
workings. For that reason, this chapter provides more actions, and they never do so in scenes in which
mechanical levers for player characters to manipulate. the cohort is involved. However, if the cohort is
These expanded rules are also useful for Storytellers called upon to defend a conspiracy resource
in some Renegade-focused chronicles. Perhaps the player against a threat and does not do so, the attack
characters take an interest in subverting a conspiracy may use up a conspiracy action, as the con-
or turning one conspiracy against another. Possibly the spiracy must direct other resources to it.
Storyteller likes to have a clear idea of what is really hap- If a rival conspiracy serves as the main antago-
pening in the background, even if the player characters nist in the chronicle, however, build the enemy
don’t. Even in a Renegade-focused chronicle, these conspiracy following the rules in Deviant: The
expanded systems can add definition to the otherwise Renegades, with the Storyteller directing its ac-
indistinguishable Nodes of high-Standing conspiracies. tions using the rules for an active conspiracy in a
Renegade-focused chronicle (Deviant p. 220)
Conspiracy Actions
Most conspiracies prefer to use tried-and-tested ap- Each conspiracy action typically originates from a single
proaches to achieving their aims, putting forth Effort to Temporal or Exploitative Node. A Temporal Node calling
advance their Projects. Sometimes, however, urgency or upon Finesse (or an Exploitative Node calling upon Power)
desperation demands swift, if uncertain, action. Or the suffers a –2 circumstantial penalty for an inappropriate
conspiracy encounters an obstacle for which they do not Node. A Structural or Hierarchal Node is always consid-
have a ready-made tool and must improvise. This includes ered inappropriate when calling upon Power or Finesse,
any scene involving hostile Renegades, whether the con- and likewise suffers a –2 circumstantial penalty.
spiracy’s agents are on the offensive or defensive. In addition to the circumstantial modifiers to con-
Conspiracy actions call upon either Power or Finesse, spiracy action rolls, a conspiracy may choose to suffer ad-
depending on whether the conspiracy is operating directly ditional penalties to the Attribute roll in order to achieve
or through intermediaries. Resistance is passive, granting a greater effect — typically a –2 penalty for each increase in
additional Association. the action’s effect. Unlike other penalties, these voluntary

Conspiracy 19
penalties can exceed –5, but the conspiracy cannot choose • If the Linchpin is a Devoted or controls a
to allocate a penalty that is greater than its dice pool after Hierarchical Node, this bonus is 2 instead — or
applying other circumstantial modifiers. 3 if the Linchpin is a Devoted and controls a
For example, a conspiracy with Power 8 wishes to use Hierarchical Node.
an Exploitative Node to kidnap a journalist who has been To bestow this benefit, she must be present when the
exposing its bad acts. It suffers a –2 circumstantial penalty conspiracy action takes effect. She must lead the group of
for the inappropriate Node, leaving it with 6 dice. If it agents attempting to capture the Renegades, for example,
wishes to increase the scale of its action (such as by kidnap- or hers must be the voice on the other end of any threat-
ping multiple targets), it can choose to suffer penalties to ening phone call.
the remaining 6-die pool. However, the voluntary penalty
cannot exceed –6 (leaving the conspiracy with exactly a Common Conspiracy
chance die with which to attempt the action). Actions
Conspiracy Actions The following conspiracy actions are the most com-
and Linchpins mon. All can be taken multiple times, using one conspiracy
action each.
Most Linchpins control their Nodes from behind the
scenes. Not many will risk themselves lightly on the front lines Accelerate Project
of the conspiracy’s conflicts with Renegades, rival conspiracies, Ordinarily, a conspiracy generates Effort to advance
and other enemies. However, in a structure that too often en- Projects during downtime at the end of each chapter, and
courages groupthink and bureaucratic adherence to procedure a completed Project does not take effect until the end of
and protocol, a Linchpin’s direct leadership can force a Node’s the next chapter. However, unanticipated external compli-
agents out of their complacency and achieve dramatic results. cations can force them to unleash a new capability before
• If a Linchpin takes a direct hand in a conspiracy it is completely ready. This conspiracy action must be in
action originating from her Node or one adjacent response to enemy action aimed at disrupting a Project —
to it (see below), she increases the conspiracy’s ef- such as a Renegade attack on a Node. The conspiracy uses
fective Power or Finesse rating by 1 for that scene. its action to generate and spend Effort no greater than half

20 THE DEVOTED COMPANION


its Standing (rounded up) during a scene in which disrup- but short-lived, as ordinary public and private organiza-
tion could occur. Each point of Effort generated in this way tions investigate irregularities and take corrective action.
counts as an additional conspiracy action during the current Whenever the conspiracy attempts to create a complica-
chapter. Generating and spending 3 Effort, for example, tion that lasts longer than the end of the current scene,
would require a total of four conspiracy actions (one to use increase the penalty to the Power roll by 2.
Accelerate Project, and three to generate additional Effort), If calling upon Finesse, the complication suborns an
meaning this method of completing a Project requires one existing organization’s authority to further the conspiracy’s
more total Effort than if the conspiracy had simply waited goals. Compromised officials wield power that uninvolved
until the end of the chapter. The conspiracy makes a Power parties recognize as legitimate and will not question unless
roll with a penalty equal to the Project’s Complexity. given convincing proof of its illegitimacy. An arrest warrant
Roll Results issued by a corrupt judge is still an arrest warrant, for ex-
ample, so killing the judge will in no way void it (although
Success: The conspiracy completes the Project during exposing his corruption might). Exploitative complications
the scene in which its enemies attempt to disrupt it, and can thus linger longer than Temporal complications, but
it takes effect immediately. because they rely on the originating Node’s authority,
Exceptional Success: As a success, and the conspiracy they cannot easily exceed that mandate. Whenever the
generates one additional Effort at the end of the current conspiracy attempts to create a complication that doesn’t
chapter. strictly fall within the originating Node’s purview, in-
Failure: As a success, but the Project is flawed in some crease the penalty to the Finesse roll by 2.
way that creates a complication in the current scene. A Common Manufactured Complications
newly created Devoted might not be able to tell friend Below are common types of complications conspira-
from foe, or an Icon could overload and fry its inventor cies use against their victims. Most permit more complex
during the chaos. complications, which impose a penalty to the Power or
Dramatic Failure: The reckless attempt to move up the Finesse roll (typically from –2 to –6). A conspiracy can cre-
Project’s time table fails catastrophically. Not only does ate multiple complications in the same scene using a single
this disrupt the Project (forcing the conspiracy to restart action, but each one after the first imposes a –2 penalty.
or abandon it), it also creates an additional complication Arrange Sabotage: Either the conspiracy arranges a
for the conspiracy in the current scene. convenient incidence of sabotage, or a device coincidently
Focused Action fails to operate correctly at an especially inconvenient
time. A tire goes flat, a gun jams, a computer crashes,
The conspiracy devotes considerable resources to a and so forth. Whatever the specifics, fixing the problem
critical task, either adding two dice to a surveillance roll requires a successful Skill roll and several minutes (turns,
or increasing the conspiracy’s Power or Finesse by 2 for in an action scene).
another conspiracy action (increasing the number of dice Alternatively, the conspiracy may impose the Fragile
it rolls and allowing it to perform actions with a larger (3 dice) or Volatile Condition to a piece of equipment
effect). This does not require a roll and so can originate in the scene.
from a Hierarchical or Structural Node as easily as from
Modifiers: Sabotage several objects or a small structure,
a Temporal or Exploitative Node.
such as a ladder, footbridge, or scaffolding (–2). The dam-
Manufacture Complication age requires extensive repairs (–2). The sabotage imposes
an Environmental Tilt on the area until the end of the
The conspiracy wields its influence to make life dif-
scene (–2 for each moderate Tilt, –4 for each severe Tilt).
ficult for someone in its sights. The target must be one
the conspiracy successfully surveilled during the current Communications Blackout: The conspiracy prevents a
chapter. handful of targets in the area from making use of modern
communications technology until the end of the scene.
If calling upon Power, the complication is directly
They can’t place or receive calls or texts or access the in-
attributable to the source Node or its agents. While this
ternet via wi-fi or cell; radio earpieces and microphones
can mean sending goons to rough up a victim’s allies,
become staticky or cut out entirely.
set fire to her house, or steal her car, it is just as likely to
involve hacking a third party to lock her out of her bank Modifiers: The blackout affects everyone in a city block
accounts or spoofing a bomb threat that brings cops to (–2), neighborhood (–4), or city (–6). It lasts until the end
her door. Temporal complications tend to be high-impact of the chapter (–2).

Conspiracy 21
Create Distraction: The conspiracy orchestrates an event other supernatural ally (–2), one defined by a Social Merit
that distracts the attention of a few victims away from things (–4), or a Loyalty Touchstone (–6).
it would prefer remain hidden. This could be a fire alarm, for Turn Traitor: The conspiracy turns someone against
example, or a loud argument between two strangers. Inattentive the target, whether by bribery, coercion, or appeals to
victims fall for this ruse automatically, while alert targets suffer the traitor’s nature. This traitor is a Baseline acquainted
the Distracted Condition until the end of the scene. with but not intimately familiar with the victim — such as
Modifiers: The distraction affects dozens (–2), hundreds a neighbor, coworker, or service provider. The traitor will
(–4), or thousands (–6) of targets. The distraction lasts perform one act of betrayal against the target in the current
until the end of the chapter (–2). Baselines automatically chapter — from reporting her activities, to opening a door
fall for the ruse (–2). to her enemies, to making a desperate attempt on her life.
Intimidating Call: The conspiracy flaunts its surveil- Modifiers: The conspiracy is calling on Power instead of
lance capabilities by making contact with a target in the Finesse (–2). The traitor is a friend (–2, –4 if defined by a
current scene. An agent of the conspiracy calls the phone Social Merit, –6 if a Loyalty Touchstone). The traitor per-
nearest the target and instructs whomever answers it to forms minor acts of betrayal against the target (up to once
deliver a message or hand the phone to the target. Nothing per chapter) for as long as he is capable of doing so (–4).
prevents the target from refusing the call or hanging up,
but the real message is clear: “We know exactly where you Send Agents
are.” This may impose the Shaken Condition. Agents of the conspiracy are already present or soon
Modifiers: The target is one of the conspiracy’s agents arrive at the scene. This is up to four Baselines with access
(+2). Several phones in the area ring at the same time to gear of up to Availability 3 (or with an Equipment bonus
(–2). The conspiracy instead intercepts a call as the target of +2). If the conspiracy has Devoted assigned to the origi-
makes it (–2). The call comes to a burner phone (–4). Calls nating Node (or to an adjacent Node), it may deploy any
“follow” the victim wherever she goes until the end of the number of these specialized agents along with the Baselines.
chapter (–4). The threat arrives via broadcast media, such If calling upon Power, the agents are witting pawns
as a news anchor suddenly addressing the target directly of the conspiracy, even if they don’t have a big-picture
from every TV screen in the BestBuy she happens to be understanding of its goals or reach. They don’t risk break-
walking through (–4). The target is in a safe place that the ing points for merely witnessing Overt Variations. On the
conspiracy shouldn’t know about (–4). other hand, if properly motivated, they can yield informa-
Resource Denial: By hacking her bank accounts, tion about their Node’s Linchpin, and some know or carry
abducting her allies, or terrorizing her contacts, the con- credentials that could grant others access to it. Temporal
spiracy renders one of the target’s relevant Social Merits agents often benefit from specialized or experimental
inaccessible until the end of the chapter. This affects Allies, equipment useful in dealing with enemy Remade.
Contacts, Manticore Companion, Mentor, Resources, If calling upon Finesse, Baseline agents are unwitting
Retainer, Staff, or Status. pawns of the conspiracy. They have an awareness of their
Modifiers: It affects the same Merit for the entire cohort source Node but don’t realize its connection to a larger con-
(–2). It affects multiple Merits (–2 per doubling). It tem- spiracy. Even under interrogation, they likely can’t point a
porarily compromises her Safe Place (–2, –4 if a shared finger at the Node’s Linchpin. Devoted among Exploitative
Safe Place). It permanently eliminates the relevant Merit, agents keep their natures hidden from their Baseline compan-
although the Sanctity of Merits applies (–4). ions, who are as vulnerable to breaking points from witness-
Silence Enemy: The conspiracy attempts to rid itself of ing Overt Variations as anyone else. Exploitative agents often
an inconvenient witness, investigator, or enemy — whether afford a conspiracy an additional layer of plausible deniability.
by means of abduction, accident, arrest, or assassination. A scene involving conspiracy agents can escalate, espe-
Used against a Baseline with no supernatural allies to call cially in the case of Exploitative agents. If Renegades open
upon, it succeeds automatically, removing the target from fire on a couple police with a search warrant, for example,
the action until at least the end of the current story (if the prompt arrival of more squad cars (and possibly a
not permanently). Others suffer the Hunted Condition. S.W.A.T. team) at the scene is a foregone conclusion.
Although long-lasting, this complication does not suffer
the usual –2 penalty for using Power; in fact, calling upon Send Agent Modifiers
Power is more effective than calling upon Finesse. Armory (–2 or more): The conspiracy splashes out
Modifiers: Calling upon Finesse instead of Power (–2). on expensive equipment for its agents. Increase the
Automatically silence a Baseline target with a Deviant or

22 THE DEVOTED COMPANION


maximum Availability of agents’ mundane gear to 4 or Obsessive (–6). Double the number of Devoted (–2 per
a +3 Equipment bonus (at –2) or 5 (at –4), or include doubling). The disposable Devoted continues to carry
military-grade equipment (–6). out the conspiracy’s will until the end of the chapter (–2).
Experimental Equipment (Power-Only; –2 or more): Solo (+2): Reduce the maximum number of Baselines
The conspiracy provides the agents with experimental to one (or to zero, if the conspiracy deploys any Devoted
equipment that mimics Variations, as well as commensu- in the scene).
rate Scars tied to this equipment (usually Controlled Scars Suppression (Power-Only; –2 or more): The con-
that reflect the difficulties in using the occult devices). The spiracy’s agents deploy tools and techniques meant to
penalty is –2 per Magnitude of Variations. This equipment neutralize one of the target Deviant’s Variations until the
is the same for all agents involved in the scene. Reduce end of the scene. On a successful attack, the device ap-
this penalty by 1 if not more than half the agents have this plies an additional Magnitude 2 Scar to all the Deviant’s
equipment or by 2 if only a single agent has it. Variations. This is usually “Power Failure — sustained
False Front (Finesse-Only; –2 or more): The conspiracy contact with the suppressor,” but Involuntary Scars that
takes extra care to conceal its involvement, setting up layers provoke the Broken into use a Variation when he would
of false fronts to dissuade investigation. Any investiga- prefer not to aren’t all that unusual, and even Persistent
tive trail the agents leave leads to the false front instead Scars and Standard Deviations aren’t unknown, though
of the source Node, although an additional, small-scale they tend to be rare. This only affects a specific Remade,
investigation can trace the false front back to the source although the Storyteller may allow it to affect all Broken
Node. Every additional –2 penalty adds another layer of of the same line of Deviants.
obfuscation, such that a –10 penalty forces investigators to Modifiers: The additional Scar is instead Magnitude
navigate a trail of five false fronts before at last discovering 3 (–2), 4 (–4), or 5 (–6). The suppressor neutralizes all
the source Node. the victim’s Variations (–2). The suppressor affects any
Intelligence (Power-Only; –4): The conspiracy takes Deviant of a single Clade (–2) or of any Clade (–4). Reduce
pains to ensure its agents are as well-informed as possible the penalty by 1 if not more than half the agents have this
about their current mission. Its agents gain the Informed, equipment or by 2 if only a single agent has it.
Inspired, or Steadfast Condition regarding a mission-crit- Weight of Numbers (–2 or more): The conspiracy
ical task or anticipated complication in the current scene. instead sends twice as many Baseline agents (–2 per
Patsy (Finesse-Only; –2 or more): The agents include doubling).
a Deviant who is not a loyal agent of the conspiracy. They
might be a tactically unleashed Feral, duped Renegade, Privileges
or the Devoted of a rival conspiracy lured into the con- Although all conspiracies share the ability to undertake
frontation. Whatever their loyalties, they can’t provide conspiracy actions, each has holdings that are better-
any more information about the conspiracy or its Node suited to certain tasks than to others. Privileges reflect a
than can their Baseline companions, and their unwitting conspiracy’s strengths, aside from its Icons.
service only lasts until the end of the scene. Such Deviants A conspiracy begins play with a number of Privileges
resemble those recruited by a successful Recruit Devoted equal to twice the number of Hierarchical Nodes it
Project (see below). has, plus one for each of its Structural Nodes. Onachus
Modifiers: The Deviant does not have Typical capa- (Deviant, p. 258), for example, would have six Privileges
bilities, instead being Acquainted (–2), Personal (–4), or — two for its Hierarchical Node and four for its four
Obsessive (–6). Double the number of patsies (–2 per dou- Structural Nodes.
bling). The patsy continues to carry out the conspiracy’s
• Privileges are a part of the originating Hierarchical
will until the end of the chapter (–2).
or Structural Node.
Shock Troops (Power-Only; –2 or more): The con-
spiracy agents include a Devoted the conspiracy considers • The conspiracy cannot later move a Privilege to a
expendable. Such Deviants resemble those created by a different Node.
successful Expand Line Project (see below) that can only
produce Typical Devoted, but even if they survive the • A conspiracy can develop additional Privileges dur-
scene, they soon die of Instability or escape to become ing the chronicle by means of Projects, and each
Renegades or Ferals. Privilege can be attached to any Hierarchical or
Modifiers: Instead of being Typical, the Deviant is es- Structural Node.
pecially potent, being Acquainted (–2), Personal (–4), or

Conspiracy 23
• The destruction of a Node also destroys any Node #3, because the only indirect connection it has is broken
Privileges attached to that Node. by another active Node. Active Node #2, on the other hand,
Privileges enhance certain conspiracy actions that origi- would enjoy the Privileges of all three connective Nodes, since
nate from adjacent Temporal and Exploitative Nodes. A it has direct connections to Connective Nodes #2 and #3,
Temporal or Exploitative Node (active Node) is adjacent and an indirect connection to Connective Node #1 along an
to a Hierarchical or Structural Node (connective Node) if: unbroken line of other connective Nodes.

• The active Node has a direct connection to the The Spoils of Privilege
connective Node with the Privilege. The benefit a Privilege grants depends on the number
of direct connections the connective Node has to other
• The active Node has an indirect connection to
Nodes (regardless of whether they are active or connective).
the connective Node with the Privilege along an
unbroken line of other connective Nodes. Five or More Direct Connections: Choose a single,
narrow conspiracy action effect (such as Armory, False
Front, or Suppression) when creating this Privilege. All
adjacent Nodes enjoy a +1 bonus on conspiracy actions
that include that effect. This has no effect on the Focused
Action or Accelerate Project actions.
ACTIVE CONNECTIVE
Four or Fewer Direct Connections: Choose one:
NODE NODE • As the effect for five or more direct connections,
but the bonus is instead +2.
In this example, the active Node would benefit from
the Privilege granted by the connective Node, since the • Choose a single, broad conspiracy action
two share a direct connection. (Accelerate Project, Focused Action, Manufacture
Complication, or Send Agents) when creating this
Privilege. All adjacent Nodes enjoy a +1 bonus on
these conspiracy actions. In the case of Focused
Action, the conspiracy action grants a +3 bonus to
another conspiracy action instead of a +2 bonus.
ACTIVE Note that in both cases, a Privilege does not increase the
NODE
conspiracy’s Power or Finesse Attribute. Privileges therefore
CONNECTIVE NODES do not allow a conspiracy to exceed the normal limits of
In this example, the active Node would benefit from its conspiracy actions. It only increases the likelihood that
the Privileges granted by all three connective Nodes, since more potent conspiracy actions of that type will succeed.
it has a direct connection to Connective Node #1 and an A conspiracy can have multiple connective Nodes that
indirect connection to both Connective Node #2 and #3 provide the same Privilege. Multiple Privileges that grant a
along an unbroken line of other connective Nodes. bonus to the same types of conspiracy actions stack. Using
the third example above, if both Connective Node #1 and
Connective Node #3 provided a +2 bonus to conspiracy
actions calling upon the Armory effect, then Active Node
#2 would enjoy a +4 bonus to these conspiracy actions.
If a connective Node with fewer than five direct con-
nections forges a fifth direct connection, the conspiracy
must downgrade its Privileges to bring them in line with
a connective Node with five or more direct connections.
CONNECTIVE NODES If a connective Node with five or more direct connections
drops to fewer than five (whether because a directly con-
In this example, Active Node #1 benefits from the nected Node is destroyed or because a direct connection
Privileges of Connective Nodes #1 and #2, since it has a direct is severed as part of a Project), the conspiracy may upgrade
connection to the former and an indirect connection to the that Node’s Privileges to reflect the reduced number of
latter along an unbroken line of connective Nodes. However, direct connections.
it would not benefit from the Privileges from Connective

24 THE DEVOTED COMPANION


Privileges Icons
without Maps Icons enhance the capabilities of conspiracy agents, or
of the conspiracy of a whole. Below are common effects
Privileges build on the Mapping the Conspiracy produced by Icons. An Icon can have multiple effects
optional rule (Deviant, p. 227), which lends (typically Agent Icon effects), but all should reinforce the
them an additional dimension. If your troupe is nature and purpose of the Icon. The Storyteller should
not using that rule, calculate Privileges as though regard these as a guideline. Conspiracies with a high
every active Node were directly connected Standing often have more powerful Icons than ones of
to every connective Node. For low-Standing low Standing.
conspiracies, this may still allow access to the
more potent Privilege options, but in most cases, Agent Icons
all Privileges will follow the pattern for connective
Nodes with five or more direct connections. Agent Icons enhance the capabilities of the conspiracy’s
agents — whether bonuses to rolls or access to Merits or
Variations. Each effect has a suggested point value or
modifier, with narrowly useful effects costing less than
Hierarchical Node Limits ones that are applicable in many or most circumstances.
Hierarchical Nodes are the least common type of Node. The total number of points an Agent Icon has is equal
Every conspiracy must have at least one Hierarchical to half the conspiracy’s Standing (rounded up), plus a
Node. However, most conspiracies (and even many large modifier based on scope: +4 if it affects only the Node’s
conspiracies) only have one Hierarchical Node. Linchpin or a handful of the Node’s agents at a time, +2
The number of Hierarchical Nodes a conspiracy has if it affects all agents of the Node, or +0 if it affects all
cannot exceed its Standing. conspiracy agents.
Conspiracies built with multiple Hierarchical Nodes
tend toward two strategies. In most cases, such a conspiracy Merits
operates as a confederacy where no one Node is truly in Affected conspiracy agents enjoy the benefits of one
charge, for all that they share common Principles and or more Merits or a +1 bonus to the rating of an existing
resources. In a minority of cases, one Hierarchical Node Merit.
acts as a subordinate to another Hierarchical Node, by
• Each one- or two-dot Merit (1)
turns serving as a decoy or back-up plan for the dominant
Hierarchical Node. • Each three- or four-dot Merit (2)
In either case, a conspiracy with multiple Hierarchical
Nodes is more resistant to decapitation strikes (since en- • Each five-dot Merit (3)
emies must eliminate multiple Hierarchical Nodes), but it
is also more vulnerable to other kinds of attacks (since the Skill Advantage
conspiracy must protect multiple Hierarchical Nodes from Affected conspiracy agents enjoy special advantages
attack, lest it suffer aggravated damage to its Association). when calling upon one Skill:
Orphaned Nodes and Clusters • 8-again (1)
An orphaned Node is an active Node that is not directly • Exceptional Success on 3 successes instead of 5 (1)
connected to any connective Node, usually as the result of
the destruction of a connective Node. Conspiracy actions • 2-die bonus (1)
originating from an orphaned Node suffer a –4 penalty.
• Informed Condition once per chapter (1)
An orphaned cluster is two or more Temporal,
Exploitative, and/or Structural Nodes that have connec- • Steadfast Condition once per chapter (1)
tions to each other but have no direct or indirect connec-
tion to a Hierarchical Node. Conspiracy actions originating • The rote quality (3)
from Nodes within an orphaned cluster suffer a –2 penalty. The following modifiers may also apply:
Orphaned Nodes and clusters are also more vulnerable
• The advantage applies to two or three Skills (+1),
to subversion by rival conspiracies (see below).
4-6 Skills (+2), or 7-9 Skills (+3).

Conspiracy 25
• The advantage only applies to certain, narrow uses of • When targeted by a rival conspiracy’s sabotage or war
the Skill (–1) or to rarely relevant uses of the Skill (–2). action, reduce the damage the rival inflicts by 1.

Variations • Choose a Node. The elimination of that Node’s


Linchpin does not result in the destruction of
Affected agents have access to equipment or treatments the Node, although it inflicts lethal damage to
that grant them Variations as follows: Association as normal. A new Linchpin takes over
• The Variations have commensurate Scars (1 per 2 the Node at the beginning of the next chapter.
Magnitude of Variations, rounded up).
• If the conspiracy currently has damage equal to at
• The Variations are Scar-free (1 per Magnitude). least half its Association (rounded up), it gains ad-
Once selected, the Variations and any Scars do not ditional free conspiracy actions each chapter based
change from chapter to chapter. However, at an additional on the worst damage on its Association track — one
cost of +1 per 2 Magnitude of Variations (rounded up), the if bashing, two if lethal, and three if aggravated.
conspiracy may change the Variations once per chapter, • Conspiracy actions (but not downtime actions) in
as either a Complexity 1 Project or a conspiracy action. excess of the conspiracy’s action limit inflict bashing
However, they must be the same for all agents, and the damage to Association instead of lethal damage.
conspiracy must adhere to pre-defined restrictions when
selecting Variations — such as only those from a certain Attack
Clade, or ones that grant special senses. In addition, the
following modifiers may apply: This Icon enhances the conspiracy’s ability to damage
its enemies. Choose two:
• Changing Variations requires neither a conspiracy
action nor a Project (+1). • When the conspiracy expends Effort on a sabotage
action, increase the damage it inflicts by 1.
• The Icon may emulate any Variation of appropriate
Magnitude (+1 per Magnitude). • When the conspiracy expends Effort on a subver-
sion action, reduce the target’s effective Standing
• The Icon may provide additional arrays of Variations, by 1 when calculating the Effort it requires.
although each agent may only have one array at a time.
For example, an Icon that grants 1 Magnitude of • When the conspiracy expends Effort on a war ac-
Variations can grant some of its agents one Magnitude tion, increase the damage it inflicts by 1.
1 Variation and the rest of its agents a different • Once per chapter, the conspiracy can cause a char-
Magnitude 1 Variation (+2 per additional array). acter working against its interests to convert a failed
dice roll into a dramatic failure. If the dramatic
Organizational Icons failure would normally earn a Beat for the character,
Organizational Icons grant special benefits to the it still does.
conspiracy’s traits.
Privileges
Association The Icon functions almost exactly like a Privilege (p.
The Icon affects the conspiracy’s Association in one 23). Choose one of the following additional effects:
of the following ways:
• Increase the bonus to the affected actions by one.
• For the purpose of calculating its Association, the
conspiracy increases its Resistance by its Standing. • Attach the Icon to an active Node instead of a connec-
tive Node. This Node enjoys the benefits of the Privilege
• Once per chapter, the conspiracy can heal/down- on a narrow conspiracy action effect and increases its
grade damage to its Association using 1, 3, or 5 bonus by two. Other Nodes receive no benefit.
conspiracy actions, instead of requiring a Project.
• Non-adjacent Nodes also benefit from the Privilege.
• The conspiracy automatically heals a point of bash-
ing damage to its Association at the beginning of • The Icon must be attached to a connective Node.
each chapter. The conspiracy may treat connections between the
Icon’s Node and the connective Node of a rival

26 THE DEVOTED COMPANION


conspiracy as though they were part of the same further reduce the Complexity of the Project by 1
conspiracy (see below). This makes one or more (to a minimum of 1).
of the rival conspiracy’s Privileges available to the
conspiracy and gives the conspiracy the option to • Choose an existing, narrow Project effect of
make one or more of its Privileges available to the Complexity 2 or more. Any Effort expended on
rival conspiracy. furthering that Project produces a meaningful
partial result, even if the conspiracy has not yet
• Reduce the bonus granted by the Privilege by one, spent enough to complete the Project. For example,
and choose two of the other effects above instead. replacing a lost Exploitative Node (a Complexity 5
Project) might generate a decoy Node at Effort 1,
a Linchpin at Effort 2, a full Node that suffers a
CONNECTIVE –4 penalty to all actions at Effort 3, one with a –2
NODE W/ penalty at Effort 4, and the normal Exploitative
ICON Node at Effort 5. The completed Project is no more
potent than it would be without an Icon; its ability
ACTIVE to become partially viable early in the process is the
NODE
main advantage afforded by the Icon.
• Choose a narrowly defined Narrative Project (p. 32)
with a scale that exceeds the limits of the conspiracy’s
Standing by two (global if Standing 1-2 or otherworldly
ALLIED ALLIED if Standing 3-5). The conspiracy may unleash this
CONNECTIVE ACTIVE NODE Narrative Project as though its scale were one lower — at
NODE a cost of 7 Effort for an event shaping a single chapter
In this example, Active Node #1 would enjoy the or 10 Effort for one that shapes the current story.
Privileges granted by both Connective Node with Icon and
Allied Connective Node #1 (and any connective Nodes
Resistance
along an unbroken line of connective Nodes). It would not The Icon makes the conspiracy more resistant to cer-
benefit from the Privilege provided by Allied Connective tain actions taken against them. This can take a number
Node #2, however. The conspiracy could choose for Allied of different forms:
Active Node #1 to benefit from the Privileges granted by • Attempts to investigate the conspiracy suffer a pen-
Connective Node with Icon (and/or those of any connec- alty equal to half its Standing (rounded up), and the
tive Nodes along an unbroken line of connective Nodes). next surveillance roll the conspiracy makes against
Project the investigators enjoys a +2 bonus.

The Icon allows the conspiracy to complete certain of • When a rival conspiracy targets one of its Nodes
its Projects more efficiently. Choose one: for a subversion action, increase the Complexity of
• Select a narrowly defined type of Project — such the action by 2.
as Recruit Devoted or Move Icon (see below) — • Select a narrowly defined conspiracy action (not
with Complexity no greater than the conspiracy’s Focused Action or Accelerate Project). The con-
Standing. Once per chapter, when the conspiracy spiracy may take that action once per chapter
completes a Project of this sort, it may complete without it counting against its maximum number
it twice (recruiting two Devoted, for example, or of conspiracy actions.
moving two different Icons).
• Select a broadly defined conspiracy action
• Select a narrowly defined type of Project with a (Accelerate Project, Focused Action, Manufacture
Complexity of 2 or more. Once per chapter, halve Complication, or Send Agents). Once per chapter,
the Complexity of one Project of that type, rounded under narrowly defined circumstances (when the
up (Complexity 2 becomes 1, Complexity 3 and 4 Icon’s Node is attacked, for example), the conspiracy
become 2, and so forth). If this is only permitted un- may take that action without it counting against its
der certain unusual, pre-determined circumstances, maximum number of conspiracy actions.

Conspiracy 27
Divergence Projects: When to Roll
The purpose of assigning dice to these Projects is to emphasize the inherent uncertainty of dabbling in
Divergence. It assumes that some troupes will at least consider initiating Divergence Projects of their own,
and puts the risk of mass casualties on the players. The Storyteller, of course, need not roll (or call for a
roll) in cases where the Divergence Project’s success or failure furthers the narrative.

Projects Dice Results


Success: The conspiracy creates, recruits, or modifies
Projects are the main enterprise of conspiracies, the a Deviant. Any baked-in effects manifest.
means by which they realize their ambitions, be they noble Exceptional Success: As a success, and the conspiracy
or terrible, lofty or petty. Most Projects fall into one of a chooses one effect appropriate to the Project type.
handful of broad categories. Failure: As a success, but any exceptional success ef-
fects the conspiracy attempted to bake into the Project fail
Divergence Projects to manifest. In addition, the experiment either yields a
Conspiracies recruit or create new Remade in any Renegade or Feral (who promptly escapes), or it produces
number of ways, expanding the ranks of their Devoted. By an Inferior Devoted (or 1-dot Manticore).
default, such Broken have total Magnitude of Variations Dramatic Failure: The conspiracy’s experiments yield
(including one from Origin) based on the conspiracy’s no useful results — only dead and maimed test subjects,
Standing (3 at Standing 1, 6 at Standing 2, etc.), com- laboratory explosions, and other unpleasant side-effects.
mensurate Scars, and other traits as a starting Deviant All Effort the conspiracy invested in the Project is wasted.
character. Depending on the circumstances, adjust these
base traits as follows: Breed Manticore
Inferior: Subtract 1 Attribute dot, 3 Skills, and 2 (Complexity 1-10)
Magnitude of Variations. Complexity X: Whether by means of cloning or a
Typical: Use the default traits based on Standing. literal breeding program, the conspiracy produces a new
Acquainted: Add 2 Attribute dots, 5 Skills, and 2 Manticore of the same or lower potency (Merit dot rating)
Magnitude of Variations. and substantially similar Variations to one of its existing
Personal: Add 3 Attribute dots, 8 Skills, and 4 ones (the “mold”).
Magnitude of Variations. Exceptional Success Effects
Obsessive: Add 4 Attribute dots, 12 Skills, and 6
Magnitude of Variations. • Crossbreed: The conspiracy may choose two dif-
Manticores a conspiracy creates or recruits likewise vary ferent molds of the same species (–2) or different
in potency based on the Manticore Companion Merit — species (–4), producing a Manticore that possesses
from 1 to 5 dots. natural traits and/or Variations of both.
Even the most methodical and experienced Progenitor • Productive: The conspiracy creates two Manticores
working under ideal conditions cannot entirely eliminate instead of one. If “baked-in,” each –2 penalty
the random factors that go into the Divergence, and re- doubles the number of Manticores the Project
cruiting existing Remade is no less uncertain. produces.
All Divergence Projects can range in Complexity from
1 to 10, which is also the dice pool used to determine the Create Manticore
outcome of the Project. Each specific type of Divergence (Complexity 1-10)
Project includes one or more potential exceptional success
Complexity X: The conspiracy creates a new kind of
effect. A conspiracy can “bake in” some of these effects
Manticore. If successful, this experiment produces a 2-dot
by accepting a –2 penalty to this roll for each effect, but
Manticore with Variations over which the conspiracy exerts
the total penalty cannot exceed the Project’s Complexity.
only limited control. Manticores are slightly less likely to die
Privileges cannot modify these rolls, but Icons that reduce
during or shortly after the Divergence than are human subjects.
the Effort required for a Project can.

28 THE DEVOTED COMPANION


Exceptional Success Effects the course of implementing the Project. The Project’s
originating Node must be appropriate to the task (a labo-
• Masterpiece: The resultant Manticore’s capabilities ratory or hospital, for example, but not an accounting
exceed the conspiracy’s expectations — equivalent department or the local mafia), but the new Devoted may
to a 3-dot (–2), 4-dot (–4), or 5-dot (–6) Manticore be assigned to any of the conspiracy’s Nodes.
Companion.
Exceptional Success Effects
• Tailored: The conspiracy has greater control over
the Scars and Variations the Manticore manifests, • Breakthrough: The resultant Remade may be of any
choosing a number of Variations no greater than Clade. A conspiracy that currently has no Devoted
its Standing. may not create new Devoted except by means of this
effect.
Expand Line (Complexity 1-10) • Masterpiece: The resultant Broken’s capabilities
Complexity X: The conspiracy uses a known method- exceed the conspiracy’s expectations. The Deviant
ology to produce a Deviant that is very similar to one of is Acquainted (–2), Personal (–4), or Obsessive (–6).
its existing Devoted (the “mold”). These Broken possess
substantively similar Variations and Scars to the mold but • Methodical: The conspiracy takes great care with its
are never more powerful. Their Scars and Variations are test subjects (or gets lucky). Its first experiment is a
the same as those of the mold, but sometimes at lower success, producing a Deviant. If it had several test
Magnitude. The Project’s originating Node must be the subjects, only one Diverges, but the other attempts
same as that to which the mold has been assigned, but the merely fail without causing the subjects any lasting
new Devoted may be assigned to any of the conspiracy’s damage.
Nodes. Expanding a line is by no means safe, but it tends • Tailored: The conspiracy has greater control over
to kill and maim significantly fewer subjects than creating the Scars and Variations the Deviant manifests,
a new one. choosing a number of Scars and/or Variations no
Exceptional Success Effects greater than its Standing.
• Iterate: The resultant Broken is one step more Recruit Devoted
potent than the template (Personal instead of (Complexity 1-10)
Acquainted, for example).
Complexity X: The conspiracy recruits a Remade op-
• Methodical: The conspiracy takes great care with portunistically but does not take time to screen this new
its test subjects (or gets lucky). Its first experiment asset. These Typical Deviants come with significant com-
is a success. If it had several test subjects, only one plications. They might be Renegades forced into service,
Diverges, but the other attempts merely fail without Ferals only nominally under conspiracy control, former
causing the subjects any lasting damage. Devoted of rival conspiracies whose original employers
want them back, current agents of rival conspiracies on
• Productive: The conspiracy creates two Devoted in- missions of infiltration and sabotage, Devoted with danger-
stead of one. If “baked-in,” each –2 penalty doubles ous levels of Instability, or Inferior Broken. The Project’s
the number of Devoted the Project produces. originating Node must be the same as that to which the
new recruit is assigned.
Launch Devoted Line
(Complexity 1-10) Exceptional Success Effects
Complexity X: The conspiracy develops a new strain of • Screening: The conspiracy takes greater care in the
Remade, using its existing knowledge of the Divergence. recruitment process, avoiding the most obvious
The new Broken must be of the same Clade as one of the spies, saboteurs, and unstable personalities.
conspiracy’s existing Devoted.
If the experiment succeeds, the new Remade is Typical. • Targeting: The Inferior complication is not available
The conspiracy has little control over which Scars or with this effect. The recruit is instead Acquainted
Variations manifest, and several test subjects will die over (–2), Personal (–4), or Obsessive (–6).

Conspiracy 29
Reprogram Devoted Standing 2, the conspiracy would need to have at least 7
(Complexity 1-10) Nodes, 1 Icon, and 14 Attribute points.
Complexity X: The conspiracy attempts to modify Acquire Icon
one of its Devoted’s Variations or Scars. Unlike other (Complexity 3, 5, or 10)
Divergence Projects, the exceptional success effect cannot
The conspiracy acquires, develops, or creates a new
be baked into this type of Project.
Icon. The Complexity of the Project depends on the num-
Roll Results ber of Icons the conspiracy has relative to its Standing. It
Success: Replace one Variation or Scar (including is Complexity 3 if the conspiracy has fewer than its usual
its Deviations) the Deviant possesses with one of equal number of Icons (such as a Standing 3 conspiracy with
Magnitude. This can instead adjust the specifics of a vari- only 1 existent Icon). It is Complexity 5 if the conspiracy
able Scar or Variation — such as the Deviations of a Phobia has exactly as many Icons as is normal for its Standing
or the triggers and responses of Subliminal Conditioning. (i.e. a Standing 3 conspiracy that already has 2 Icons). It
is Complexity 10 if the conspiracy’s collection of Icons
Exceptional Success: As a success, and the conspiracy
already exceeds its normal number (i.e. a Standing 3
may reduce the Magnitude of a Scar by 1. If this would
conspiracy that has 3 or more Icons but wishes to acquire
result in an illegal number of entangled Variations, the
more).
Broken loses enough Variation Magnitude to make it
legal. If this reduces a Scar’s Magnitude to 0, the Scar is Assimilate/ Establish/
eliminated (as are any entangled Variations). This cannot Replace Node (Complexity
cure Divergence; even if it removes all a Deviant’s Scars, 1, 5, 7, or 10)
the damage to his soul remains.
Failure: The attempt fails, inflicting a medium Complexity 1: Assimilate a rival conspiracy’s aban-
Instability on the Remade. doned Node, an orphaned Node, or Node within an
orphaned cluster. The acquiring conspiracy may choose
Dramatic Failure: As a failure, but it inflicts a major
a new Linchpin for the Node. If two conspiracies attempt
Instability instead.
to assimilate the same Node, both make a contested Power
Expansion Projects roll to determine which succeeds; on a tie, neither suc-
ceeds, although they may continue to contest in future
Conspiracies crave power, and many of the Projects chapters by spending more Effort.
they undertake focus on expanding that power. A con-
Complexity 5: Replace a previously destroyed
spiracy cannot directly increase its Standing through
Temporal, Exploitative, or Structural Node, complete with
such Projects, and it must remain within the maximum
Linchpin and Privilege (if applicable).
Attribute ratings and number of Hierarchical Nodes for
Complexity 7: Replace a previously destroyed
its Standing, but it otherwise suffers no limits to the
Hierarchical Node, complete with Linchpin and Privileges.
number of Nodes, Icons, Privileges, or Attribute dots it
can purchase. In a Devoted-focused chronicle, if a con- Complexity 10: Establish a new Node, complete with
spiracy’s number of Nodes and Icons, as well as its total Linchpin and Privileges (if applicable). The number
Attribute points, equals or exceeds that of a conspiracy of Hierarchical Nodes cannot exceed the conspiracy’s
of a higher Standing, the conspiracy immediately gains Standing.
a point of Standing. Increase Attribute
For example, a Standing 1 conspiracy in a Devoted- (Complexity 10)
focused chronicle that has 3 Nodes, 1 Icon, and 8 Attribute
points automatically expands itself to Standing 2 as soon Increase Power, Finesse, or Resistance by 1.
as it has at least 5 Nodes, 1 Icon, and 10 Attribute points. Purchase Privilege
In a Renegade-focused chronicle, conspiracies can (Complexity 3)
advance themselves in this way, but take the number of
additional Deviants into consideration when calculating The conspiracy grants a new Privilege to one of its
this minimum. connective Nodes.
For example, a Standing 1 conspiracy in a Renegade-
focused chronicle with 2 additional Deviants begins with 5
Management Projects
Nodes, 1 Icon, and 12 Attribute points. In order to reach Conspiracies reconfigure the resources at their disposal.

30 THE DEVOTED COMPANION


Forge/Sever Connection
(Complexity 1)
The conspiracy forges or severs a connection between
two of its Nodes, creating or removing a direct connection
between them.
Implement Reform
(Complexity 1-10)
In response to a collective crisis of faith, the conspiracy
abandons one of its Principles or Anchors in favor of a
new one. The conspiracy must have either suffered a cri-
sis point (if of Standing 5 or less) or performed a purge
(regardless of Standing) during the preceding chapter in
order to complete this Project, although it may invest
Effort toward it before the crisis arrives.
The Project’s Complexity is equal to the conspiracy’s
Standing — or twice its Standing if it only suffered a cri-
sis point. If the cohort generated the Effort to complete
this Project, the players may choose the new Principle
or Anchor. Otherwise, the Storyteller should determine
the new trait based on the needs of the story (possibly in
consultation with the players).
Modify Node
(Complexity 3 or 5)
Complexity 3: Change an existing Node’s type to
Exploitative, Structural, or Temporal.
Complexity 5: Change an existing Node’s type to
Hierarchical. The number of Hierarchical Nodes cannot
exceed the conspiracy’s Standing.
Reassign Devoted
(Complexity 1)
The conspiracy assigns one of its non-Linchpin
Devoted to another Node.
Relocate Node (Complexity 3)
The conspiracy moves the assets of a Node from one
place to another, leaving behind little or no evidence. This
resembles an Expel-type purge (Deviant, p. 234) in that it
prevents enemies from tracing connections between the
Node and the rest of the conspiracy, but it doesn’t destroy
the Node — only moves it to a new location.
Reorganization
(Complexity 1, 3, or 5)
The conspiracy reassigns seasoned managers to divi-
sions that have suffered significant attrition and makes
a special effort to recruit new agents to replace the ones
it has lost.

Conspiracy 31
Complexity 1: Heal a point of bashing damage to Most have an impact on several chapters’ events, usually
Association. until the end of the story. Once a conspiracy completes a
Complexity 3: Downgrade a point of lethal damage to Narrative Project, it cannot begin a new Narrative Project
Association to bashing. until the effects of its current Narrative Project subside.
Complexity 5: Downgrade a point of aggravated dam- Local Projects affect a small area within the same city
age to Association to lethal. as the originating Node. Regional Projects affect up to a
city-sized area within the same region as the originating
Transfer/Exchange/Promote Node. Global Projects affect a region-sized area anywhere
Linchpin (Complexity 1 or 3) in the world or a small area within the same otherworld as
The conspiracy reassigns one of its Linchpins (includ- the originating Node. Otherworldly Projects affect a city-
ing Devoted) from one Node to another or exchanges sized area within the same otherworld as the originating
two Linchpins. Node or establish contact with a new otherworld (allow-
Complexity 1: Transfer or exchange from one ing the conspiracy to place a Node there, with a separate
Temporal, Exploitative, or Structural Node to another (or Establish Node Project).
from one Hierarchical Node to another). Icons that reduce the Complexity of a narrow Project
Complexity 3: Reassign from a Temporal, Exploitative, can affect a Narrative Project, but the conspiracy must
or Structural Node to a Hierarchical Node (or vice versa). define the exact nature of the Narrative Project the Icon
affects. An Icon that causes random natural disasters can-
Transfer Icon (Complexity 1) not also trigger wars, for example.
The conspiracy moves one of its Icons from its current Complexity 1: The Project produces a minor narrative
Node to another Node. event (lasting a chapter instead of a story) of a scale one
step lower than what the conspiracy’s Standing permits
Narrative Projects (global if Standing 9-10, regional if Standing 6-8, or local
Narrative Projects trigger events that shape the current if Standing 3-5).
direction of the chronicle. Most are abstract, rather than Complexity 3: The Project produces either a minor
having hard mechanics to guide them, and they are gener- narrative event (shaping the events of a chapter) or a story-
ally longer-lasting than a conspiracy action can achieve. A length one of lower scale (global if Standing 9-10, regional
conspiracy action could bring an Environmental Tilt into if Standing 6-8, or local if Standing 3-5).
play for the duration of a single scene, for example, but Complexity 5: The Project produces a typical narra-
it takes a Narrative Project to cause a hurricane to make tive event.
landfall, with all the initial impact of such a catastrophe, Complexity 7: The Project creates a minor narrative
as well as the secondary effects once the storm passes. event (lasting a chapter) that impacts an area one greater
Most Narrative Projects have an impact of a scale com- than its Standing normally permits (regional if Standing
mensurate with the Standing of the conspiracy executing 1-2, global if Standing 3-5, or otherworldly if Standing 6-8).
them — local at Standing 1-2, regional at Standing 3-5, Complexity 10: As Complexity 7, but it produces a sig-
global at Standing 6-8, and otherworldly at Standing 9-10. nificant narrative event (lasting until the end of the story).

32 THE DEVOTED COMPANION


With devotion’s visage and pious action we do
sugar o’er the devil himself.
— Thomas Fuller
Storytelling a Devoted chronicle presents a very opportunity to indulge one’s best and worst instincts, and
different perspective on the struggles, stresses, and even to fully own the consequences of Divergence in a way
drama of Deviant: The Renegades. Where the Renegade that radically departs from the usual Renegade experience.
struggles to break free of a conspiracy’s influence, the Unleashed stories place the conspiracy’s power at one’s
Devoted carves her own place within it. Where the fingertips and let the characters revel in it. They’re a taste
Renegade is hunted, the Devoted is the hunter. Devoted of freedom within the Remade condition and how the
chronicles are about the price of devotion to a cause, the Devoted takes that dizzying sense of liberty and makes
toll it takes from the Remade and those around her as she something of it — whether dream or nightmare. Ultimately,
submits her own fierce conviction to the conspiracy and these chronicles are about consequences. With the power
makes herself its tool. This chapter looks at advice and to chart their own course, what matters is the result of
approaches to storytelling a Devoted chronicle, including the cohort’s actions. Unleashed stories test the vision that
rules for influencing a conspiracy from within and seeds drives devotion to a given cause.
for stories set within a conspiracy’s grasp.
Examples in Media
Charting Devotion • The Avengers: They may largely lack the personal
horror of a Remade’s Scars, but the Avengers are
As with Renegades, a Devoted chronicle includes a good example of Devoted with potent Variations
stories with a wide variety of tones and styles. To narrow who are at the helm of their organization and intend
down the narrative space the Storyteller and players may to use their power for a good cause.
want to explore, two new axes present a framework for
Devoted stories to go along with the Grounded/Flying axis • Psi-Corps: The psychics of Babylon 5 are a powerful
and Body/Mind axis (Deviant: The Renegades, p. 288). conspiracy that’s leveraged legitimate authority to
The axis of Unleashed/Controlled measures autonomy further its own goals, and within which the Deviants
and describes how much freedom the cohort has, while the are essentially running the show and acting under
axis of Constructive/Destructive measures the impact the their own initiative despite notionally being answer-
cohort has on the world in a positive or negative manner. able to a higher power.
Separating these axes into four quadrants gives
Spearhead, where the Devoted are free to pursue
meaningful and even heroic goals; Monsters, where the
Controlled
Devoted are a driving element of a horrific agenda; Agents, A Controlled story keeps the metaphorical leash tight
where the Devoted serve a higher cause; and Black Bag, on the Devoted, placing them within a structure that they
where the Remade are weapons in the hands of those who cannot freely shape or change. A Controlled tale is about
will not hesitate to use them. having a place in something larger than you, whether or
not you easily fit into that place — and seeing whether you
play by the rules or choose to push back. The Devoted in a
Unleashed Controlled chronicle are cogs in the machine, or weapons
Unleashed stories place the Devoted characters in the in the hands of their master, and they’re expected to do
driver’s seat. They have meaningful autonomy or influence what they’re told. The resulting stories are claustrophobic,
within their conspiracy and, at the extreme, may even be as the conspiracy or Scars impose limits and restrictions
the ringleaders of the organization. Unleashed stories are on who the Devoted are and what they can do. They’re
about leadership, decision-making, and responsibility, the about the subtle and overt rebellions that may result, how

Synergy 33
the Devoted keep true to themselves or break when denied inspiration for a conspiracy attempting to train up
freedom and ordered to submit to a greater purpose. its Devoted and encourage the flourishing of their
Controlled stories test the actual devotion of the Remade to powers. It very much focuses on who these young
a cause — just how great is their faith in the conspiracy, and people might become and what deeds might they
what sacrifices are they willing to shoulder on its behalf? accomplish with their devotion to heroism.

Examples in Media • Ghost in the Shell: Many of Section 9 would work well
as Invasive Remade, but they’re devoted to the cause
• Neon Genesis Evangelion: A horrific tale of control of Section 9 and its goals of maintaining security
at every level. The young protagonists have to con- in an increasingly chaotic cyberpunk world. The
form to a callously demanding regimen with no various incarnations of the franchise showcase all
allowances for childhood because the consequences manner of human awfulness but set the protagonists
of failure are even worse, while the eponymous against it on the basis of their beliefs and loyalties.
constructs themselves must be rigidly constrained
within armor and programming lest they lose them-
selves in berserk fury.
Destructive
The darkest side of devotion, and perhaps the most
• Equilibrium: Elite clerics capable of nigh-superhu- typical presentation of Devoted in regular Renegade
man focus and agility serve a dystopian govern- chronicles, a Destructive story positions the cohort as a
ment but are just as rigorously controlled as the source of harm for the world. The characters sow chaos
population they watch over. It’s a good example of and death for reasons that are ultimately selfish, irrational,
an arc that leads to a Devoted turning Renegade, or monstrous, even if they lie to themselves about being
although one scene also showcases the possibility justified in their actions. Sacrifices are made for the
for a Devoted to end up deciding they know best and “greater good,” innocents suffer, and those in positions of
take control from the conspiracy’s earlier leader. power, whether institutional or immediate, indulge their
vices. Destructive tales can be extremely dark and must be
Constructive handled with even more care than a normal chronicle,
especially where they tread around sensitive topics. A
Conspiracies often believe they’re the good guys of destructive tale can be an opportunity, like a Controlled
the story, even if through the distorted lens of “hard chronicle, to test characters’ devotion and principles — and
men making hard decisions” or in service to a “greater to tell a story of Devoted who step back from the brink,
good.” In a Constructive chronicle, though, a belief in say no more, and turn against their creators. Destructive
the righteousness of the conspiracy’s cause is likely to be chronicles invite the Devoted to tear things down and
heartfelt and may even be backed up with evidence. The then examine the cost to both Remade and their victims
Devoted in this tale are able to take heroic actions and amid the aftermath and the rubble.
have a positive impact on the world, to struggle against
darkness and try to make things better. They go up against Examples in Media
genuine threats to innocence, freedom, or order, or take
down other conspiracies that pursue malevolent goals. • Captain America: The Winter Soldier: Bucky is a fine
In the Chronicles of Darkness, even a Constructive story example of a controlled but destructive Devoted,
likely features troubling choices, moral complications, wielded as a weapon by people who believe they
and outright horror, but it comes with a sense of hope are on the right side of history but who ultimately
and the possibility for a better tomorrow — or at least one don’t hesitate to strip a human being down to a
that is no worse than today. Constructive chronicles offer tool of murder.
Devoted the chance to build something and to explore what
legacy they will leave behind after Instability or violence • Serenity: The Operative is a terrifying example of a
claims them. true believer Devoted who is absolutely convinced
he acts for the greater good but who is, ultimately, a
Examples in Media total monster. He believes that his destructive path
will clear the way for others to later build something
• My Hero Academia: Although wildly more optimistic new, and he’s totally at peace with the fact that he’ll
and bright in tone than the Chronicles of Darkness never be one of those creators.
at even the show’s grimmest moments, it can be fun

34 THE DEVOTED COMPANION


Cross-Referencing their leash. The Devoted are tools or weapons, and while
they might even believe in the conspiracy’s agenda, the
The four ends of the axes present extremes, but there’s conspiracy will never believe in them; they exist to further
plenty of space along the sliding scale to emphasize any its goals. At best, the Remade might find some satisfaction
of these aspects within a chronicle — or to change them in their dark work or break free of the shackles entirely.
over time. By setting the two axes alongside each other, If neither happens, they’ll slowly be ground down by the
it’s possible to define four broad quadrants within which conveyor belt of atrocities they must perpetrate.
a Devoted story is likely to sit.
Spearhead stories combine Unleashed and Constructive
themes to create the most optimistic and liberating of Seeds of Devotion
Devoted chronicles. They put the player characters in a
While a Devoted chronicle could take almost any
position of authority or freedom to act and present them
conceivable shape, Storytellers can find a selection of
with problems they can tackle to potentially achieve a
suggested ideas here, either to use as-is or as a launchpad
genuinely good outcome. At the farthest extreme, this
for further inspiration. These chronicle seeds can be mixed
is literally a superhero team with a few more drawbacks
together, and a given chronicle might move from one to
than normal, but in the Chronicles of Darkness it probably
the other during its course as the stakes rise or nature of
means the Devoted engage in a gritty and brutal struggle to
the threats change. A first arc might pitch the Devoted as
tear down the corruption of other conspiracies and hold
mercy-killers before shifting to policing secrets in a second arc
back the darkness for another day. What matters is that
when internal discord risks toppling the conspiracy. Even
the Devoted are the ones actively pushing the endeavor
the apparent constants of playing a Devoted character —
forwards with a hopeful or benevolent agenda.
serving a conspiracy and pursuing Renegades — can be
Monster stories combine Unleashed and Destructive subverted or cast in a new light.
themes to create dark tales of horror placing the player
characters in the driver’s seat of an unfolding car crash.
Everywhere one looks, there’s blood, guts, horror, and the
Conspiracy Wars
erosion of humanity. The Devoted might manage to veer In a conspiracy wars chronicle, the Devoted are part of a
into anti-heroism if the destruction is targeted at those conspiracy caught up in a conflict with its rivals in the Web
who are even worse than them, or if they’re shouldering of Pain. This chronicle is about war, whether it’s conducted
an awful burden to fight fire with fire. However, most via blood and bullets in back-alleys and forgotten places,
monster stories are about the collapse of ethics and the concrete facility corridors and grimy warehouses, or sterile
rising Instability caused by Devoted willing to sacrifice boardrooms and glittering soirees where every smile is a
anything for their agenda, whether it’s a price they will blade. The Devoted are soldiers, leading from the front or
pay themselves or a toll they extract from the world and thrust into the line of fire by their superiors, and they’re
people around them. expected to destroy.
Agent stories combine Controlled and Constructive The key element of this chronicle is a compelling
themes to create classic stories of people trying to do good roster of rival conspiracies. The Storyteller can ensure
in a bad — or at least difficult — situation. The Devoted the conflict makes sense and the Devoted feel motivation
act at the behest of someone else, and they have to trust to engage in it by designing these peers with deliberately
in the good intentions of that higher power. Exercising clashing Anchors and Principles. One rival might be a
their own autonomy to influence the outcomes of their polar opposite, its every Principle outright blasphemous to
work might make things better, but breaking the rules risks the player characters’ conspiracy, but rivalry can also build
backlash. Agent stories are about how much the Devoted off the back of similarity by presenting two conspiracies
buy into the agenda they’re serving on the front line of, that might otherwise closely align with a resource that only
and where they choose to push back or engage in subtle one of them can have. If the rivals are splinters from one
subordination in accordance with their own principles. original organization, their struggle over who gets the vital
Black bag stories combine Controlled and Destructive asset needed to fuel their shared methods of Divergence
themes to create grim stories of dehumanizing horror, is going to be a bitter one.
where the Devoted are the perpetrators of a dark agenda This cascades down into the Linchpins and Devoted
but not its masterminds. They kill, sabotage, or corrupt of the enemy conspiracy. Give each one a name, a face,
at the beck and call of their conspiracy, bringing ruin and a specific wrong done to the cohort’s conspiracy
and chaos because it suits the whims of those who hold that makes it feel personal. Enemy Devoted work well as

Synergy 35
foils if they have powers that reflect or contrast against the
player characters’, and if the conflict’s already underway,
the Storyteller may even be able to justify Devoted who are
quite literally tailored to fight the cohort.
Renegades are something of an afterthought in a
chronicle like this, but there are interesting stories around
allied Devoted who can’t take it anymore and flee because
they want out of the struggle, as well as Renegades who
formerly served the other side — and who might be recruited
to fight against their erstwhile masters.

In from the Cold


An in from the cold chronicle pitches the Devoted as
shepherds or hunters, seeking out Renegades or stranded
Remade left behind by ruined conspiracies and trying to
recruit them. The cohort might be motivated by genuine
empathy for the lost children of Divergence and desire to
give them a new home, but they’re more likely gathering
recruits for the greater purpose of the conspiracy — so the
Storyteller needs to think on just what the conspiracy
intends to do with all these Broken.
This chronicle focuses on search and negotiation.
It’s about surveillance, tracking down people who don’t
want to be found, and communicating with them. The
talking might be down the barrel of a gun, but in from the
cold focuses on gathering and rehabilitating Renegades,
with deaths marking a failure on the cohort’s record. The
Storyteller should focus on compelling Remade targets who
are complex characters that the Devoted can research. Let
the players feel out the drives and levers that shape how
the Renegade lives and acts, and reward them for clever
psychological moves exploiting what they’ve discovered.
The conspiracy’s own relationship with the Renegades in
question adds a further layer of detail and complexity to
the situation. If the Devoted chase down Renegades
the conspiracy itself created, this will be a story
of bitterness, of promises unfulfilled and hopes
unmet —whether the Devoted are making right what
came before or coaxing other victims into a pyramid
scheme that they’ll benefit from. If the Renegades were
born by the Divergence of other conspiracies, though,
this becomes a chronicle of exploration and discovery,
presenting the Devoted with all the strange and horrific
manifestations of power that Deviants can wield.

Men in Black
A men in black chronicle sets the Devoted up as the
bulwark between the conspiracy and discovery. They’re
leg-breakers, cleaners, and covert agents whose job is to
maintain the veil behind which the conspiracy operates.

36 THE DEVOTED COMPANION


If the conspiracy is rich in resources, the Devoted may in negotiation nor offered salvation.
actually work in the same manner as the eponymous This chronicle obviously focuses on combat, but it
men in black, with a support structure of black vans and also involves a certain amount of investigation as the
powerful authority to remind people when to keep their team tracks down prey and maps out their vulnerabilities.
eyes closed and mouths shut. For a less-well-embedded Depending on just how powerful the targets are in
conspiracy, it might be a desperate game of stealing away comparison to the Devoted, story arcs may involve
incriminating evidence or torching hastily-abandoned labs relatively little actual killing — a team of operatives with
even as the sirens wail in the distance. only modest Variations will need to plan extensively when
This chronicle is about manipulation and control. taking on even one demon or heavily-mutated Renegade.
The Devoted may not be giving the orders, but their The Storyteller should weave in emotional undercurrents
responsibility is to investigate and cover up the conspiracy’s and make the targets more than just a name and a combat
fuck-ups, or to guard prized assets from close scrutiny. encounter — flesh out the history and nature of each, the
On one hand, they might be figures of terror — given the sin or wrong decision that led them down a destructive
authority to tidy up loose ends with terminal prejudice, path, and what they still have to lose that drives them
enacting destruction to conceal one crime beneath to fight on. The chronicle shouldn’t be gung-ho about
another, and presenting frightened civilians with the grim murder, even if some Storyteller characters are an example
face of a power they know lurks just beneath the surface of of the callousness that such violence can inure into people.
the world but which they’ve never wanted to acknowledge. A story where the player characters question what they’re
On the other hand, the chronicle could run a path of black doing, and why they’re doing it, will give even a monster-
humor. The Devoted are here because someone screwed of-the-week format greater depth.
up again, an insane project to mutate tree frogs into attack The motivation and authority of the conspiracy matters
animals has broken loose, everything is on fire, and the here. What reason does it give the Devoted to kill in its
cohort has the shit job of cleaning up the mess. name? What justification for murder does it espouse?
The conspiracy itself is front and center of this How much legitimacy does it even have to make such a
chronicle, and it needs either enough abrasive surfaces judgment? This needs to demonstrate a cogent rationale,
rubbing up against the public that risk too much scrutiny even if it’s just “our gore-red god from the clot-world
or a conspiratorial world that’s rich in rivals who are just that shivers behind each moment of breath told us these
waiting to pounce if they spot a weakness. In short, it needs people will shed too much precious blood”. The rationale
threats to its masquerade, or else the Devoted won’t have doesn’t need to be immediately presented, though. There’s
much to do. The conspiracy’s Devoted are likely tailored interesting story fodder in a chronicle where Devoted are
to the more subtle roles this requires — they might be just expected to kill without question and have to dig out
killers, but they’re probably not going to turn into giant the answers as to why from within their own conspiracy.
monstrosities unless the conspiracy needs that sort of
power to wrestle the escaped mutant alligators back into Policing Secrets
cages again.
A policing secrets chronicle has the Devoted focus their
Renegades play an interesting role in this sort of attention on corruption within their own conspiracy.
chronicle, because they can be both the source of breaches This might be their intended purpose, especially if they’re
that need sealing and the interested parties whom the equipped with Variations that let them delve into secrets,
Devoted must fend off. Remade who are circling the or it might be overlaid on top of another chronicle concept
conspiracy, looking for signs of its operations to attack, where the Devoted or a powerful conspirator patron want
are the Sword of Damocles the cohort needs to protect the to root out dissent or unearth truths. The Devoted may
conspiracy from. If they screw up, the consequences will be be tasked with firewalling sections of the conspiracy off
immediate and brutal for their Baseline co-conspirators. from each other, preventing a given Node from discovering
the secrets of others — or even working on a higher level
Mercy-Killers within the Web of Pain, doing the same across multiple
A mercy-killers chronicle is a story of violence, death, interacting conspiracies.
and regret. The Devoted are set on the trail of destructive This chronicle focuses on investigation and likely
Renegades — or even other kinds of supernatural creatures manipulation, but it’s also a story of revelation. Yes, the
whom the conspiracy deems a threat — and tasked with cohort’s intended purpose is to root out corruption or
taking them down. The only mercy they offer is a quick enemy agents, or control internal activities, but getting
death. The targets on the cohort’s list are not to be engaged elbow-deep into the guts of their conspiracy is the perfect

Synergy 37
opportunity for the Storyteller to reveal those dangerous on each other and on whatever tenuous threads back to
secrets to the player characters themselves. Place vital their conspiracy they may still retain. The worst betrayal
information in the hands of the Devoted, and leave it up to comes from within, after all, and a cohort cut loose by
the players how they choose to use the blackmail material, their conspirator-handler is fertile ground for a twist into
discoveries about the conspiracy’s origin, or truth about a Renegade chronicle. Well-chosen and well-portrayed
their own Divergences. Let them knock the house of cards Loyalty and Conviction Touchstones are a crucial element
down, fortify its pillars, or haul themselves up to its apex. here, as they dictate whom the Devoted will feel the strain
In order for internal policing of this kind to work, the of being separated from and whom the Devoted will feel
conspiracy needs corruption and secrets to root out in an incentive to risk lashing out at.
the first place. The Storyteller can focus on Nodes and A spinning the web chronicle might involve some of the
Linchpins, using the relationships between each to fuel old ultra-violence — especially when loyalties are tested
a story arc. Set the various elements in conflict with one or infiltrators revealed — but it’s likely to focus more
another, place them in competition over limited resources, on social interactions and cunning ploys. As a result,
and make it personal. The story will have more weight if the Storyteller needs to flesh out an interesting cast of
the Director of the Office of Sclerotic Metamorphosis characters from other conspiracies and work to give those
has betrayed the conspiracy because she still bears an conspiracies distinct flavor and depth so that each feels like
unrelenting grudge over the fact it was her rival’s research a character in its own right. It isn’t necessary to map out
into Divergence, not her own, that was used to create all the Nodes of a conspiracy, whether prey or potential
Devoted — who now rub salt in the wound by investigating ally — rather, what matters is a solid narrative spine of its
her. Fill the roster with likely suspects who have a litany of most outrageous Linchpins and most extreme schemes,
flaws, grievances, or ambitions, so the Devoted always have the kinds of things that the players will remember the
a surfeit of targets and can pry apart the social tapestry of conspiracy for long after the story arc is over.
the conspiracy. Keep the hand of the conspiracy’s authority If the Devoted are infiltrators and spies, this chronicle
hovering close by, ready to yank the cohort’s leash and fill can give them a taste of Renegade life without requiring
them with greater paranoia about the people above them rebellion. Once they’re working a deep cover, they’ll be
in the hierarchy. living a paranoid existence where any mistake could reveal
This tale can offer a close-to-home view on the process their deception. If they’re envoys or go-betweens, the story
of going Renegade by presenting the player characters with could instead be one of tension and high stakes if the
a story arc focused around a Devoted who is about to go conspiracy has a lot riding on the success or failure of a
rogue. An investigation that leads towards a Renegade-in- pact, so that mistakes have real bite and the Devoted take
the-making can dig into why that character is about to slip increasingly extreme measures to seal the deal.
the leash and seeing how the player characters react to that
knowledge. Let them reflect on the similarities with their Devoted Among
own situation, and see whether the roots of disobedience
grow or if the Devoted affirm their dedication through Renegades
opposition to the Renegade’s tale. Despite the apparent conflict between Devoted and
Renegade positions, it’s quite workable for a cohort to
Spinning the Web include members of both “sides.” The Web of Pain is far
from monolithic. It’s a tangled mess of competing interests
In a spinning the web chronicle, the Devoted leave the
riven by institutional feuds and grudges that can go back
safety and comfort of their mother conspiracy to walk
decades or even centuries, and plenty of conspiracies feel
the dangerous threads of the Web of Pain. They may be
their success is mutually exclusive with that of their peers.
infiltrators or saboteurs, injecting themselves into other
A Renegade can join purposes with a Devoted whose
conspiracies to tear apart fragile social fabric, steal plans
conspiracy is highly motivated to go after the same people
and Divergence research, and parasitically drain a rival
she blames for her situation. It’s also valid for a Devoted
of its strength. They may instead be envoys and proxies,
to seek Renegades outside her group, whether because her
spokespeople of their conspiracy to its peers, and explorers
own conspiracy simply lacks enough Remade to go toe-to-
of hidden society.
toe with a target, or because she wants people whom the
This chronicle focuses on trust and, conversely,
target isn’t going to see coming.
suspicion. The Devoted are out there in the Web of Pain,
Mixed chronicles are likely to see mistrust, and it
away from the foundation of their strength and essentially
may even bloom into outright treachery. Deviants are an
operating behind enemy lines. They need to be able to rely

38 THE DEVOTED COMPANION


unstable lot, and once the job is done it’s time to tie up the establishment and furtherance of the conspiracy,
loose ends, bring in test subjects, or just settle any scores which stems from a compulsion to build and be a part of
that linger. A Devoted may find her superiors giving something greater, rather than an impulse to dismantle
orders to act against her allies that she doesn’t like but and destroy.
has little choice over, unless she wants to go Renegade At this stage, the conspiracy does not yet exist in any
too. A Renegade may see the Devoted as another link in mechanical sense. It has no Nodes, conspiracy actions,
the chain to her, one that any surviving persecutors could Icons, or Attributes. However, the Storyteller may assign
use to reach her. the founders Objectives based on the proto-conspiracy’s
Mistrust doesn’t have to become backstabbing, however. Principles and Anchors, which serve as the means by which
Renegades could end up as long-term freelancers for the the Broken can accumulate Conspiracy Beats and Effort.
Devoted’s conspiracy, earning sorely-needed supplies Storyteller-assigned Objectives usually reflect a distasteful,
or opportunities to hold back Instability in return for unethical, or immoral task the cohort must perform in
temporary service without having to give up freedom. order to further its establishment of the conspiracy. This
Devoted might see Renegade friends as a pressure release might be something like eliminating investigators, bribing
valve for their own troubles — a group of people who an official, or acquiring the corpse of a recently deceased
understand and won’t judge, won’t demand things all Deviant.
the time like the conspiracy does. This sort of enduring The cohort may choose to accept the Devoted Shackles
relationship can be a tightrope where both sides tread Conditions to exert some control over the Objectives they
carefully lest they bring their precious arrangement are assigned (p. 42).
crashing down. It might also serve as the platform for
greater change yet, with Renegades shown a real cause to
become Devoted to, or a conspiracy finally pushing the
Step Two: The First Node
Devoted too far — and right into the arms of their waiting Having laid the foundation of their conspiracy, the
Renegade friends. cohort may undertake Projects, although they must fuel
all such work using Effort they personally generate by
fulfilling Objectives. To progress beyond this stage, the
Creating founders must control a Node. They can accomplish this
in one of several ways:
Conspiracies • Scavenge (1 Effort): The cohort locates and occu-
Every conspiracy starts out as a small group of people pies an abandoned or orphaned Node (or a Node
who seek to create or harness Deviants in pursuit of their within an orphaned cluster). In some cases, this will
shared goals. In some cases, those conspiracy founders be a Node another conspiracy abandoned, but the
are Devoted — or, more rarely, Renegades. With enough cohort can instead destroy a key connective Node,
effort, and no small amount of luck, a cohort can forge a orphaning a Node or cluster for easy takeover using
conspiracy of its own, whether they build it on the rubble an Assimilate Node Project.
of a defunct conspiracy, within an existing conspiracy
• Subvert (1+ Effort): By means of infiltration or a
whose Nodes they have parasitized, or through a herculean
carefully arranged accident, the cohort arranges for
feat of recruitment and organization.
one of their founders (or a close ally) to replace the
This system uses the mechanics in the first two chapters Linchpin of another conspiracy’s Node, parasitizing
of this supplement to provide structure for a troupe that it. The targeted Node remains part of the original
wishes to create a conspiracy of its own. conspiracy, serving both conspiracies, until it is later
orphaned or outright conquered.
Step One:
• Conquer (1+ Effort): This is identical to subver-
Mission Statement sion, except the founders take control of the Node
Before building a new conspiracy, its founders must through open force. The target conspiracy therefore
establish its Principles, Virtue, and Vice. Additionally, knows that its Node has been suborned as it loses
at least one the founders must have the Devoted Form, control of the Node and suffers a crisis point. This
although each founder may choose to gain the Devoted approach invites immediate reprisal except from the
Form as part of establishing the new conspiracy’s smallest or most overtaxed conspiracies.
mission. This reflects the Deviant’s commitment to

Synergy 39
• Establish (10 Effort): The cohort creates a Node • Each Node must have a Linchpin and may have
from scratch using an Establish Node Project. Devoted assigned to it. A member of the cohort
This typically requires significant legwork (and may purchase the Linchpin Merit (ignoring the
comparatively monumental Effort), but it avoids Status prerequisite); otherwise, the Linchpin is a
entanglements with rival conspiracies, which can Storyteller character loyal to the conspiracy (not
make it more likely that the new conspiracy reaches necessarily to its founders).
critical mass.
• The cohort gains appropriate Conspiracy
A proto-conspiracy with a single Node counts as having Conditions (p. 41) based on their role within the
Finesse, Power, and Resistance of 1 and Standing 1 for proto-conspiracy.
the purpose of calculating Association, resisting enemy
attacks, and recovering from damage. It still does not
generate its own conspiracy actions, but it can take them Step Four:
as though they were excess actions (damaging Association).
The Node has no classification and so is always considered
The Third Node
inappropriate for the actions it takes, does not grant Once the founders successfully establish a third Node,
Privileges, etc. they complete the process of establishing a Standing 1
conspiracy.
Step Three: • The cohort assigns two additional dots to its
Attributes, reaching a total of eight (plus any pur-
The Second Node chased with Effort during the previous steps).
The founders establish a second Node using any of the
methods above, and the conspiracy begins to take shape. • The conspiracy is capable of conspiracy actions and
surveillance within its purview.
• The cohort assigns three additional dots to the
conspiracy’s Attributes. • Any cohort member with the Linchpin Merit gains
free dots of Status in the new conspiracy sufficient
• The Nodes acquire classification, and one of them to meet the normal prerequisite.
must be Hierarchical.

40 THE DEVOTED COMPANION


Devoted characters can gain these Conditions in several but the Storyteller may instead resolve it as a sur-
prescribed ways, but the Storyteller should also be open veillance roll (Deviant, p. 227) if the target (or its
to granting them when the flow of the narrative indicates caretakers) have taken measures to thwart such
it’s appropriate. Crucially, the Conditions don’t have attention.
to reflect a Devoted actually giving orders to others. A
Remade who is firmly under her conspiracy’s thumb might Resolution: The character spends the Condition for
still wield subtle influence through friends, blackmail, control over the conspiracy or its assets.
or the strategic application of her Variations. Equally, Beat: The character’s authority or influence causes
curtailment or denial of influence doesn’t necessarily others within the conspiracy to make one of their
mean the Devoted is physically kept contained between significant problems (including the Scar of a Devoted
duties. outside her cohort) her significant problem.

Devoted Authority Devoted Control


Your character has commanding authority or far- Your character wields powerful control over the
reaching influence within the conspiracy. When she takes conspiracy. When she takes a Social action focused on any
a Social action focused on other conspiracy members, she member of the Web of Pain, she achieves an exceptional
achieves an exceptional success on three successes rather success on three successes rather than five, and she enjoys
than five. the 8-again quality on such rolls within her own conspiracy.
She can also expend this Condition as with Devoted She can expend this Condition as with Devoted
Influence (see below), but with the following modifications: Authority, but with the following modifications:
• A chosen Objective must be in line with one or • A chosen Objective may instead be in line with the
more of the conspiracy’s Principles or its Virtue, or conspiracy’s Vice.
it must involve the Node to which she is assigned.
• The conspiracy action may originate from a Node
• The conspiracy action can be one that takes the other than the one to which she is assigned.
conspiracy over its action limit.
• She may block any conspiracy action, not just ones
• Alternatively, she may block a conspiracy action involving the Node to which she is assigned.
that involves the Node to which she is assigned,
although doing so inflicts a point of bashing dam- • She may surveil anyone or anything within the
age to Association. This can prevent the Node from reach of the conspiracy, not just those likely to be
being destroyed as part of a purge (Deviant p. 234). of interest to it.
Resolution: The character spends the Condition for
• Finally, she may gain access to recent surveillance control over the conspiracy or its assets.
footage on a person, place, or thing of her choice, Beat: The character’s authority or influence makes
as long as it is something the conspiracy would rea- her the target of intrigues or attacks from a rival, whether
sonably surveil. This usually succeeds automatically, within her own conspiracy or from the wider Web of Pain.

Conspiracy Conditions 41
Devoted Influence Devoted Shackles
Your character has some pull or rank within the Your character has her influence within the conspiracy
conspiracy. She can expend this Condition to achieve one uprooted or curtailed. The cohort cannot exchange any of
of the following effects: their Conspiracy Beats for Effort while any cohort member
has this Condition.
• When the cohort would be assigned a new
She can expend this Condition in one of two ways:
Objective, you may choose it instead. This Objective
must be in line with one or more of the conspiracy’s • You may suggest a significant complication for her in
Principles and must involve the Node to which your the current scene that crucially affects the cohort’s
character is assigned. chances of success. If the Storyteller introduces this
complication, it resolves this Condition.
• You may choose one of the conspiracy’s actions for
the chapter. It must be one that involves the Node • You may convert a successful conspiracy action roll
to which your character is assigned, and you can- into a failure (or a failure into a dramatic failure) in
not initiate a conspiracy action that would take the a scene in which she is involved.
conspiracy over its chapter limit. Resolution: The character expends the Condition as
Resolution: The character spends the Condition for described above (resolving it only for herself), or the cohort
control over the conspiracy or its assets. achieves one of its Objectives (resolving this Condition
Beat: The character chooses to further an Objective for all cohort members who have it).
at the expense of a Touchstone or personal Aspiration. Beat: The character suffers significant physical,
psychological, or moral trauma in the service of an
Objective.

42 THE DEVOTED COMPANION


In the eyes of the Renegades, every conspiracy is
a tightly managed organization comprised of faceless
human monsters willing to commit any atrocity to
advance its malevolent agenda. It is an oppressive
structure bent on dominance through transgression.
The Devoted are its brainwashed zealots and lab rats,
its muscle and middle-managers, its magnum opuses and
messiahs. Whether they do so blindly or knowingly,
willingly or under protest, the Remade agents of
the conspiracy have surrendered their humanity in
the service of evil masters.

For those within it, though, the Web of Pain is not


so monolithic. Conspiracies distinguish themselves
from one another by their goals and methodologies.
Some pursue knowledge and power at all costs, but
others are motivated by higher ideals, for all that
they must make hard choices in the pursuit of them.
Within each conspiracy, individual personalities
compete against one another for limited resources
to further personal agendas — whether selfish,
destructive, or altruistic.

As loyal servants of their conspiracy and executors


of its will, the Devoted occupy important positions
within the Web of Pain. Their abilities alone make them
a valuable, often irreplaceable, resource. They are
single-minded and doctrinaire in their pursuit of the
organization’s Principles in a way selfish Baseline
agents cannot match. An ambitious Deviant who earns
a reputation for competence can attain a position of
considerable influence within the conspiracy — or
even become its master if she is ruthless enough. Who
would dare oppose her then?

This book contains:

• Expanded conspiracy mechanics, including guidance on


conspiracy actions, Nodes, Icons, and Projects, as well as
conspiracy advancement rules and the introduction of
Privileges — Merit-like benefits that flow from a conspiracy’s
Structural and Hierarchical Nodes.
• New Merits, Forms, Variations, and Scars especially
appropriate for Devoted characters, together with systems
for working within a conspiracy — whether as a Linchpin or
in another role.
• Storytelling advice for Devoted chronicles, complete with
additional storytelling axes and common narratives focused
on the travails of a conspiracy’s most loyal agents.

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