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CULT STATUS (Active)

This section is a bit of an interlude, separate from the main thrust of the campaign and dependent on events of
the Dark Symmetry campaign. Investigator groups with no members surviving from that adventure will probably
not be able to play this as written. Investigators who have included the relevant details of the Dark Symmetry
campaign in their back story, as part of preparation for this campaign, will have no problems.

The details of the Investigators’ arrival on Mars and the places they might go there are up in the air at this
stage. The GM should play things by ear and use the Capitol sourcebook and Part Four of the Dark Symmetry
Campaign as references. He should attempt to insert this sub-plot as soon as he can, once the Investigators
have arrived on Mars.

Order Of The Silver Paladines and Knight Templars of Mars (THE CULT OF THE WHITE KNIGHTS)
Order Of The Silver Paladines grew up on Mars in the aftermath of the events of the Dark Symmetry
campaign, especially events from The Deputy show. The Investigators left such a mark during this campaign,
that their sacrifice to save humanity spawned its own cult. Each of the persons in the show are worshiped and
venerated as saints of humanity, Now the Investigators are like gods to the cultists who are quite zealous.
Obviously only those who took part in that stage of the campaign are recognised by the cult as the true saviors
of humanity, but any other Investigators in the party can bathe in their reflected glory, and go along for the ride
as disciples.

Sato Tsuyoshi is worshiped or venerated by the Luna and Mars PD; they see him as a sacred symbol of
loyalty, fairness, kindness, courage and trustworthiness. In Luna and Mars Mishima District, especially
Mishima Ronin and Gangs worship him because he is a symbol of brotherhood. Faithful and Deathly fraternity
to Brothers. There is a small difference that the statue of him was worshiped at the police station with the
sword in his right hand and a statue of black society. Sato's fame came at the incredible heights when he
showed up with his Silver Samurai powered suit with the add on flight pack. One of the last questions asked by
the news crew following The Deputies was “where did you get those wonderful suits”, Sato told them his little
brother and sisters made it for him(Mishima stock took a steep dive when it was clear the corporations had
nothing to do with it).

A parent cult exists in the Brotherhood specifically for the women of the Silver Paladins Michaela “Vents” de
Vent (seen as the Leader of the Silver Paladines and a prime warrior woman), Daniela Arseni (Seen as gold
standard of femininity and engineering for Bauhaus males in and outside of the cult), “Nix” Cullen (Seen as the
Ghost assassin of all evils the ultimate female sniper), Angelica ‘Angel’ Kramer (seen as the healing angel) and
the other female mercenaries that later joined at the end, and the two men hold the last place as supporting
roles they are all venerated and in some rare cases also worshiped along side the females as their consorts.
Mars, Luna and the main HQ for the Order is on Venus; the cult or Order is mainly women's Order holding all
positions of power with men serving as auxiliary support roles (most happily). The women are seen as the
embodiment of womanly virtues in the battlefield and in the home they are seen as ideal wives, and mothers.

Valkyries and in general women in the Brotherhood see Silver Paladines women including the Doom troopers
as venerated legendary heroes; they have official shrines and small handheld effigies. The two men of the
Silver Paladines also play a role as supporting the younger Ryder is seen as young “baby” brother that needs
to be protected and the older Sato is seen as the husband that is destined to die so the women avenge him or
both men in some stories.

The Etoiles Mortant hold all the women in Silver paladines with an extremely high veneration as ideal warrior
women that defend the loved ones in their lives, many small shrines are found in the barracks of Etoiles
Mortant and in homes of women who have lost someone to an unjust tragedy perpetrated by the Dark Legions
or not.

The GM should make an effort to use events from that part of the Dark Symmetry campaign to make his cult
feel real. He should use any spectacular or particularly brave moments as cult tenets and dogmas. And if
possible, he should use quotes from that campaign, which the Investigators made, and turn them into sacred
texts. If the Investigators have a catchphrase, then the cult also has that catchphrase. Essentially it is up to the
GM to fill in these details as it is impossible to know here exactly how events of the Dark Symmetry panned
out. The GM should change the name of the cult to one inspired by events from that part of the campaign, also.
For example, he can use their team name from The Deputy.

The cult should also be strangely fixated on a number of events that took place during the Investigators’
previous time on Mars, taken entirely out of context. For example, if one of the Investigators fell in the tank of
gunky green water during the Observation Test section of the Deputy, all members of the Cult of the White
Knights make sure to bathe in similar greenish water once a week. They will also expect the Investigators to
perform a similar rite. Or, for example, if the Investigators got hold of umbrellas during the Bank Raid Test, the
members of the cult will all carry similar umbrellas.

The cult has a number of beliefs about the Investigators including that they are not truly dead (as everyone
else had assumed) and that they will one day return to Mars to save humanity. Of course, their appearance on
Mars is confirmation to the cult that everything they believe about the White Knights must be true.

Fly In The Ointment


Over the past several hundred years or so the cult has grown slowly. It is still not a major force, and would not
want to be, and the few members meet and exchange ideas in secret. On the surface it is more akin to a
historical interest club, and appears entirely harmless. However, over the years the cult has been infiltrated
and twisted by the Dark Soul. The inner circle of the cult is now made up of fanatical followers of the
Investigators. And they all believe, without any doubt, that upon the second coming of the Investigators the key
to humanity's survival is that they be sacrificed to God.

It’s You!
Very soon after they arrive on Mars the Investigators will be confronted by a typical local, in a public place. She
is Martha Savage. Martha is a member of the Cult of the White Knights and has been going about her daily
business. She will suddenly come across the Investigators. She will go as white as a sheet, as if she has seen
a ghost. The Investigators should notice this. They will probably wonder why someone is reacting so strangely
to them. Martha will garble something about ‘the second coming’, ‘it’s finally happening’, and she has ‘been
chosen to witness it.’ Once she manages to compose herself a bit, she will try to talk to the Investigators. She
will not be very eloquent, but she will beg them to come with her to meet her ‘brother’ (or sister). If the
Investigators do agree to go with her, she can take them to one of the inner circle members. If they do not,
then she will tell the inner circle about this and one of them can approach the Investigators later. The
Investigators are likely to be in a hurry during this part of the adventure, so the inner circle should not waste
any time.

Martha Savage is not really that important. She just brings the Investigators to the attention of the rest of the
cult. The inner circle of cultists will soon take over and control access to the Investigators however they can
and begin to manipulate the Investigators into a position where they can be sacrificed.
THE INNER CIRCLE
The members of the inner circle are all hopelessly convinced that the Investigators need to be killed. The GM
can use whichever members are most suitable to get close to the Investigators, or make up his own.

Four prominent members of the inner circle are described below, but there should be a number equal to the
number of Investigators who reached the citadel at the end of the Dark Symmetry campaign. The inner circle
has all assigned themselves cult names that correspond to each of those Investigators. While on cult business
and in the presence of the Investigators, they will always refer to each other using the Brother or Sister title and
their cult names. Needless to say, this should soon become confusing and farcical.

CLARENCE WESLEY
Clarence Wesley is a wealthy entrepreneur and well known among the business communities of Mars. He has
his finger in many pies and is able to get hold of most equipment and resources at short notice. He bankrolls
the cult and will be able to see to it that the cult gets whatever it requires when the Investigators turn up.

Wesley is important as he is extremely rich and is able to fund the cult but, more importantly, plausibly back
any promises made to the Investigators. The Investigators are likely to want to be taken to the Necromakina
site as soon as possible, and so Wesley can arrange for this to happen, or at least look like it is going to
happen.

CLARENCE WESLEY (ATTRIBUTES)


STRENGTH PHYSIQUE AGILITY AWARENESS
7 8 9 8
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
8 9 8 10
FIELDS OF EXPERTISE
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
1 – 1 – 1 – 1 1 3 2 2 2
WOUNDS: 5 SOAK: None

ATTACKS:
• Rudimentary Martial Arts (melee): 1+2, 1H
• Cultist Knife (melee): 1+3, 1H, Armour Piercing 1, Hidden 1

SPECIAL ABILITIES
• Devoted Socialite: Clarence is wealthy, well respected, and affable, despite his professional exterior. He may
re-roll one d20 when making a Lifestyle or Persuade test, but must accept the new result. Additionally, any
time he is in need of assistance from specified individuals, he may reduce the difficulty to find a contact that
may help his cause by two steps. This may eliminate the need for a roll.
• Wealthy Entrepreneur: Clarence is an extremely wealthy individual who is able to call in many favors to
account for the cost of anything he is unable to personally provide. His Earnings rating should be set by the
GM as required by the scene, so long as he finds a contact that may help his cause. Additionally, he has an
Influence rating of four.

JUSTINE STAFF
Staff is a very personable and attractive front-woman for the cult. She has a charming, easy manner and takes
everything in her stride. She is a PR consultant, so this is to be expected.

She is always immaculately groomed and gives an air of professionalism and slick presentation to everything
she does. For this reason she might be the most likely member of the cult to liaise with the Investigators.
Justine has a number of contacts in important positions across Mars and is able to call in big favors at short
notice if required.

JUSTINE STAFF (ATTRIBUTES)


STRENGTH PHYSIQUE AGILITY AWARENESS
6 8 7 9
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
7 10 8 11
FIELDS OF EXPERTISE
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
– – – – 1 – 2 1 2 3 2 1
WOUNDS: 5 SOAK: None

ATTACKS:
• Cultist Knife (melee): 1+3, 1H, Armour Piercing 1, Hidden 1
SPECIAL ABILITIES
• Disarming Charm: Justine is a very competent and charming character. She may re-roll one d20 on any
Persuade test, but must accept the new result. Additionally, the GM may roll an additional d20 on any Lifestyle
or Persuade test that generates at least one success.
• Professional Connections: Justine has an extensive network of contacts that reach almost to the top. She
may make a Daunting D3 Lifestyle test to ask for a specific favor. A success means that her contact responds
with an appropriate amount of resources, as determined by the GM to be necessary for the scene.

BROTHER HADRIAN
Brother Hadrian used to be a senior figure in the Brotherhood. As he turned towards the Cult of the White
Knights he dropped from the Brotherhood’s view for fear he might be discovered as a heretic. He has set
himself up as the theological authority in the cult and will be the one called on to perform the rites during the
sacrifice. Brother Hadrian might also be useful to allay any fears the Investigators have as to the legitimacy of
the cult. He will be able to pose, quite credibly, as a current member of the Brotherhood and a figure to be
trusted.

BROTHER HADRIAN (ATTRIBUTES)


STRENGTH PHYSIQUE AGILITY AWARENESS
8 8 8 9
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
8 9 11 9
FIELDS OF EXPERTISE
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
2 – 1 1 1 – 2 2 1 1 3 2
WOUNDS: 6 SOAK: None
ATTACKS:
• Cultist Knife (melee): 1+3, 1H, Armour Piercing 1, Hidden 1 SPECIAL ABILITIES
• Inside Knowledge: Brother Hadrian has an inside knowledge of the inner workings of the Brotherhood. He
may re-roll one d20 when making a Persuade test whilst discussing any matter relating to the Brotherhood, but
must accept the new result. Additionally, he gains an additional d20 when lying about his knowledge of the
inner workings of the Brotherhood.
• Scholastic Theologist: Brother Hadrian is a consummate scholar who has spent his years in study of many
old religions. He may re-roll one d20 on Education tests. Additionally, he may reduce the difficulty by one for
any test that deals with knowledge of events within the past twenty years, which may eliminate the need for a
test.

ANNIE SPANGLER
Annie Spangler is the brawn of the cult. She is ex-Airborne Rangers and clearly a formidable combatant. She
wears makeshift combat gear that is still recognisably based on that of the Rangers. She is curt and gruff,
typical of the no-nonsense ex-military. Spangler might be an enforcer, but it is unlikely she will be able to deal
with all the Investigators in a fight. However, her presence should lead credence to the notion that the cult is
prepared to back the Investigators’ mission with a combat group. If the cult needs to buy time, she can explain
to the Investigators exactly why the cult’s military wing is taking time to get organized.

ANNIE SPANGLER, (ATTRIBUTES)


STRENGTH PHYSIQUE AGILITY AWARENESS
10 9 8 8
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
8 7 8 7
FIELDS OF EXPERTISE
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
2 2 2 – 2 1 1 1 1 – 2 2
WOUNDS: 6 SOAK: Combat Fatigues: (Arms 1, Torso 1, Legs 1)

ATTACKS:
• S&W.45 Revolver (ranged): Close, 1+4, Unbalanced
• Cultist Knife (melee): 1+5, 1H, Semi-Automatic, Close Quarters, Knockdown

SPECIAL ABILITIES
• Airborne and Bred: A veteran of the Capitolian airborne special forces, Annie is able to re-roll one d20 on any
Close Combat or Ranged Weapons test. Additionally, on each such test, she may re-roll up to two damage
dice, but must accept the new result. Finally, Annie may add two d20 to any Persuade made to convince
someone of her airborne expertise.
• Hardened and Numbed: A veteran of many campaigns, Annie sometimes finds it difficult to relate to non-
military personnel. She will reduce the difficulty of any mental assault by one, which may eliminate the need
for a test. Further, her gruff nature and intolerance of ‘civvies’ will add one to the Repercussion range
of any Persuade test that she makes.

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