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    1. #26
      Il Buoиo Siиdяed's Avatar
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      Sorry about the delay for no-Name and Invisible. Waiting on Irken. Want to do your segments together.

    2. #27
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      the quiet conspiracy



      MI5 Case Study


      Agent Blond, Nollendorfplatz, 1923

      The four men stood about awkwardly for a time, while the fifth lounged contentedly with his eyes half closed by the high barred window.

      "You didn't have to do this here," the taller of the stood men said. He shuffled his feet, and adjusted his shirt.
      "You missed a button."
      "Danke."

      The blond haired man leant back against the door and chewed his cigarette. The click of the revolver being cocked echoed about the stone cellar.
      "It had to be here," the blond said, smiling. "In your gay whore den. It had to be a humiliating death for you, mein herr. Do you know why?"
      "Why, English?" the taller man asked, sullenly.
      "Because you gave my country a humiliating death." The blond's smile had gone. The two other stood men shifted in their rough work shirts. The taller man - gaunt, with tired muscles - swallowed. The man lounging on the soiled mattress smiled slowly, his eyes still half closed. The eyelids looked bulbous, heavy hooded caps to a dull unflickering stare.

      "You choked her. An upstart Prussian with dreams of empire fattening itself right over Europe. The treaties, the debts. You crippled my country and then locked it down with more and more military camps. I saw the fortress you built up outside Manchester. The walls you put up. Checkpoints on every new autobahn you set up."
      "You British have ruled half the world and you lecture us. What we have done to you is not even occupation. The war left you broken and you needed our guidance to rebuild."
      One of the stood men snorted. The blond laughed.
      "We know the policy of 'rebuilding' Berlin has outlined. We had a man in most of your meetings. The subtext of the policy makes for a Britain coming out no different than France. And even with the newspapers as they are you must know what your boys did there."
      "You...you had a man? Who are you?" the taller frowned. "You are not merely angry Britishers."
      "We're angry," the blond admitted. "and we are British. But yes, not merely so. You have dealt with the angry old veterans in the cities. The shotgun farmers in the dales. The uneducated, the unkempt rabble. But that's not our style."

      The blond gestured to the two silent stood men.

      "These two are Cambridge. Corpus Christi and Emmanuel boys. But I forgive them that, of course," he shook his head and took an embarrassed bow. "Oxford man myself. Balliol taught. We aren't rustics or revolutionaries. We're the well-bred, well-educated, public school fellows. We fought you Hun through the Great War and you bloodied our noses pretty bad. Sure. But the war isn't over for us. Regnum defende, old man. And our realm needs defending now more than ever. And it's us underhand, clever men in suits that are going to drive the knife into your back. Perfidious Albion is now us. MI5. Every German with an Iron Cross...like that nice piece you keep on your mantelpiece...is a target. Every German politico that pushes policies on my country. A target. We will cut your uppity empire to pieces, you damn foreign bastard."

      He checked his watch. "Now."

      The taller man was knocked down. He shouted, but it was muffled as he hit the stone floor. Somewhere in the building above, a brass band began to play. The crashing of drums made the cellar shake, and dust came down in small, subdued clouds.

      "Loud enough," the blond smiled. "I never liked the bragging part of an execution. Not really our game. More your sort's deal."

      He stepped forward and lowered the revolver until the snub nose fitted inside the man's mouth. The taller man laughed, a deep and ugly choked laugh, and looked up.

      The drums came to a crescendo. The blond fired. The taller man slumped. Stepping back the blond adjusted his aim, and shot the man on the mattress. He wiped the gun down with his shirt tails and closed the taller man's hand around it. Stepping back, he examined the scene briefly, and then nodded.

      "Leave the faggot's drugs somewhere they can be found. Our acclaimed Prussian war hero here..." The blond nudged the taller man's body with his foot. "Can stay right where it is."

    3. #28
      Il Buoиo Siиdяed's Avatar
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      Irken's sent in his actions, so there'll be a no-Name/Irken and a Caliban and/or InvisibleWoman chapter coming soon. My handwritten notes are all miles away right now, so I might write it when I go back there in a few days.

      In the meantime there'll be another 'showcasing' type story like the one above, probably. Not essential reading, but general background and flavour more than anything.

    4. #29
      Il Buoиo Siиdяed's Avatar
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      Character Levelling System

      Occupation-based levelling improvements for you kids to consider. You'll level up if you do something considerable. Killing someone either your equal or superior, doing something important in context of your plot, etcetera. If you do something worthwhile, it'll be rewarded.

      Don't worry about memorizing this, your relevant choices will be included in the update PM after the chapter you level up in. In terms of level-based perks, you can choose from the level you reached or previous level perks already made available (as in, after reaching level three you can choose from both level three perks and level two perks). You cannot choose from the 'General Traits'. These are Level One exclusives you can only begin with (or develop naturally, in the case of Alcoholism).


      Gangster


      Level Two
      Grants 50 points to spend on both 'General Skills' and level perks.

      Notoriety - costs 15
      Committing anything illegal or immoral will be associated with your name more readily. This both generates respect and fear amongst the underworld community, and disgust and reproach from the law-abiding community.
      Huckster - costs 10
      You will usually know someone or some way that enable you to sell incriminating items of an illegal or untrustworthy origin. In practise, this means if you need to sell something you can ask and I will offer contacts you can use.
      Practised Mugger - 10
      Ability to stalk a target into a lonely alley for an attack or thieving improved. You can generally pick out good alleyways in a city, and generally pursue without drawing much attention.

      Level Three
      Grants 50 points to spend on both 'General Skills' and level perks.

      Disposal Expert - costs 20
      You will usually know someone or some way that enable you to get rid of incriminating items or corpses. In practise, this means if you need to get rid of something or the remains of someone you can ask and I will offer contacts (if you have reasonable 'City Savy') or methods for you to use.
      Psychopathic Demeanour - costs 20
      Requires the 'General Trait' Mean Look. Your unwelcoming and dislikeable appearance develops into an intimidating glare. The way you carry yourself puts fear into others, and makes them more likely to listen to you or your commands, even if it may make friendships harder.
      Corrupting the Bottom-Feeders - costs 15
      Ability to spot people in the lower echelons of authority (the average police-officer, soldier or low-level bureaucrat) and to persuade them to take bribes improved.
      Hustler - costs 10
      Requires Huckster. Improves return and profit from sales of illegal goods, as well as widening the sphere of contacts known.

      Level Four
      Grants 50 points to spend on both 'General Skills' and level perks.

      Corruption of the Highest - costs 20
      Requires Corrupting the Bottom-Feeders. Ability to spot people in the higher echelons of authority (the commanding police inspectors, military officers or judges and the like) and to persuade them to take bribes improved.
      Gangland Organisation - costs 20
      Ability to run criminal organisations improved. The chance of betrayal or incompetence among those in your employee is lessened.
      Heist-Operator - costs 15
      Ability to plan out operations with others improved. Improves leadership over other criminals, and means that if the plan if executed it will be generally conducted in the manner you intended by your fellows.
      Public Enemy - costs -30
      A negative level perk. Your name has spread in the wrong places and you can no longer maintain any semblance of being a law-abiding citizen. Both the law and rival criminals will generally oppose you and potentially pursue you.

    5. #30
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      Vigilante

      Every alternate level, you may switch between vigilante trope (armoured hero, caped crusader, pulp hero). These change you in-game style, methods and dress, and allow access to different level skills. If you pick up a trope specific level skill, and then change trope later, that skill is still active.

      Level Two
      Grants 50 points to spend on both 'General Skills' and level perks. You may choose to switch from whichever vigilante trope you are under currently to any one of the others (armoured hero, caped crusader or pulp hero) and will dress and equip yourself accordingly at the next possible opportunity.

      Trained Brawler - costs 15
      In unarmed combat against another unarmed combatant, you will generally have the advantage.
      Shadowed Street Stalker - costs 15
      Ability to pursue people in urban environments unseen improved.
      Roof-Top Traveller - costs 15
      Must be a caped crusader. Can craft a grappling device, or scale walls climbing more easily, and are able to jump from roof to roof.
      Improved Armour I. - costs 15
      Must be an armoured hero. You improve your armour's defensive strength.
      Improvised Weaponry - costs 15
      Must be a pulp hero. You can construct weapons out of everyday items quickly and instinctively, or use unorthodox weapons without suffering too much from being unfamiliar with their use.

      Level Three
      Grants 50 points to spend on both 'General Skills' and level perks.

      Martial Artist - costs 20
      Requires Trained Brawler. Further improves your advantage in unarmed combat. Makes disarming opponents more likely.
      Non-Lethal Methods - costs 15
      You are less likely to cause an accidental fatality, and more able to decide to knock-out opponents rather than finishing them.
      Hide-Out Security - costs 20
      You are better at out-fitting your hide-out (this will be your place of residence, if you have not created a secret hide-out) with home-made security measures. You must revisit you hide-out (or place of residence) to out-fit it with security, it will not be improved remotely.
      Gadgetry - costs 20
      You are adept at using and crafting gadgets. You may specify gadgets you wish to create if you are somewhere creating it would be possible (your hide-out/residence, for example) and if it seems reasonable I will equip you with such.
      Scourge of the Underworld - costs 20
      Your appearance and name cause fear to members of the criminal community. Many of the lower elements are likely to prefer to flee from you than face you.
      Escape Artist - costs 15
      Must be a pulp hero or caped crusader. Escaping from bonds or imprisonment made easier.
      Improved Armour II. - costs 15
      Must be an armoured hero. Requires Improved Armour II.. You improve your armour's offensive strength.

      Level Four
      Grants 50 points to spend on both 'General Skills' and level perks. You may choose to switch from whichever vigilante trope you are under currently to any one of the others (armoured hero, caped crusader or pulp hero) and will dress and equip yourself accordingly at the next possible opportunity.

      Fear Me! - costs 25
      Requires Scourge of the Underworld. Not only will many criminals fear you (not only the lower level criminals) but members of the law-abiding community may come to fear you (they may not hate you, but they will be more likely to run away than stand by and praise you). You cannot have this and Public Hero.
      Public Hero - costs 25
      You are much loved by the general law-abiding public, who see you as a saviour and hero. They are more willing to help and trust you. You cannot have this and Fear Me! or The Hero Stahlstadt Deserves.
      Improved Armour III. - costs 15
      Must be an armoured hero. Requires Improved Armour II.. You improve your armour's defensive and offensive strength.
      The Hero Stahlstadt Deserves - costs -30
      A negative level perk. Your reputation as a hero has brought you into both angry reprisal from the criminal underworld and reproach from the law for your unorthodox methods. Both the law and criminals will generally oppose you and potentially pursue you.
      Last edited by Siиdяed; 07-05-2011 at 10:21 PM.

    6. #31
      Il Buoиo Siиdяed's Avatar
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      Will continue with more later.

      Will be back where my notes all are tomorrow, so expect a chapter then.

    7. #32
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      Mystic

      Utterly different levelling system for the mystic. Every level gains 20 points to spread on the 'General Skills', and one step may be taken on any occult ladder.

      Below are the occult ladders. Every time you level up, you may advance up one of the ladders. There is no limit to how many ladders you may end up being on, but you must go through every individual ladder's steps in order (just meaning you can't skip from step 1. to step 4. on a ladder, obviously).


      Hermetic Order of the Golden Dawn

      The Hermetic Order was a magical order from the late 19th century to the early 20th, practising in theurgy and spiritual development. Very much an occult ladder for those interested in concepts of fate, information, and non-physical high ceremony involving only a few necessary tools.
      1. Neophyte, Basic Tarot Reading
        Using Tarot cards, some vague divination of the future may be made.
      2. Theoricus, Intermediate Geomancy
        Using soil or sand tossed on to the ground, a reasonable clear divination of the future may be made.
      3. Adeptus Minor, Basic Scrying
        Using translucent surfaces like smoke or water, a vague visual sighting of events elsewhere in the physical or spiritual present may be made.
      4. Adeptus Exemptus, Intermediate Astral Travelling
        Using meditation the spirit may be sent from the body to investigate events elsewhere in the physical or spiritual present.
      5. Magus, Tattva Vision
        Using Tattva cards almost perfectly clear clairvoyance can be made to reach out in the past, present and future, allowing almost instant understanding and communication with others of those times in either the physical or spiritual worlds.



      The Cunning Folk

      The idea of 'cunning folk' in Great Britain is one that has persisted from the Mediaevel age through to the early twentieth century. Often practitioners were men literate enough to read grimoires and other Latin religious texts, but of a lower working class background ensuring a great deal of folk magic permeates their trade. An occult ladder with a equal mixture of healing and offensive spells, usually with some minor preparation required.
      1. Bald's Leechbook, Wiū fśrstice
        Using words written on paper (Sammonicus' 'abracadabra' triangle, for example) minor wounds and injuries can be healed.
      2. Witch Bottle
        Using urine, hair clippings and other assortments a bottle may be filled and charmed so that it causes harm to anything supernatural it comes in contact with.
      3. Lucnunga, Nine Herbs Charm
        Using a mix of written charms, symbols and native herbs serious injuries and ailments can be healed almost instantly.
      4. Curses of the Cunning Folk
        Using various methods (metrical verses, Biblical passages read backwards, sacrificing of small animals and so on) a curse may be put upon somebody, something or somewhere, that will ensure some form of mishap or doom occurs in its future.
      5. Animal Familiar
        An animal may travel with you, offering secretive council and, on occasion, act as your guide into subterranean Elfhame, or Fairieland, where a sabbath may be taken with supernatural others.



      Goetia

      An old practice dating back to the 17th century grimoire, The Lesser Key of Solomon, with subsequent additions and alterations from its inception to the early twentieth century. An occult ladder that relies heavily on evocations of demons and the invocations of angels, with the preparation and ceremony both time-consuming and complex.
      1. vade retro satana, Basic Exorcism
        Using the phrase as a spoken amulet or by engraving it in places, minor demons or malevolent supernatural entities will either be weakened or expelled from the area around the phrase.
      2. Basic Sigils for Summoning and Protection
        The 72 demons (from the Ars Goetia), 31 aerial spirits (Ars Theurgia Goetia), or angels (Ars Paulina) may be summoned and kept within a chalk triangle, while the summoner remains in a protective chalk circle. At this level controlling anything of any real spiritual strength will be difficult, and nothing more than questions can be asked.
      3. Intermediate Sigils for Summoning and Protection
        The 72 demons (from the Ars Goetia), 31 aerial spirits (Ars Theurgia Goetia), or angels (Ars Paulina) may be summoned and kept within a chalk triangle, while the summoner remains in a protective chalk circle. At this level control can be achieved over entities of moderate spiritual strength, and and so basic requests and deals can be made.
      4. Magus Sigils for Summoning and Protection
        The 72 demons (from the Ars Goetia), 31 aerial spirits (Ars Theurgia Goetia), or angels (Ars Paulina) may be summoned and kept within a chalk triangle, while the summoner remains in a protective chalk circle. At this level control can be achieved over entities of significant spiritual strength, and and so requests and deals can be made.



      Vodou and Obeah

      A syncretic religious system that blends traditions of both West African Vodun with Roman Catholicism. An occult ladder that often requires much preparation, but which ultimately has powerful summoning effects.


      Parapsychology

      A partially scientific approach to the unexplained potential within some persons. An occult ladder that taps into hidden powers and properties within, that take little or no preparation but which may end up deforming and warping the individual out of recognition, mentally and physically.
      1. Odic Force Sense
        The ability to see the Odic force, or the universal life energy that runs throughout all living beings. Can been seen for a short distance, through material objects. Can also offer insight into a person's nature, and can reveal illness, malevolence, or possible abberations. Side-effects include mild headaches, and occasional visual black-outs.
      2. Communion with the Dead
        Can initiate a sťance, or use a ouija board to consult the dead. Requires others to participate. May have adverse consequences if the process is interrupted or subverted by participants. Side-effects include occasionally audio hallucinations, seemingly the dead reaching out to a receptive presence.
      3. Early Telekinesis
        Some objects can be moved short distances with thought alone. Side-effects include significantly painful headaches, muscular spasms, and visual hallucinations.
      4. Developed Telekinesis
        Larger objects can be moved further distances with thought alone, and with more precision. Side-effects include more vivid and more frequent hallucinations.
      5. Materialization
        Can dematerialize and rematerialize yourself and other objects or people from one place to another known location that has been visited before. Side-effects include the occasional loss of bodily control to some other commanding force, or the occasional materialization into worlds unknown and unseen.
      Last edited by Siиdяed; 09-02-2011 at 01:12 AM.

    8. #33
      Il Buoиo Siиdяed's Avatar
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      Newcastle is a good city source for Stahlstadt/Eastcastle.

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