The King is Dead: Illuminated Connections
A key component of The King is Dead is leveraging a hero’s connections to her secret society (literalized in all player characters gaining the Connections Edge for free). The Game Master can also utilize these connections to help build the world by developing the hero’s contacts into NPCs with their own goals and personalities. To assist GMs and players in fleshing out these contacts, each secret society has a list of archetypal connections with their own unique abilities.
All heroes know a number of Experts equal to ½ Charisma + 2. Additional Expert contacts can be gained and lost by improving or reducing Charisma, by purchasing the Improved Connections Edge, and by getting the Experts killed in combat.
New Edge
Improved Connections
Requirements: Seasoned, ConnectionsThe hero gains connections with two more Experts. These Experts are not replaced if they die aiding the cabal in a combat mission. This Edge can be taken multiple times.
Illuminated Connections
Most members of the Illuminated are occultists or professionals drawn from the middle class and gentry; the majority are human males of Gothic or Hunnish blood. Exceptions exist but these example contacts are based on typical Illuminated.
Average Illuminated
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Occult) d6, Investigation d6, Notice d6, Persuasion d6, Stealth d4, Taunt d4
Charisma: +2; Pace: 6; Parry: 6 (rapier); Toughness:5
Equipment: Flintlock musket (Range 10/20/40, Damage 2d8, RoF 1), rapier (Strength+1d4, Parry +1)
Experts
Charming Adventurer A charismatic gambler and seducer, the Charming Adventurer ingratiates himself amongst the aristocracy and gentry, entertaining them with his daring exploits and sponging off their handouts.
Environments: City, Town
Locations: Bordello, Garden Square, Palace
Notable Traits: Gambling d8, Persuasion d10, Stealth d8, Charisma +4, Improved Evasion
Special: On a Connections raise, the Charming Adventurer can provide discrete entry to any of his Locations but will not assist once the cabal is inside. Two or more raises means he will risk his livelihood to aid the cabal.
Firebrand Lawyer
Willing to argue the letter of the law in front of vampires who control its intent, the Firebrand Lawyer inspires his clients to believe in a government by the people, for the people.
Environments: City, Town
Locations: City Hall, Coffeehouse, Garrison
Notable Traits: Intimidation d8, Knowledge (Law) d10, Notice d8, Taunt d8, Strong Willed
Special: For a cost of one Benny per hero, the Firebrand Lawyer can argue the release of cabal members imprisoned on suspicion. For two Bennies, he can free heroes caught in the act of anything less than murder.
Gentleman Farmer
An example to his neighbors, the Gentleman Farmer teaches the benefits of charity and learning in how he handles his estates. His manor house can shelter the weary and his library can aid the curious.
Environments: Town, Countryside
Locations: Coffeehouse, Country Estate, Garden Square
Notable Traits: Smarts d10, Knowledge (Occult and any one other) d8, Filthy Rich
Special: On a Connections raise, the Gentleman Farmer can shelter the cabal from pursuit (+2 Stealth) or aid their research (+1 Investigation or Occult). Two or more raises doubles the bonuses.
Mysterious Mystic
An alchemist and magician, the Mysterious Mystic claims to be in touch with Secret Masters who guide the Illuminated from beyond the earthly sphere. His magical knowledge is second to none, though his motives are obscure.
Environments: City, Town
Locations: Coffeehouse, Garden Square, House of Mystery
Notable Traits: Smarts d10, Knowledge (Occult) d10, Spellcasting d10, Arcane Background: Magic, Wizard
Special: For a cost of one Benny per hero, the Mysterious Mystic can provide the cabal with a Philosopher’s Stone containing one power of Veteran Rank or less. The stone has 10 power points and a d10 Spellcasting skill.
Radical Philosopher
Vociferous in opposing the vampires, the Radical Philosopher issues pamphlets proposing startling social changes and harangues his fellow citizens in the town square. He may be only one step ahead of the law, but he has admirers.
Environments: City, Town
Locations: Coffeehouse, Tavern, Town Square
Notable Traits: Intimidation d6, Persuasion d10, Taunt d10, Strong Willed
Special: On a Connections raise, the Radical Philosopher and five Average Illuminated will join the cabal as muscle. On two or more raises, the Radical Philosopher’s charisma draws a total of ten Average Illuminated into the enterprise.
Slippery Mountebank
Less of a charlatan than he appears, the Slippery Mountebank combines a haphazard education in the occult with innovative medical knowledge to create surprisingly efficacious snake oil. He finds his most gullible customers amongst farmers and the urban poor.
Environments: City, Countryside
Locations: Bordello, Tavern, Town Square
Notable Traits: Healing d10, Knowledge (Science - Physiology) d8, Spellcasting d8, Arcane Background: Magic, Fleet-Footed
Special: On a Connections raise, the Slippery Mountebank can provide the cabal with an elixir of healing (3 doses, Spellcasting d8). Two or more raises allows him to concoct one of greater healing (2 doses, Spellcasting d8).
Notable Traits: Gambling d8, Persuasion d10, Stealth d8, Charisma +4, Improved Evasion
Special: On a Connections raise, the Charming Adventurer can provide discrete entry to any of his Locations but will not assist once the cabal is inside. Two or more raises means he will risk his livelihood to aid the cabal.
Firebrand Lawyer
Willing to argue the letter of the law in front of vampires who control its intent, the Firebrand Lawyer inspires his clients to believe in a government by the people, for the people.
Environments: City, Town
Locations: City Hall, Coffeehouse, Garrison
Notable Traits: Intimidation d8, Knowledge (Law) d10, Notice d8, Taunt d8, Strong Willed
Special: For a cost of one Benny per hero, the Firebrand Lawyer can argue the release of cabal members imprisoned on suspicion. For two Bennies, he can free heroes caught in the act of anything less than murder.
Gentleman Farmer
An example to his neighbors, the Gentleman Farmer teaches the benefits of charity and learning in how he handles his estates. His manor house can shelter the weary and his library can aid the curious.
Environments: Town, Countryside
Locations: Coffeehouse, Country Estate, Garden Square
Notable Traits: Smarts d10, Knowledge (Occult and any one other) d8, Filthy Rich
Special: On a Connections raise, the Gentleman Farmer can shelter the cabal from pursuit (+2 Stealth) or aid their research (+1 Investigation or Occult). Two or more raises doubles the bonuses.
Mysterious Mystic
An alchemist and magician, the Mysterious Mystic claims to be in touch with Secret Masters who guide the Illuminated from beyond the earthly sphere. His magical knowledge is second to none, though his motives are obscure.
Environments: City, Town
Locations: Coffeehouse, Garden Square, House of Mystery
Notable Traits: Smarts d10, Knowledge (Occult) d10, Spellcasting d10, Arcane Background: Magic, Wizard
Special: For a cost of one Benny per hero, the Mysterious Mystic can provide the cabal with a Philosopher’s Stone containing one power of Veteran Rank or less. The stone has 10 power points and a d10 Spellcasting skill.
Radical Philosopher
Vociferous in opposing the vampires, the Radical Philosopher issues pamphlets proposing startling social changes and harangues his fellow citizens in the town square. He may be only one step ahead of the law, but he has admirers.
Environments: City, Town
Locations: Coffeehouse, Tavern, Town Square
Notable Traits: Intimidation d6, Persuasion d10, Taunt d10, Strong Willed
Special: On a Connections raise, the Radical Philosopher and five Average Illuminated will join the cabal as muscle. On two or more raises, the Radical Philosopher’s charisma draws a total of ten Average Illuminated into the enterprise.
Slippery Mountebank
Less of a charlatan than he appears, the Slippery Mountebank combines a haphazard education in the occult with innovative medical knowledge to create surprisingly efficacious snake oil. He finds his most gullible customers amongst farmers and the urban poor.
Environments: City, Countryside
Locations: Bordello, Tavern, Town Square
Notable Traits: Healing d10, Knowledge (Science - Physiology) d8, Spellcasting d8, Arcane Background: Magic, Fleet-Footed
Special: On a Connections raise, the Slippery Mountebank can provide the cabal with an elixir of healing (3 doses, Spellcasting d8). Two or more raises allows him to concoct one of greater healing (2 doses, Spellcasting d8).
Comments
Post a Comment