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A campaign of Demon: the Descent.
 
A campaign of Demon: the Descent.
  
[http://forum.rpg.net/showthread.php?718860-Toronto-Demon-Reboot OOC Thread]
 
  
[http://forum.rpg.net/showthread.php?718863-Toronto-Demon-Reboot IC Thread]
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== Player Characters ==
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*[[Mr. Gale]], played by The Wyzard.
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==Campaign Overview==
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== NPCs ==
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*Cassie Sierra: A sort of switchboard operator for the odd, she's an Internet famous person who does things on sex-work and sexuality under the name Cassie Sierra. She uses dark-net peer to peer chat sites for her clients and to relay information for her Agency.
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*Mr. Last: Muscle for an Agency. Last does not leave witnesses, evidence, or anything else after a job.
  
===The City of Toronto===
 
If your first impression of Toronto is that it looks like a typical city, that's because it has so often played the typical city on screen. Toronto is a common stand in for NYC in films and TV shows, as well as a popular site for urban exterior scenes. The combination of many good sized public green spaces, Victorian homes, housing projects, sky scrappers, and every other sort of urban feature you'd want in close proximity makes it a particularly efficient place to sample from the various ideas for cities that have been implemented throughout human history. This experimentation is not limited to the typical projects of politicians and wealthy cranks. The God-Machine deploys innovations in urban Infrastructure in Toronto to see if it is ready for the big time. Before Tokyo, LA, London, or even NYC get anything innovative it has usually been stress tested in Toronto. As a result, cryptids stalk the abandoned subway stations and green spaces of the city while stigmatics cluster in the downtown hipster havens. Angelic activity is common at all levels of the city, ensuring that things run smoothly and that the next big thing doesn't get snatched by an enemy of the God-Machine.
 
  
====The Greater Toronto Area====
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== Locations & Infrastructure ==
Beyond the modern City of Toronto, born of forced amalgamation in 1998, a number of other cities in the area comprise the Greater Toronto Area. Many of these serve as commuter cities, though some such as Mississauga have the right combination of cheap land and favourable conditions to serve as locations for the head offices of companies. While the more residentially focused cities have far less occult influence, those filled with industrial parks and corporate headquarters have minimal pretext over the Infrastructure.
 
  
Vast subdivisions are still being built in municipalities all around Toronto proper. Rows of near identical houses in repeating patterns are burying arable land. Cheap, large homes are fairly easy to come by thanks to this if you're willing to be far from the city. But the reach of transport is promises to continue to increase, likewise access to the highways that go straight to the downtown core.
 
  
====Getting Around====
 
Those who live in the heart of Toronto tend to use the TTC (Toronto Transit Commission) to get around. A U shaped loop of subway with its bend happening near the Toronto Convention Centre serves as the spine of the system. An intersecting line runs along Bloor Street, the official end of downtown and start of midtown. Bus routes fill in the rest, with most routes having at least two different subway station stops. Downtown street cars run along major streets to speed along transport.
 
  
For those who live further out, cars are the preferred mode of transportation even for downtown destinations. The competing needs of the two modes of transport leads to frequent frustration and serves as a flash point for tension between those who live in what was Toronto before amalgamation and those who live in the suburb cities fused onto it.
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== Plot Hooks & Notes ==
 
 
====Hiding in Hostile Territory====
 
With particularly high angelic attention due to God-Machine projects, Toronto is hostile territory for those with deviant agendas. On the other hand, all those projects make the agents of the God-Machine very busy. It also means plenty of projects that don't pass snuff get quietly set aside, leading to assets for clever Demons to exploit. The result is a plethora of rings and agencies. Neutral meeting ground is rare but highly valued as there is too much for any single ring to take in and pay attention to.
 
 
 
===Themes===
 
*Mysteries that should stay that way
 
*Dangerous knowledge
 
*How knowing transforms you
 
*The price of ignorance
 
 
 
===Mood===
 
*Under pressure
 
 
 
===Sound Track===
 
*''Under Pressure'', David Bowie and Queen
 
*''The Becoming'', Nine Inch Nails
 
*''Help I'm Alive'', Metric
 
*''Metal'', Gary Numan
 
*''Extraordinary Machine'', Fionna Apple
 
*''Man That You Fear'', Marilyn Manson
 
*''Paper Girl'', July Talk
 
*''God's Away on Business'', Tom Waits
 
 
 
== Player Characters ==
 
 
 
* [[Vox/Erika Vocce]] - Saboteur Messenger
 
* [[Reverend Sail/ Robert Riemann]] - Inquisitor Messenger
 
* [[Zash|Zash/Godin "Horse" Burkashvili]] - Inquisitor Guardian
 
* [[Panopticophony/Steve Weine]] - Inquisitor Psychopomp
 
* [[Silavos/Dr. Ian Sulter]] - Inquisitor Destroyer
 
 
 
== NPCs ==
 
* Steve's Girlfriend Mel, who he confides in and who could give him up to the angels
 
* Irina Arkadyeva Lebedeva, Zash's True Friend who could give him up to the angels, mistress of his former target
 
* Jean Cowden, Rv. Sail's True Friend, a Stigmatic, has enough to give Rv. Sail to the angels
 
* Liam DuPont, who suspects Rv. Sail of being inhuman, lives near Rv. Sail's church
 
* Christine Leah, who thinks she has something on Rv. Sail but has nothing, is a member of Rv. Sail's church
 
* Barista who works the graveyard shift at the coffee shop that Erika after her shows, suspects Erika of being inhuman
 
* Samantha "VoiceAddict" Nielz, head of Erika's cult, could give Erika to the angels
 
* Marjorie, Erika's neighbor and best friend
 
* Herbert Giles, Erika's station manager, thinks he has something on Erika. He does not.
 
* A security firm contact of Steve's who suspects he is inhuman
 
* Local mob boss thinks Steve is working with the cops against organized crime
 
* Rebecca Masters, a young girl that was Ian's target, who he confided in when he fell
 
* Edward the Blind Busker suspects Ian isn't human
 
* Valerie Yasmine, professor of cognitive neuroscience at University of Toronto, former client of the Ring
 
* Natasha Chernowski, former client of Steve's, apparent vampire victim
 
* [[Milo Glebb]], former client of the Ring, apparently murdered by his own doppelgänger
 
 
 
== Locations & Infrastructure ==
 
*'''The CN Tower''' — It stretches even taller and 'blooms' at the top for those who can see the God-Machine's work.
 
*'''The TTC''' — All stations are larger and most have substations or hidden areas hidden away by Concealment Infrastructure.
 
*'''St. Michael's Hospital''' — The halls become truly labyrinthian if you can see all of them, instead of just the ones the Infrastructure channels you through.
 
  
== Agencies & Rings ==
 
* [[The PC's Ring]]
 
* Penitents of the Long Clock—Moderately well knowing Ring with Integrator tendencies and a long view things; very concerned about human extinction
 
  
== Plot Hooks & Notes ==
 
* [[The Night Hunters]]—Related to Steve's First Case; vampire like beings, inspire fear and mask their presence, repeatedly feed from the same victims it seems
 
* [[The Dream Haunter]]—A past case where what appeared to be Infrastructure hidden in an apartment's water tower induced recurring nightmares and gradual mechanical transformation in at least one of the residents
 
  
 
== Demon Rules Cheat Sheet ==
 
== Demon Rules Cheat Sheet ==
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*Agendas
 
*Agendas
**Your Agenda gives you the appropriate condition at the start of each Chapter.  You can gain the Beat once per chapter and Resolve it once per chapter, which removes the condition.  You regain it at the start of the next chapter.
 
 
**Inquisitors are Prepared for Anything.  Beat: Make someone question their assumptions or course of action. Resolve: Connect disparate facts with a leap of logic, or +3 to any mental skill roll.
 
**Inquisitors are Prepared for Anything.  Beat: Make someone question their assumptions or course of action. Resolve: Connect disparate facts with a leap of logic, or +3 to any mental skill roll.
 
**Integrators have Angel Empathy. Beat: Put the Ring at risk or make them suspicious of his motives. Resolve: Gain a +3 bonus to any roll to evade, outwit, persuade, or learn the bane/ban of an angel. This bonus does not apply to combat rolls made against angels, however.
 
**Integrators have Angel Empathy. Beat: Put the Ring at risk or make them suspicious of his motives. Resolve: Gain a +3 bonus to any roll to evade, outwit, persuade, or learn the bane/ban of an angel. This bonus does not apply to combat rolls made against angels, however.
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**Captivated & Disoriented are on pg. 324.
 
**Captivated & Disoriented are on pg. 324.
  
*Ciphers are described on 367, with mechanical information on 230.
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*Ciphers are described on 367.
**When you gain a beat from your Agenda Condition, you may roll to advance your cipher.
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**Umm, write up how to gain cipher info here.
**Advancing through your Cipher is supposed to help increase Primum?
 
**During the game, if you gain a beat in a scene involving angels, demons, stigmatics, or the God-Machine, the player makes a reflexive Intelligence + Wits roll.  You can add your Primum if you are also following your Agenda.
 
**On a success, you may ask one of the following questions, which must be asked in order:
 
**Do I already know my next key?
 
**What attribute does my next key use?
 
**What category is my next key?
 
**What is my next key?
 
**On an exceptional success, you instead advance two questions.
 

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