Chapter Three: Character

While Illuminati was originally conceived as an omnipresent enemy for characters to face, it is conceivable that people would actually like to play characters involved in the great Conspiracy. Though compared to the Supernaturals in the World of Darkness, agents of the Societies are often pretty weak in comparison. However, they do have a very powerful organization, rich in resources and talent, actively backing them up on missions. Against the Abominations, a character Knight cannot hold his own in a direct fight. Yet the Illuminati have more tools at their disposal than mere guns or explosives. There are more subtle ways to harm your enemies.

Creating a Character

I. Concept

Any concept is possible with Illuminati characters, the more unorthodox the better. Anything from Archbishops to Zookeepers are acceptable and encouraged. Stereotypical agents are not a good idea!

II. Nature and Demeanor

The character's Demeanour is the facade he puts up around him. Therefore the player is free to choose any Demeanour that fits his character concept.

Nature is another matter. Those illuminati of ranks Rook, Bishop, Queen or King; as well as those Pawns or Knights who were not brainwashed may choose freely. However, those characters who have been put through mind control techniques have Natures set by their captors. This is often Conformer, Fanatic, Conniver, and Loner; though it could be others too. Natures of Brainwashed victims are usually chosen by the Storyteller.

III. Rank

As far as characters are concerned there are only two ranks which will suit adventuring characters, that of Knight and Pawn. Rooks may be allowed as player characters, depending upon the particular Chronicle and Storyteller. Each Rank's duties will list special Character Generation rules and required skills/backgrounds. See part b) for more information on the ranking system of the Societies.

IV. Society

This author recommends that your Storyteller choose which Society you belong to, this especially if you a Pawn or Brainwashed Knight. Its almost never a matter of individual choice.

Societies will also recommend Backgrounds and Skills that would be of use to them (and why, perhaps, you were chosen by them).

V. Attributes and Abilities

Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 7
Virtues: 9
(a personal house rule for all mortals; use 7 if you wish)
Freebie Points: Variable (Dependant on Rank)

VI Money and Equipment

Besides personal goods, most equipment and weapons needed for your missions will be provided to you by the Societies themselves. While individualism is tolerated (and sometimes encouraged), the Illuminati frown on equipment and clothing which draw attention to the agent (or his employers; ie. no heavy weaponry, explosives, tactical nuclear weapons, etc.)

Some unique gear is listed below.

Society Ranks

Pawns

At the lowest end of the hierarchy is the Pawn. Pawns are the workhorse of any Illuminati Society, a network of contacts and slaves that are given the most unimportant tasks. They are recruited from ordinary citizens, chosen specifically for their ability to integrate into society and their usefulness to the Illuminati. There are many types of pawns: Unwitting helpers, dupes, hired experts and consultants, members of front organizations.

The methods of Initiation vary among this rank, but Brainwashing is rarely done. Its not necessary for them, for they hold no information, nor are they a serious threat to security. Societies tend to follow the acronym M.I.C.E: Money, Ideology, Coercion, Ego. Blackmail, Bribes, and Persuasion using both beliefs and narcissism are (and have always been) quick and easy ways to ensure loyalty and obedience. Pawns are often controlled through a Society's holding (often a Holding they employed with). They are often totally unaware they are working for a secret society, let alone one as powerful as an Illuminati.

At best, a Pawn can be considered a "Sleeper" agent (not to be confused with the Mage term for unawakened humans). Continuing their lives unimpeded, they are only used when circumstances warrant it. Rarely are they used in sensitive operations (unless they have been Brainwashed) and are never combat trained. Typical missions for a Pawn are information gathering, shadowing/tailing suspects, research, and petty crimes.

Supernaturals are also recruited as Pawns (it's the only rank that allows them as members). However, they are chosen for their unique talents rather than their ability to fit in. They serve as defensive measures against magically endowed individuals or those creatures that can easily bypass the mundane security devices the Illuminati deploy. Other than the fact that Supernatural Pawns are always Brainwashed, they are quite similar to their mundane brothers.

Character Generation: No special skills required. Create a Mortal/Vampire/Werewolf/Mage/Mummy character as normal.

Freebie Points: Based on your breed (15 normally for Vampires, Mages, and Werewolves, 21 for Mortals, 30 for Mummies)

Knights

Knights are the elite shocktroops of the Societies, expendable agents with specialities in espionage and covert operations. Just above Pawns in the hierarchy of the Illuminati, these fanatical warriors are recruited from ex-service personnel, former agents and police officers, and anyone who shows who shows paranormal abilities (Numina).

Brainwashing is the normal procedure for Knights. Only rarely does someone show the devotion and self-sacrifice needed to be a Knight. Absolute loyalty is engrained in them throughout their year-long training in secluded camps throughout the world. The Knight is best suited for the tactical elimination of enemies. This elimination is ideally (according to the Pax Concordat) non-violent, but deadly force is also used.

Knights are experts in surveillance and entrapment, getting evidence which can be used to persuade or ruin an individual. The also have knowledge in commando and other special forces operations. Standard operating procedure is to make all covert operations look like routine terrorist actions. Sabotage is made to look like corporate espionage or "Eco-Terrorism"; Assassinations and Bombings are carefully staged to appear the work of extreme factions of such groups as the IRA.

The amount of information a knight knows is totally dependant on the skills and natural abilities he or she possesses. Those with Merits of Iron Will, or have extensive Numina abilities are often allowed more knowledge about the Illuminati than the mundane agents with no supernatural abilities. Normal agents may know they are working for the a secret society (and may even given a pseudonym to identify it), but has no knowledge of its personnel or practices. Knights endowed with the necessary special gifts may know a bit more, such as their immediate superiors and the influence the Society has over the local area he is assigned to . Though the exact number of Knights with Numina is great (around 75-80%), less than one in ten have the Merits or Transcendental powers to warrant even nominal insight into the Illuminati.

Character Generation: Knights have primaries in Physical Traits and Skills. They generally should have a good selection of espionage and military skills such as Firearms, Subterfuge, Survival, and Alertness. The also must take the Lingua skill, the spoken version of the Rook's Fabula. Background of use to the Knights are Contacts and Arcane (you ever notice on the X-Files that the enemy agents always disappear after rounding a corner and never seem to appear on cameras?) Numina is also very common with Knights but preferred supernatural abilities vary with Society.

Freebie Points: Standard 21

Rooks

Rooks are the cornerstone of any Society, these "enforce" the Illuminati's will in their respective holdings. After a successful Acquisition or Challenge of Dominion, the Rook enters the scene and maintains order. Rooks are generally trusted Illuminati individuals (often born into the Society through hereditary lines) who were employed by the future Holding months or years before the Illuminati arrived.

The masters of subterfuge, manipulation and brainwashing, a Rook ensures that the Holding is completely "loyal" to the powers that be. Rooks are often given a Clique (Society version of a Cadre) of Knights to help in the pacification of the Holding. Often the Rook has an entourage of Brainwashing experts (themselves being brainwashed pawns) or Knights that have likewise have the required Intelligence background.

Using their special abilities, key personnel are Initiated as Pawns into the Illuminati. Rooks then stay in the Holding in small, unimportant positions, watching for insurrection or outside influence.

Of all agents in exposed or semi-exposed positions, the Rooks possess the most knowledge of their Society. They know they work for the Illuminati, its name, and their immediate superior (usually another Knight, but rarely a Bishop). They generally have no idea about the scope of the Illuminati but are still well protected (just in case...).

Character Generation: Social Traits are Primary, but may choose whether Skills or Knowledges are dominant. All Rooks must take the knowledge of Brainwashing, and most have the Allies, Contacts, or Resources. Some Rooks have the Merit Iron Will...

Freebie Points: 21

Bishops

Keepers of Society dogma, masters of information, historians without equal. Bishops are generally not available to Player Characters because of their isolated existence. Bishops are the masters of the Basilica and has such have historical records dating back for into what the mundane world calls prehistory. Some of the older records include the written versions of the original human oral-histories, many of which date back to the latter end of the Impergium. Each individual Basilica has different records, depending on its age and original geographic location. Besides history, the Basilica holds the records of all Illuminati members, past and present, and details Society business and progress form the earliest times.

There are about a dozen Bishops in each Basilica, lead by one of their number (called an Archbishop). Bishops are chosen from the brightest of the mundanes in the general area of the Basilica. They are snatched from elite schools and from families who have shown a history of high intelligence. Many of the unsolved child abductions are not the work of child molesters or serial killers, but are in fact the latest inductees into the Illuminati. The children are taught from their earliest moments in the Society that they are the most important force in their organization and without it, humanity is lost. Loyalty and Sacrifice are engrained in their minds, and they are given the greatest secrets that the Societies have to offer.

For they learn Fabula, the ancient art of translating Basilica text. It is in a long-forgotten dialect, written in an ancient alphabet, and intricately encoded. Filled with false passages, and special paragraphs to mislead the uninitiated, it takes very intelligent and dedicated individuals to interpret and copy the text. In fact, Bishops are the only ones allowed to take the Fabula skill; it is taught to no other, under penalty of death. This system is so complex, that it took Corvus Beltane (see "Shamans of Beltane" in Chapter 5) over 350 years to decipher the code and translate the language and dialect. Even then, he did not manage to separate the true passages from the false. It's only by these special measures taken to protect the Society's knowledge that the Illuminati have survived for these millennia.

Bishops, due to their wide-spread knowledge of the Illuminati, are sequestered in their hidden Basilica, protected by some of the best Knights available. Mage, Vampire, and Garou Pawns are often used to prevent Supernaturals from finding the Basilica and penetrating it via mystical or spiritual means. So important are the Bishops to the Illuminati, they often never see the light of day.

Character Generation: Mental Attributes and Knowledges are Primary. Other than taking the Fabula skill, there are no prerequisites to being a Bishop.

Freebie Points: 21

Queens

Queens are the judges of the Illuminati. Sitting on the great and powerful Court, the Queen makes sure the rules of the Pax Concordat are followed to the letter and interpret the rules are they apply to new situations. [Author note: The "rules interpretations" are important generally if player characters pursue or inquire about an unorthodox method which may or may not break the Pax Concordat at (such as, say framing the target with murder, which might be considered a Hostile Takeover since violence has been used to gain a Holding). Remember, the Court's rule is law! No appeals. Players who ignore Court rulings better pray they don't get caught...]

Chosen from the ranks of the Illuminati (normally, an experienced Archbishop or trusted Rook), the Queen is inaugurated into the Court in a secret ceremony in one of the Courts meeting places. The Queen (or Quaesitor, using the archaic term) then looses any influence upon the Society they represent. Though they become the greatest power in the Illuminati, they only have nominal power in their old power structure. This discrepancy means that though the Court, as a whole, can reprimand Societies, individual Queens have no power to enforce the Concordat on their own (and often do not report observed internal breeches of the Concordat, due to loyalty to that Society).

Queens, though they must move to many secret locations, are almost never caught in the open. All Quaesitors have personal Virtual Adepts, other Correspondence Mages, or equivalent Garou/Vampires to "teleport" them from place to place. They are also accompanied by at least one Court-appointed Cadre for personal protection. If they must move in the open, they are given protection unequaled by even heads of state. Only Kings warrant greater protection, though they rarely leave their fortified offices.

Character Generation: They are picked from the ranks of Bishops, Rooks, or very rarely Knights. Create a character from those ranks, then give them an extra 30 freebie points.

Freebie Points: See Above

Kings

Legendary controllers of the Societies, they are the most mysterious of any of the ranks. They are the supreme rulers of their own Illuminati, with personal goals that can only be guessed at. Because of the secrecy and isolation involved with the King, the identity (or even gender) of the Society monarch has become a lasting secret. A strict hereditary system, Kings choose their favourite (and/or most gifted) children for their replacement. The succession is never announced to the crew and only the Queen and a special Rook (his "mouthpiece") know when the change occurs (and the Kings real identity, for that matter).

Cloistered in a special floor, exclusively tailored for the expensive tastes of the King, the Society's leader is never seen outside his domain. The floor is impregnable with massive technological, mystical, and spiritual barriers. In the history of the Illuminati, no King has been assassinated, attacked, or even approached without prior authorization. Then again, if a King had been killed, its doubtful they Society would advertize the fact...

Character Generation: They need no special skills besides being born into the "Royal" family. Anyway, player characters are not going to meet a King in their life time, are they?

Freebie Points: As much as they want...

Society Rank Variations

As stated before, the Pax Concordat set a standard ranking system in times of emergency. Over time it has been integrated into the societies. However, the Societies are loathe to give up their traditions and even those Creeds who are supported by the Court are often resentful of the compromises placed upon them by the Pax Concordat. [Author note: Remember, though the Societies and Creeds believe the Court is a necessary evil, very few are staunch supporters. Unlike Vampire society, there are very few "Ancillae", save perhaps for the members of the Shadow Bank (whom few people trust anyway)]

Therefore, the Societies tend to have varied hierarchies which though superficially different, generally follow standard Concordat hiearchy. They are listed below:

The Blood Covenant has seven grades, linked to the planets and their symbols. Initiation into each grade is surrounded by complex mystical rituals and binding oaths (often variations of the Blood Covenant; the ancient ritual which gives the Society its name).

There are three grades of Pawns used by the Blood Covenant. Mundane people and those mundanes who are actively being manipulated by the Society are sometimes viewed as belonging to the grade of Earth. Two grades control the Pawns and are under the control of the Rook (Jupiter grade) they themselves are brainwashed pawns:

Moon: The Huntress, Queen of spirits, madness and nature. Mind control, hedge magic and occult matters.

Venus: The Seductress, manipulation and espionage.

Bishops are part of the grade of Mercury: Great Hermes, the God of magic and communication.

Knights are of Mars: The God of War, military power.

Rooks belong to grade Jupiter: The Lord of the world (Rex Mundi), worldly power (due to their direct influence of the mundane world).

Queens, because of their visible rulership as a member of the Court holds the rank of the Sun: The Glorious ruler.

Finally the King is called Saturn: The Hidden One, the dark unknown ruler.

Within the Society, characters are address using lastname and their rank. Nicholas Caliburn, a Knight, would be addressed as Caliburn of Mars. If he was a Queen, he would be called Caliburn of the Sun.

Enigmatic Stratagem. As will be said later in this supplement, not very much is known about the "official" hierarchy of the Stratagem. Pawns, in general, are identical to standard Concordat precepts (or so it seems). Knights, however seem to be divided into two distinct groups. One group dresses and acts very similar to the New World Order's Men in Black (Dark suits, mirrorshades, and black Cadillacs). They generally operate like any other Knight. The other group of Knights are actual Technomancer constructs (like real Men in Black and Hit Marks). They seem to be totally loyal to the Society and are most common when dealing directly with Supernaturals (in an obvious ploy to redirect blame to the Technocracy). Nonetheless, these "Techno-Knights" (as they have come to be called) make a lot of Illuminati very nervous.

Though no one knows about the higher ranks of the Stratagem, there is no reason to believe that they are any different than the Society norm.

The Global Elite only gives higher ranks titles, fitting with their aristocratic attitudes. Pawns are not worth of any moniker (and as such are often considered very expendable; Global Elite pawns are the worst treated of any of the Societies). Each of the higher ranks are considered separate institutions and as such are somewhat autonomous from each other (this is in contrast to the familiar "ladder" organization which is consistent with the other Illuminati). Knights are part of the "BlackStorm Brigades", the paramilitary assassins so feared by the Societies.

Rooks are divided up by the organizations they represent. Those part of the Political arena are part of the "Imperialists", while those involved in Corporate or Lobbyist activity are known as the Capitalists and the Arbitrators respectively. Each Rook division has its own areas of influence and a multitude of pawns.

Bishops, known as Coordinators, not only are information gatherers but act as intermediaries between the BlackStorm Brigades and the various Rook institutions. They are very influential in the Global Elite's affairs.

Queens are not well liked by this Illuminati. They are often quarrelsome members of the Society which have been granted this position to get them out of their hair. When referring to a Queen, they Global Elite simply refer to them as their "Representative".

The King (or "President") is no different from that of any other Society, though the Global Elite propaganda may say differently.

Keepers of Secrets. Rooks and Bishops are the most prominent in the Keepers of Secrets. Like the Global Elite, the Rooks ("Compilers") are separated in several divisions. However, they are not autonomous by any means; merely sub-divisions of the Rook/Compiler organization. Each Compiler division concentrates on a certain area: Some scan the printed media, broadcasts, and the more interesting areas of the Internet, while still others listen to phone lines and street "gossip". The Bishops (or Archivists) store the information gained for future "reference".

Pawns are unchanged from Concordat norm and are known in KoS circles as Allies and Contacts.

The Representative to the Court (the Queen) is known only as the Oracle. There is no known King, which leads to much speculation on who exactly rules the Keepers of Secrets. Some have even gone so far as to allude that the King the Oracle. If so, this would make this Society the only one which had an visible leader. Then again, why would a King leave himself open to attack? As with most of the Illuminati, the Lurkers have no plans to reveal any their mysterious.

Pantheon, not surprisingly generally uses religious monikers for their ranks. Most pawns are referred to as "The Faithful", detonating their loyalty to the Society. Knights are often called the "Knights Templar" or just Templars to confuse them with the Throng of the same name (such as is listed in Nephilim: Occult RPG) and with the those of the Sabbat. Rooks are referred to as Archbishops and Bishops as Cardinals (again to confuse matters). Queens are referred to as a Hierophant, and the King is referred to as the Vicar.

The Vicar has often been linked to the true Pope of the Catholic church, but its unlikely they are one and the same. In fact, though the Pantheon has great influence in Catholic (and Protestant, Jewish, Islam etc), they keep themselves somewhat separate from religious hierarchies and positions.

Shadow Bank Hierarchy is very Corporate in nature. Pawns are the Employees, dutifully "working" this Illuminati. Knights belong to Society "Security", while Rooks are part of "Public Relations". Bishops are called Executives and the Queen is given the title of Press Secretary. There is no single Shadow Bank King. It is in fact made up of a council known as the Board. The CEO, the head member of the Board fulfils any duties of the King, while another member of that same Board represents the King at Court meetings (Note: This representation is separate from the Queen and other Societies send trusted Bishops and Rooks to act as the King's "observers" during Court proceedings).

Societies of the Pax Concordat

Blood Covenant

Nickname: Cultists

The oldest Society, the Blood Covenant used to be the greatest Illuminati on the planet. However, time has not been kind to the Blood Covenant and much of its former glory and power has been diminished. The first sign of decline came when long before the Pax Concordat, when many of its "colonial" Societies, seeded to provide new areas for Covenant control, became independent and formed their own Societies. As time went on, these new Societies would steal valuable holdings from their former masters.

The most debilitating force came from Christianity, nominally controlled by the Celestial Chorus and secretly influenced by the Pantheon. Placing all faith in priests and popes, not mystics and shamans, the growing power of Christians ravaged Covenant control while boosting the Pantheon's influence.

Over the years, the Blood Covenant has tried to regain some of its former distinction, supporting the Barbarians against Rome, sponsoring the Viking Wars, and even going so far as to back the Order of Hermes during the Mythic Age. Yet the Vikings were eventually lost in a Challenge of Dominion to the Pantheon, and the Order of Hermes eventually collapsed.

When the Court voted to ignore the Techomancer's manipulation of reality, the Covenant was furious. It had totally been against the idea, the only dissenter in the Pax Concordat. They were sure it was some plot by the other Societies to steal their holdings and power. They even wondered if the Technocrats (and the fabled "Architects of Reason") hadn't subverted the Court and its members. The relationship between the Blood Covenant and the other societies is strained even to this day. They also share an arch-rivalry with the Pantheon, whom they blame for the Christian destruction of Paganism.

With the Age of Reason, it seemed that the Blood Covenant would be swallowed by the other Societies, but that was not the case. Instead of destroying mysticism, it just forced it underground. Blood Covenant gained control by bringing powerful individuals into secret Occult circles, both hidden and overt. This ensured that even though Mysticism was not widely accepted, the Covenant still had influence over the mundane world. Every once and a while these groups would attempt to gain acceptance in the open, sparking organisations as the Rosicrucians, the Hermetic Order of the Golden Dawn, and individuals such as Aleister Crowley. The success of such incursions varied widely, though they are gaining more recognition as the hold that the Church has had on society has weakened. The Blood Covenant is not only involved in "curses" and spells. Since they control Psychics from around the world, they can convince a superstitious populace of anything (through tarot readings, etc).

The emergence of older religions, particularly those called "Neo-Pagan", have given the Covenant reason to believe a new age of power and control might be at hand. The most prominent of these new (or perhaps really old) religions, that of Wicca, has become a prime target for the Blood Covenant...and a great source of consternation. Without any rigid hierarchy, such as is found with the Catholic Church, the Covenant finds it very difficult to gain widespread control. Also, the Wika (a Verbena sub-tradition linked closely to Wicca) have thwarted the Illuminati at every turn. Though their cover is secure for the time being, the Blood Covenant must be careful lest the Wika stumble on dangerous information. Many other Societies have remarked that the Society is desperate enough to risk anything for power, even break the unbreakable rules of the Pax Corcordat. Already some have accused this Society of consorting with Infernal powers, some going so far as to say have totally fallen under demonic influence. Whatever the case, they are being watched closely.

The term Blood Covenant refers not to their mystical rituals, but the blood oath that each new member swears to the Society. This rite is practised in every Society in one form or another, but none has the history and meaning as that of the Blood Covenant.

Goal: Mystical forces have created the Supernatural that threatens us now. Therefore it will only be by unearthing the greatest Arcane secrets, that will give us the key to our salvation. The control and influence of all Occult, Psychic, Pagan, and Neo-Pagan organizations and societies are important to reaching our goals, though me must make them more acceptable if we are to use them to influence the mundane world.

Basilica: A tomb located near the Giza Pyramids, Egypt.

Suspected Holdings: Warlock Covens, Order of the Golden Dawn, the Rosicrucians (elements in both the Sleeper and Mage sects), the Arcanum, Psychic hot-lines, various Paranormal research institutions, Masons and the Royal Family of England, possible involvement with Infernal groups (including the Wyrm, Nephandi, and Demons of the Inferno).

Preferred Backgrounds and Skills: Occult is the only skill that is required of Blood Covenant members, though Investigation is also highly prized. Covenant Knights, if they have Numina, generally choose Hedge Magic.

Stereotypes:

Enigmatic Stratagem: Mysterious and arcane, they could be our brothers, if we could ever contact them.

Global Elite: Politics and diplomacy is not the answer. Their bureaucracy slows the pace of the Conspiracy, while the actions of the Black Storm threaten to breech our veil of secrecy.

Keepers of Secrets: Though they conspired against us with the other Societies, we have no quarrel with them. They seek knowledge, like us, but not in the right places.

Pantheon: Foul butchers, these Illuminati have purposely sought to destroy our power. Their religion has done much harm to us, but its time is now past. We will see how they like being persecuted.

Shadow Bank: Money, stocks and bonds will not answer the questions needed to overpower the Abominations. You are wasted assets, ones that are best liquidated.

Enigmatic Stratagem

Nickname: Aliens

Of this Illuminati, there is almost nothing known. It doesn't even have an official name. The current moniker used to identify this reclusive group was first coined by the Global Elite's Queen, saying "Of them we no nothing; neither their name or anything about their enigmatic stratagem". The name somehow stuck. Though officially part of the Pax Concordat, it does not sit on the Court. It has only met with the Court once, when its Queen (?) arrived unannounced and told the council "[They] would abide by [the Illuminati's] laws". The Court voted the Stratagem into the Concord of Peace only because its power now rivalled theirs. There still are many who are sure that one day the Court will have to call Righteous Fury upon the Stratagem, once their real aims are revealed.

The group now called the Enigmatic Stratagem first appeared around the mid to late 1800's. It came without warning, from no apparent source. The other Illuminati suddenly began to lose holdings in rapid succession. Not a general takeover, but singular specific organizations. Zoological societies and other groups involved in biological research were targeted first. The Stratagem's other targets, reclusive scientists and theorists, seemed to defy explanation. It would be until the two world wars that the its goals were beginning to come to light. From its early, unimportant acquisitions, the Enigmatic Stratagem had a firm foothold in the advanced technology and biological research market. It had predicted the great rise of technical achievement of the world wars almost a century previous. It would also be evident later on that the Stratagem had already prophesied the biological and genetic revolutions of recent years. Some have wondered whether the Stratagem had inside information on the aims of the Technocracy. Perhaps the Enigmatic Stratagem has influence over the Technocracy, or is under its influence...

What bothers the Court is that Stratagem has taken upon itself to further its biological knowledge through very strange and dangerous means. The rash of "Alien Abductions" over the years is not wholly the work of Technocrats or Umbral spirits. Some are the experiments of the Enigmatic Stratagem, accomplished through the mysterious creatures some mundanes call the "Greys". These drab, frail-bodied creatures have extended craniums and large eyes. They have been present in a number of abduction cases in North America in the last few decades. Though they are not a proven reality, the Societies are certain they are the first fruits of the Stratagems decade long technological and biological research scheme. These "Greys" seem to be endowed with great psychic ability and heightened intelligence. Are these things real? If so, how much of their creation lies in mundane knowledge and how much lies with the sphere of life, used by the Technomancer Progenitor Pawns.

In addition, the Enigmatic Stratagem has some very advanced aircraft, possibly incorporating Technomancer technology, or technology melded with the mind powers of the Greys. Despite what the tabloids print, there is evidence that only a dozen "saucers" that are operated the Stratagem. Other craft stem from the Void Engineers and possibly creatures from beyond the Gauntlet. Many other sightings are complete hoaxes. The hoaxes keep the mundanes from acknowledging the presence of aliens on the planet, though the number of believers are growing. This increasing belief in alien abduction and the presence of the supernatural has only been stemmed by the Stratagem's influence in strategic government agencies. Yet the other Societies are watching them closely just in case government leverage is not enough. There are at least half a dozen Cadres permanently assigned to protect the Stratagem (whether the like it or not) from the peering eyes of the mundane and supernatural world. If there is going to be a serious breech of the Concordat, the odds are good that the Stratagem will cause it.

This Society also has a unique and baffling hierarchy, nothing like the others in the Pax Concordat. It is clear that the Stratagem has leader(s), so they will have some sort of King. They also seem to have a Queen, though its uncertain whether it is a full time position or one of convenience. Rooks are definitely in use by the Society, filling duties that emulate their society brethren. If anything, the Rooks are the only thing common the Stratagem has in common with the Illuminati, besides the Pawns. What position the Greys fit in the Society is anyone's guess, though it is possible they are Bishops or Knights. It is also known that the Society operates converted "Men in Black", specially ordered to discourage investigations into the supernatural. Whether the MiB are Pawns or Knights is also unknown.

Goal: Unknown. Generally seems to involve radical biological research, genetic engineering, and advanced technological testing. The reason for this, their plans, or even the accordance to the Pax Corcordat is a complete mystery.

Basilica: Believed to be somewhere under Area 51, also known as Dreamland, an semi-secret air base located on Groom Lake, Nevada.

Suspected Holdings: Bio-technical and Technological firms around the world, US Air Force.

Preferred Backgrounds and Skills: Again, unknown. Is not even understood if they have requirements or preferences. Human Knights (?) which have been encountered have extensive psychic powers.

Stereotypes:

All Societies: We acknowledge you. Do not get in our way.

Global Elite

Nickname: Plutocrats

The Global Elite came from the same Seeded Society as the Pantheon. From influential members within Roman society, the group split up at the height of the Roman Empire. The factions disagreed on which organizations in Rome were the best platforms for world dominance. The faction which would later become the Global Elite thought that one should control the Senate and the powerful Families which influenced Imperial politics. The group which would form the Pantheon wanted command of the powerful priesthood of the Roman gods. They parted on good terms and retain amicable relations (along with a friendly rivalry). The Global Elite have remained dynamic throughout the past 2000 years, and now are the most powerful Illuminati in the World. The Elite is the most direct of all Societies when it comes to the Conspiracy. "If you must control something", these Illuminati say, "go straight to the top". They control the most powerful people in society: Politicians, Heads of State, and the those with the most political influence . From Capitol hill to the heads of government lobby groups, if supernaturals involve themselves in the affairs of government, they inevitably lock horns with agents of the Global Elite.

When trouble brews, the Global Elite deals with the threat in a forward manner. Of any in the Pax Concordat, the Elite is the most guilty of Hostile Takeovers and blatant assassinations. Their hit squad cliques (the infamous "Black Storm" brigades; so-called because of their Nazi-style black uniforms, complete with jackboots) and widely known and feared in the Pax Concordat. They are the first troops to be sent in when a Righteous Fury is called down upon a Throng.

Though they are guilty of breeches of the Concordat due to their violent methods, no Society would dare accuse them of such wrongdoing. Being the most powerful Society in the world, the Elite could cripple any Throng and give any Society much grief. Accusers often meet terrible ends (often involving very regrettable "accidents"). Strength has its privileges...

Goal: To sweep away those of paranormal existence requires firm leadership. We must first control the decision makers, the respected and admired people of this world. Once we have controlled the planet through them, we can then unshackle the world from the supernatural powers.

Basilica: Somewhere near the United Nations Building, New York State

Suspected Holdings: Government offices in many countries, the political lobby, defense contractors.

Preferred Backgrounds and Skills: To succeed in the Global Elite, most characters should have some skills in Bureaucracy and Politics. Knights of the Global Elite are the only enforcers of the Societies in which Numina is not encouraged. Instead, Knights are trained in mind and body strengthening techniques (Merits such as Iron Will and Hand of God).

Stereotypes:

Blood Covenant: Occult rituals and mystical incantations may give you solutions to our current problems, yet you will never be able to implement those solutions without our help.

Enigmatic Stratagem: They meddle in our affairs at every turn! If we could find out the sources of control, we would deal out personal Righteous Fury on them!

Keepers of Secrets: Information is the future. If we do not stem the control of these Illuminati, our rightful place in the Pax Concordat could be usurped.

Pantheon: We are from a common past, though not common ideals. Religion is not a reliable means of control. Though they alone rival our power, we hold no grudges against them.

Shadow Bank: They are the cornerstone of all our power, even if they do not act upon it. Be warned bankers, if you attempt to use your sphere of influence for leverage, you will soon enter personal bankruptcy.

Keepers of Secrets

Nickname: Lurkers

The Keepers are perhaps the only Society actively helping enlighten mankind. Once lowly throngs, the Keepers of Secrets were a confederation of small societies from around the globe. They were keepers of libraries and caretakers of the centres of world knowledge. From the ancient library of Alexandria to the lands of the far east, the Keepers sought out the mundane secrets of the ages.

In the 15th century, as the Pax Concordat was being negotiated, the Throngs gathered together and formed the Keepers of Secrets. It was a defense measure against the encroaching Illuminati as well as move to enter the arena of the greater societies. Both moves were successful and the Keepers of Secrets became the second-last Society to sit on the Court.

Besides controlling libraries, universities, and other organizations devoted to knowledge; they also invested time and effort to influence communication technology. Over time, the Keepers gained considerable power in mundane society as contact over long distances became easier and less costly. The Keeper of Secrets encouraged all forms of telecommunication and free transmission of thought, from the pony express, telegraph and telephone, to the modem, Internet and the ever-expanding information super-highway. Currently, the Keepers are a rising power in the Illuminati. The Global Elite is trying desperately to stem the Keeper's power, trying to discourage free speech across the Internet and police the telecommunication networks. However, such policies are not as successful as the Elite would like, causing many to see a shift of power from the Global Elite to Keepers in the next few years.

The Keepers never use Hostile Takeovers and shy away from any direct approaches to problems. By utilizing their libraries, databases, and telecommunication taps, they have collected much damaging material on both the supernatural and mundane world. They use these "skeletons in the closet" to blackmail potential holdings or discourage any adversaries. They could easily destroy a person, business, or multinational if they so planned. Of any of the Illuminati, they have had the most success in stemming the Technocracy. Many Progenitor, Iteration X, and Syndicate business have had damaging information leaked when they investigated Illuminati affairs. The loss of reputation, company holdings, and billions of dollars have so far persuaded the Technocrats to abandon active inquiry of the Lurkers.

Goal: Every question has an answer, every person a hidden secret. The supernaturals are not an exception. All that is necessary is to find those secrets and use them to their best advantage.

Basilica: Somewhere near the ruins of the Library of Alexandria, Egypt.

Suspected Holdings: Information Gathering sources (TV/radio stations, newspapers, Internet sites, post offices, phone companies, government think-tanks, etc)

Preferred Backgrounds and Skills: Contacts and Allies are prized by the Lurkers, for a personal information network can augment the Keepers gathering sources. Additionally, Knowledges of all types (except for skills such as Occult) are helpful.

Stereotypes:

Blood Covenant: No mystical secret will cure our ills. The mundane information of this world will be the tool that controls the uncontrollable.

Enigmatic Stratagem: This Illuminati seem to have information beyond even our great scope. They deserve more investigation. We will learn what they know.

Global Elite: Brutal Pencil-pushers! The world under their control has done little to throw off yoke of supernatural oppression. Their reign is at an end.

Pantheon: They have long suppressed information, for they know its power. Ignorance and superstition are their tools, but only we know the light of truth. They never got out of the Dark Ages.

Shadow Bank: Money and Stocks? If only the others knew the truth. We know much more about you than you suspect. Watch your step, bankers, or your little secret might slip out.

The Pantheon

Nickname: Preachers

Splitting from the Global Elite during their schism, the Pantheon concentrated its control of the huge Imperial Priesthood of the Roman Pantheon. They infiltrated every temple with their influence, matching their sister Society, the Global Elite, holding for holding. As provinces were being added into the Empire, the Pantheon would attempt to convert them to the Roman gods or infiltrate their religious ranks.

When Emperor Constintine made Rome a Christian nation, the Pantheon quickly shifted its attention from propagating the Roman gods to the God of the Judeo-Christians. They were responsible for the transformation from the Christian church from the non-aggressive collection of believers to the expansionist, intolerant, megalithic Catholic Church that exists even to this day. The original goal of the Pantheon was to unite the world under one religion, that of Christianity. Though the Society soon became the most influential force in Europe, they had very limited success in other parts of the world.

The Crusades to take the Holy Land was the most ambitious of Pantheon plots. Its purpose, to begin to convert the world to Christianity and uniting it under the Pantheon-controlled Papacy. It had early success but in the end failed badly. They couldn't convert the Islamic nations to Christ, nor did they have any success with the invading Mongol hordes. They did, however, destroy the Celtic civilization and eventually convert the Vikings; harming the Blood Covenant greatly by doing so. The separation of the Eastern Orthodox church, the Protestant movement of Martin Luther, and the Age of Reason all harmed the Catholic Church greatly and devastated the Pantheon.

The Pantheon had supported the Age of Reason grudgingly, for they knew that by doing would only hurt the mages (specifically, their nemesis, the Celestial Chorus). The Chorus had always been a thorn in the side of the Pantheon, always interfering with their holdings. Several times the Chorus came very close to uncovering their Society. The Age of Reason permanently debilitated the Chorus control in the church and allowed the Pantheon to strengthen its grip on the populace.

Currently, the Pantheon still seeks a one world church, but it's not an immediate goal. Instead, it's infiltrated each of the Western and Near Eastern religions, including Christianity, Islam, Judaism, Hinduism, and some Televangelists. The Pantheon now seeks to unify each nation under a particular religion. When this is done, they will then attempt create political religious blocks (such as the an Islamic Federation in the Middle-East). From there, its believed the pantheon will attempt to create an World Ecumenical Council from which will spring forth a single World Religion.

However, Eastern religions such as Buddhism and Shintoism have given the Pantheon great agitation. Perhaps it's from the non-confrontation attitudes expressed by the Buddhist Priest. More likely, its from the Akashic Brotherhood, who is always vigilant of outside interference in its affairs. In the past they have attempted to convert them to other religions, with little success. Now, for the time being, the Pantheon has focused west, perhaps building up for an eventual religious Jihad.

Goal: A Supreme Being. Whether we believe in it is not important, for it's his power over the minds and hearts of the populace is all that's matter. Whether following God, Jehovah, Allah, or Buddha; they will all flock under our Earthly banner. Then, perhaps, we can wage Holy War on the Abominations that walk the Earth.

Basilica: Jerusalem. The Centre of three of the world's great faiths: Judaism, Islam, and Christianity.

Suspected Holdings: Religious men in most Western (and Near Eastern) religions, the Society of Leopold (?), the Knightly Orders (see the net supplement Church Knight).

Preferred Backgrounds and Skills: Besides Theology (Vampire Players Guide Pg.67), character's should appear to be upstanding and pious men in their respective communities. For the Pantheon, appearances are everything. Knights generally have True Faith as their Numina.

Stereotypes:

Blood Covenant: Magic is a tool for imbeciles. The masses need firm leadership, not obscure guidance. You are an aging dinosaur, soon to fall into extinction. Even the Neo-Pagans can't help you now.

Enigmatic Stratagem: Aliens have no place in our world. They undermine our great plan. Cease now or suffer our wrath.

Global Elite: Though they are more powerful than us, a time will come when we will outshine even them. They will then be our enforcers, loyal Crusaders in the impending holy war.

Keepers of Secrets: They know much, but are unwilling to share that knowledge. Nevertheless, they are a rapidly rising star. Care must be taken, lest they overpower us.

Shadow Bank: Money breeds greed. Greed diminishes faith. Faith is the root of our control. Yet, we have no quarrel with them. We will not harm them, unless the get in our way.

Shadow Bank

Nickname: Gnomes

Though the Global Elite, Keepers of Secrets, and the Pantheon dominate the world of the Illuminati, the Shadow Bank would appear to hold the strings. The masters of money, they have the power to cripple the other Illuminati's holdings with ease. However, they seemingly have no interest in attacking their fellow Society members. If anything, they are the most stalwart supporters of the Court. This in itself has eased the fears of the other Illuminati, but has made them wonder...

Though the Shadow Bank only began to rise to Society status during the Industrial Revolution, it existed as a Throng since the early middle ages. The first holding of the Bank was the Knights Templar, stealing them from under the nose of the Pantheon. Under their influence, the Knights became very rich and powerful. Its even rumoured that the Knights found the Ark of the Covenant in Ethiopia, an artifact which the Shadow Bank is believed still to hold. Eventually, the Knights were destroyed, lost in a Hostile Takeover by the Pantheon. The fragments of the Templars not reeducated or killed by the Pantheon were saved by the Shadow Bank. They would later set the foundation for the sprawling Monetary Empire of modern day. Currently, they hold banks, stock markets, and fiscal agencies such as the IRS and Merril Lynch.

In recent years, it has been alluded to that the Shadow Bank and the Syndicate of the Technocracy may know of each other, perhaps even sharing relations and resources. Some have gone so far as saying that the Shadow Bank is the Syndicate, and that the two are following some unfathomable plan at present. With the recent rumours of the Architects (see Architects of Reason, below), some believe that the Lucidites remained in control of the Syndicate and have used that dominance to reinitialize links to their old Society friends. While this is not been proved, it has given the other Illuminati a lot to think about.

Goal: The Golden Rule: He who has the gold, makes the rules. Money does make the world go round, and its influence extends even into the supernatural world. Once we master currency, the world will soon bow before our might.

Basilica: Geneva, Switzerland

Suspected Holdings: Various banks, stock brokers, stock exchanges, and commodity exchanges.

Preferred Backgrounds and Skills: Finance and Resources are very important to both the Society and its followers. It's become a necessity (or at a very least a rite of passage) to get at least one dot in each. Knights who are part of the Shadow Bank have a mix of all Numina, but rely on their Financial Skills (all Shadow Bank Knights must have at least two dots in Finance) to fulfil their objectives.

Stereotypes:

Blood Covenant: They spent too much time using the tools of our enemies. Like the psychic hot-line idea, though...

Enigmatic Stratagem: Hmmm, they always seem to have enough money their ventures, yet we have no records of transactions. I wonder if they've filed a tax return...

Global Elite: The rich and powerful they may be, but we hold the purse strings.

Keepers of Secrets: Information is nothing. Records are only important in transactions and contracts. Their methods are useless.

Pantheon: Their idea of religion involves only two things: Control and money. They are very much like us, whether they believe it or not.

Architects of Reason (Defunct)

Nickname: Lucidites

It's not clear whether the Architects were a real Society, or a concoction of the Court to reinforce their dogma. Basilica documents do speak of another Society which existed before the Pax Concordat, but that society was never officially named. According to the official line, the Architects were a throng that wished to remove Supernatural influence once and for all. Thought to have begun in the late 12th century, it grew by recruiting members of the "mundane" Order of Hermes, especially those who were against the so-called Mythic age. However, instead of pawns, they were inducted as full members, filling the ranks of Knights, Pawns, and Rooks. It only took a few years, but the Architects power-base blossomed. They soon rose above the status of Throng, and caught the eye of most of the Great Illuminati.

Their own Conspiracy, based on reason over mysticism was beneficial to all the Societies in the World and greatly hampered the supernaturals. They rapidly rose in power, their influence growing until they were large enough that it was destined to join the ranks of the Greater Societies of the Illuminati. However, by the 15th Century, the Architects had all but disappeared. In its place, was the society of static mages known as the Technocracy.

The Court says that the Technocracy and the Architects are one and the same. The mages overcame the mundane Illuminati and took control of the Society, transforming it into the Technocracy. This party line has been used by the Court to strengthen their view that Supernaturals must always be dupes and pawns. To work with Supernaturals or allow them into the Pax Corcordat would be suicide.

While this is the official account of the fate of the Lucidites, there are other theories. Some say the Architects were not overthrown, but merely split up. The mages left to become the Technocracy, while the humans left for who-knows-where. Perhaps they were reabsorbed into the other Societies or formed their own. A radical theory states that the Enigmatic Stratagem are the remains of the Architects of Reason, still following their radical programs under a new guise. Some have even gone so far as to say that the Architects of Reason are still controlling the Technocracy, but in the shadows. Often those who theorize this also believe that the Syndicate has joined/subverted/merged with the Shadow Bank. They also state evidence that the Architects (or whatever they were really called) were seeded by the Shadow Bank (as a Throng) while it controlled the Knights Templar.

Is any of this true? One could say many things about the Architects, but there is little proof to back up their claims. Perhaps the Architects don't exist, or maybe they were just the Shadow Bank in a different aspect. Unless they can find the Lucidite's elusive Basilica, then the truth may never be known [Author's Note: This has been left vague intentionally. Storytellers are chose the origins and fate of the Architects.]

Goal: They are believed to share the views of the Technocracy. By creating static reality, you hamper the supernaturals ability to effect reality and humanity. It is much easier to kill a scorpion that has lost its sting.

Basilica: Unknown. If it exists, it could be a treasure trove of information. It is believed to exist somewhere in Europe, presumably in some areas with a long history of technical/scientific achievement.

Suspected Holdings: ????????????

Preferred Backgrounds and Skills: They no longer exist (if they ever existed...). Their preferred abilities and advantages are lost in myth and fable. Technical skills were probably important.

Stereotypes:

Their views are a complete mystery...

The Throngs

The Throngs are small up-and-coming Societies which are have not gained enough power to seek acceptance in the Court. However, the Court and members of the Illuminati force these smaller groups to abide by the Pax Concordat. Penalty for these Throngs ignoring the Concord of Peace is hostile dissolution of their assets.

Some Throngs ally with those Societies which closest match their ideologies, while others remain totally neutral. There are still others rumoured to fight against the unknown power of the Illuminati and risk total destruction at the Society's hands. In any case, there is much resentment in the ranks of the Throngs. Many believe that the Illuminati fear their power and use the Pax Concordat to prevent them from reaching full Society status. This is not entirely true, for the Societies fear that the ambition of the Throngs might cause them to breech the long-standing veil of secrecy. Still, when Society and Throng elements meet, there is plenty of tension but rarely any violence.

This is the opportunity for the Storyteller to customize his particular campaign by adding his own secret organizations into the World of Darkness. These Throngs can be existing WoD organizations or you may make up your own devilish creations. There is no limit to the number oforganizations available to you, only your imagination.

[Author's Note: There are plenty of Secret Societies in many RPG's that you could adapt/borrow/steal to use as Throngs. I especially suggest Nephilim for their secret societies and the Illuminati (GURPS, game, card game) from Steve Jackson Games] Here are a few societies (one of many ideas and information donated by Anders Sandberg) to give you ideas:

The Synarcy: Originally called the Bavarian Illuminati. They seek to destroy the current political structures and unite the world into a meritocratic one-world government. They supported socialism and fascism, but has lost a lot of power since its golden days. Right now they are close to the Global Elite and enemies of the Pantheon (who claims they are secretly working for or with the New World Order).

The Society of Light: A small society devoted to spiritual and technological growth of mankind, but also the removal of all secret control over mankind. They try to fight the societies, the Technocracy and everybody else. Not very strong, but irritating.

Special Equipment

Note: All equipment is not available to anyone but authorized Society personnel. Other characters will never get to buy these gadgets (and couldn't afford them if they could). The only exception is the Executioner, which could by custom made. However, the cost for the weapon, factoring in the costs of some of the more expensive and illegal components could be well over $20,000 (a conservative estimate).

992-717 Unit

Also called an Anomalous Paradigmal Perturbation Detector. This little device is of technocratic origin, and detects the stress on reality caused by magick. It can detect coincidental magick if it is done within a few meters of the unit, and vulgar magick several hundred meters away.

Corpse Choker (Blood Covenant)

A magic item used heavily by the Blood Covenant for special Pawns, the Corpse Choker appears like a regular gold chain wrapped tightly around the neck. This choker is sensitive to magics which directly affect the body or the necklace. Magics which include some Disciplines, Gifts, and Spheres. If such is used, the incantation on the necklace activates. It turns white hot and contracts to a tenth of its circumference. This instantly decapitates the user, killing a Vampire, Werewolf, or Mage. Unfortunately it's a one-shot device, rendered totally useless after "activation"

Collar Bomb

A non-magical version of the Corpse Choker for use on Mundanes. Inside is a small amount of plastique, just enough to blow someone's head off (no Damage roll necessary. It goes off...you die. Vampires are decapitated and Werewolves are incapacitated and receive a battle scar). It combines an extremely difficult locking mechanism (DIFF 10 to open, detonates on a botch), with a radio-controlled detonator. A common Illuminati tool on temporary Pawns.

Executioner Assault Carbine (Global Elite)

Standard Issue Black Storm weapon, the Executioner is based off of a standard M16A2 Assault Rifle. It has integral Sound Suppressor and "brass catcher" (to collect spent shells). Also standard issue is an integral thermal imaging and laser scope, along with a 40mm grenade launcher under-barrel. A wide variety of 5.56mm ammo is available, including Incendiary (aggravated vs. Vampires) and silver (aggravated vs. Werewolves) bullets. Difficulty includes laser sight (usable only with Rifle; not with the GL).

(Rifle)Difficulty: 6Damage: 7
Rate: 20Clip: 20/30
Conceal: NRange: 200
(40mm GL)Difficulty: 6Damage: Grenade
Rate: 1Capacity: 1
Range: 400 yardsWeight (Rifle/GL): 12lb

Low-frequency Field Generators (Enigmatic Stratagem and Global Elite)

This type of devices sends out low-frequency electromagnetic waves, which interfere with the nervous systems of humans. The result can range from headaches and irritability to epileptic seizures and hallucinations, depending on signal strength and frequency. This makes the generators an excellent interrogation or brainwashing tool, or a discreet method of sabotaging enemy assets. By constantly making people nervous and somewhat ill at ease, they become more malleable for Illuminati influence. The units range from portable units disguised as cellular phones to huge underground installations. Some variants use directed antennas (the "Mind Control Lasers"), while other bathe whole areas in discomfort (often hidden as normal radio-antennas or linked to the wiring of a building).

"Loyalty Reminder" Pain Implant

A small electric generator is implanted in the skull, powered by a high density "watch battery". This is wired to the area of the brain which registers pain. Designed for long term control of Mundanes by the Societies, activating this device sends shots of terrible pain throughout the body. The damage is one level of damage per round, healing at a rate equivalent to a Taser (see Vampire Players Guide). Often combined with the subdermal microphone to determine when "loyal reminding" is necessary.

Another more insidious variant is one which is attached to the pleasure centre of the brain. Always on, the character gets used to the pleasure he feels. If he disobeys, the implant is turned off. Often, the character will not even consciously know why he now feels so rotten (except that he wants to get it back and will do anything to achieve that end). With a little "training" a person can be coaxed into preset responses (just like a lab rat, guinea pig, or hamster...

Palm Needler

A small single-shot weapon which can be hidden in a person's sleeve or hand. Powered by compressed CO2, it can fire a short range dart filled with drugs or poison (see Vampire Players Guide pg. 184 for examples or make up your own).

(Rifle)Difficulty: 6Damage: nil (only from poisons/drugs)
Rate: 1Capacity: 1
Conceal: PRange: 5 ft max.

Spy Spider

A small metal spider (around 5 cm across), which is equipped with a radio link to a control unit. The user can steer the spider around, pick up small things with it or use its cameras to photograph objects. Some versions are used for assassinations, and have a poison injector.

Subdermal

A small listening device is implanted into the ear and throat of the victim, allowing the Society to hear everything that person says and listens to. A receiver then beams the information to a nearby recording device. The transmission range of the receiver is less than 1000m requiring a surveillance team to keep relatively close.

Tarot Master (Blood Covenant)

Using sympathic magic, the Blood Covenant can control the results of a tarot spread. The user spreads the master deck in a desired way, and then meditates on it, directing it towards another tarot deck. If somebody consults it while it is influenced, the result will be a similar tarot spread. Extremely useful to manipulate superstitious people.

Telephone Prefix Code (Keeper of Secrets)

An ultra-secure system for Keepers to call home base (the Basilica) or others without fear of discovery or interception. For some reason, after the prefix-code is entered, the phone call is diverted and encrypted several times. It cannot be listened into (except possibly near its source) or traced. Phone companies will have no record of the call, no matter how long the Keeper has on line. Of course, most people who use the call, make sure they are not been eavesdroped upon just to be sure...

Truth Drugs

Normal "truth drugs" are really not very effective, since the victim will usually be in a rather incoherent state. However, the Illuminati has access to the real, suppressed drugs. These drugs make the victim drowsy and fills him with feelings of friendship to everyone while numbing his sense for consequences and long-range-thinking abilities. While he still can try to hold back secrets, he is quite easy to trick.

vault@illuminati.com Internet Address (Keepers of Secrets)

(This is for those who want to know the REAL reason that the old Steve Jackson internet site closed down.)

This site is normally a disused site, generally overlooked by most Internet users. When a Keeper agent uses a special USER code (and the 6 other auxiliary codes after the first successful password), he is open to the main database of the Keeper of Secrets. Here, you can find out information on anyone important in the world. From their public records to their most private secrets, the Vault is a very powerful tool in the Keeper of Secrets arsenal. In game terms, this database gives the user remote access to everything in their Basilica. However, it's encoded in standard Knight lingua, requiring that skill to decipher.

World Express Bank Card (Shadow Bank)

For the Shadow Bank operative in the need of some ready cash, the W.E.B. card gives the user the equivalent of Resources 5. Just insert it into a instant-teller machine and punch in the code (normally, the code changes every six hours in case of theft). There is no limit on daily or weekly withdrawals. Or, more importantly, any incriminating records. The money taken will have shown to have been removed in small amounts from a dozen banks and credit unions, all under different names and PIN numbers.

Mundane Equipment

This Equipment is available in the open market, though getting such equipment may require large sums of money, good contacts, and a very generous Storyteller... The costs listed are its whole sale price to authorized buyers.

Cellular Interceptor

An interesting gadget, it locks onto a cellular phone call and allows the user to listen in on it. Additionally, it can read the phones "Cellular authorization codes" that it sends before a phone call to the phone company to permit the call to take place. This allows the person to "program" a cell phone with that code and gain free phone calls (or perhaps make phony calls in the victim's name!).

Cost: $600+

Broad-band Frequency Scanner

A hand held device designed to detect transmission sources, like signals used by bugs. When brought near a transmission source, the there is a audible howl caused by feedback. While this device is rather crude compared to other bug locators, it small, portable, and cheap.

Cost: $425

Fiver-optic Camera

A small camera with C-cell battery-sized recorder connected to a fiber-optic lens array. With a camera head small enough to hide in a button, this is a perfect device to "procure information" about a potential ally, Pawn, or victim. A small internal video-tape records only for ten minutes, but for its size its unbeatable. Optionally, it can be set to broadcast to a remote station, but that is more likely to be picked up.

Cost: $3200

Laser Microphone

Pistol-sized, the laser microphone sends a fine beam of light unto a window pane. Sound caused by talking, echoes throughout the room, causing minute vibrations in all surfaces they touch. A laser mike measures such "trembling" on the window and converts it into speech. An easy alternative to other listening devices which place agents in danger.

Cost: $2500+

Listening Devise ("The Bug")

Conventional listening device. The size varies with technology and cost, but all do generally the same thing. They transmit whatever sound they pick up to a nearby transmitter or other recording device. Common espionage tool for over forty years.

Cost: $565 (police quality with receiver)

Tracker

Similar in design to a listening device, the tracker is designed to send out a signal rather than pick one up. Along with a receiver, this allows the user to track a victim for up to 2 miles away. Again, technology, signal encryption, and range will vary with design, manufacturer, and price of unit.

Cost: $70 (with receiver)

Window Trembler

The only way to stop a laser microphone from picking up conversations. A thumb-sized vibration device is placed on the window, effectively masking all sound waves coming from inside the room. Each pane of glass will require a trembler to be 100% effective.

Cost: $35

Special Secondary Abilities

Brainwashing (Knowledge)

The skill of metal manipulation and control, it is the Societies most valuable skill. By using brainwashing techniques, the user can mould his victim to a particular ideology.

Skill use: User rolls Manipulation + Brainwashing (TN 10) vs. a Victims roll of Willpower (TN 6). Brainwashing difficulty can be reduced by one for each different technique used by the brainwasher. These include sleep deprivation, malnutrition, repetition of phrases, drugs, psychology, mechanical tools (low frequency generator), and physical abuse (the latter is not that effective against subjects).

The roll is made every day. If the Brainwasher's success exceed the victim's willpower roll, the victim looses 1 willpower point (2 if the user of the skill exceeds the victim by 3 or more successes). If the user botches, the victim actually gains back a point of willpower (can't exceed his original maximum). If the victim botches, he gains a derangement and loses double the number of willpower (up to 4 Willpower points!).

When the victim reaches 0 Willpower, the Brainwasher can then "mould" him/her at his whim. Their beliefs, religion, name, and background can all be altered, as well as their Nature and Demeanour. This is generally permanent, though intensive deprogramming (actually another minor type of Brainwashing) can bring them back. After brainwashing Willpower is regained at a rate one a week (up to his pre-brainwash maximum).

Fabula (Knowledge)

Restricted to Bishops, this skill is important for writing and reading Illuminati texts. The written word of the Societies, Fabula is an intricately designed language that has its origins millennia ago. It's base tongue is ancient Sanskrit, encrypted with a system that would make the CIA proud. The language, in itself, is difficult to decipher, but the Societies have also had the foresight of adding other features in their texts. Each paragraph has hidden code words in the initial sentence or two. This tells the rightful reader of the text, whether it's true, false, or texts that involve the "Great Secrets of the Illuminati". The false paragraphs are the most common and give misleading information about the Illuminati. The true paragraphs are wedged in between the pages of disinformation, often specifically written to appear false ("The illuminati ranking system is based on chess? Yeah, right. It says here on the fifteen paragraph that the Illuminati are really the Tremere information network. Chess indeed!").

Finally, the "Great Secrets of the Illuminati" is an alarm system built into all the Societies texts. It reveals great sources of treasure and terrible magic and weapons of destruction. They're all to be found in certain "highly secret locations" which the Text just happen to reveal. Exploiting the greed and lust for power that most people have, they lead enemy interlopers into dangerous traps ambushes. These serve to not only identify those who have stolen Society text, but to retrieve that text and eliminate the perpetrator.

Each Society has their own Fabula "dialect", though all stem from a common source (that of the original Fabula used by the ancient Blood Covenant society)

Specialization: Reading Texts, Writing Texts, Translating other Fabula dialects.

Lingua (Knowledge)

Like the skill Fabula, Lingua is the Knights' way of encrypting their conversations. Simpler than Fabula, this spoken tongue is also based on ancient Sanskrit. The language tends to be encrypted as well, but most often simple codeword and innuendos conceal important information. This is a tongue of communication and orders, not generally used to give away dangerous secrets (though, in the past, it has been done so.). As with Fabula, each Society has their own dialect of Lingua. Specializations: Orders, Explanations, Warnings, Small-Talk, Deciphering "foreign" Lingua.

Society Lore (Knowledge; optional)

The knowledge of a particular society, this skill should be restricted to the those of Knight or higher status. You know the origins, history, and goals of this Society, as well as some of its hierarchy.

Specializations: Origins, History, Hierarchy, Goals

* You know for sure that they exist (Knights)

** You have an idea about the Societies sphere of influence (Rooks only)

*** You know the Society Hierarchy (Bishops only)

**** Know the exact location of the Society's Basilica (Queen only)

***** Their very secrets are yours (Kings only)

Illuminati Lore (Knowledge; optional)

Generally reserved for the most trusted of the Illuminati, this is the knowledge that a person has of the Illuminati as a whole. This includes their number, influence, and their objectives. Generally, unless the Phantom Veneer has been broken, no one outside the higher echelons of the Illuminati should get this skill (Corvus Beltane, a Tremere, has Illuminati Lore 2, and Society Lore 2 [Blood Covenant]. He is an exception.)

Specializations: Societies, Influence, Objectives

* There are more than one Illuminati [Knights Only]

** You have learned several of the Societies Names

*** The Societies and their general goals are known [Bishops Only]

**** You have a good grasp on the makeup of the entire Pax Concordat, including the Conspiracy.

***** You Know as much as the Court [Queens/Kings only]