Chapter Four: Rules of the Trade

A Guide to the Society Web

The Societies must be very careful when dealing with the World of Darkness. There are many forces which, due to their fantastic powers, are more likely than mundanes to find out about the Illuminati. Therefore, the Societies have developed several techniques to safeguard their secrecy.

Note: Take these suggestions as a general guideposts. Use, modify, or ignore them at your leisure.

The Web

To first understand the Society influence structure, you must understand the Web. The Society is like a spider, its trail of money and influence like its web. The Societies go from organization to organization, using influence and other means to convert them into their holdings. Each holding is a spring-board to acquire several other organizations. Those organizations would each take control of a couple of holdings, and so on. Covert and visible influence, compounded with false trails, shell corporations and ligitimate revenue make tracing an Illuminati to its source a long, arduous process. That is, if they even have the Contacts and Resources to undertake such large-scale investigation.

At the centre of the web is the prime holding of the Society, probably some multinational or other powerful organization. This organization has a few, easily-broken links connecting itself to the Basilica. If, by some means, the Society is tracked to that organization, the Basilica breaks the links and that organization takes the blame. Like the spider, the Illuminati control the web, but are not part of it. Storytellers should pick a Prime Holding that has some prior history of criminal or espionage activity. It should be easier for players (and their characters to blame the organization than a hidden conspiracy.

For example: Say your studious players track the Keepers of Secrets to its Prime Holding. Have that holding be something like the CIA or NSA. Who wouldn't suspect the CIA of being behind the infiltration? Who would suspect a human conspiracy behind it? If anything, the players will be blame the Vampires or the Technocracy (excellent scapegoats). Of course, the Keepers are more than happy to leave evidence to prove the character's hypothesis...

Shuffling

To operate effectively, the Societies need to support their troops with money. Orders can be given easily, but cash often presents a problem. The major weakness of the Web is that it has the potential of leaving a paper trail right to the Society's Prime Holding. To fight this, the Conspiracies practise "shuffling". That is, the use of small diverse holdings called Junctions to transfer the money between holdings. Junctions may cross the spheres of control that each other has set up. A Keeper of Secrets might use an insignificant Televangelist, something that you would think only the Pantheon would bother with, as a Junction. Since Junctions generally have no major influence in the world, they are not considered valuable property and are basically fair game. There may be as many as a half-dozen Junctions, or more between Holdings. As the money flows through the Junction it is lost in a maze of transactions which make a paper trail literally a nightmare to follow. Though wasteful money-wise (each Junction takes a small cut to keep going), it further prevents the likelihood of curious individuals for following the trail of money right to its source.

How to Betray Friends and Influence People (The Storyteller's Guide to Acquisitions)

Acquisition

Though this has come to mean any takeover of an organization, its original meaning was the appropriation of an unheld organization or one held by those not of the Illuminati (mainly the Supernaturals). Because the risks or discovery are greater than normal, all Acquisitions must by handled as a Challenge of Dominion (see below). Though Hostile Acquisitions (Takeovers) have been done, the Court rarely lets the perpetrators go unpunished.

The Challenge of Dominion

The Challenge is the official name for the taking over of another's Society's Holding. Unlike what it may infer, there is no official declaration of the Society's intent. What it does mean is that the Challenge is a test of the cunning and power between the two Illuminati. However, there are some strict rules of conduct in a standard Challenge. These are outlined in the Pax Concordat section of Chapter Two: No Violence is allowed and when one Society conclusively controls the decision making of the Holding (say by controlling the majority of stocks or brainwashing the President), then the Society takes control of that property.

Non-Violent means that only persuasive methods may be used. The most common avenues is Brainwashing, Blackmail (a good short term measure), or subversion (say by taking over the Vice-President and then orchestrating his rise to the Presidency). After the Challenge has been one, the Rook assigned to that Holding then goes to work. He then brainwashes key personnel to make sure most of the leadership's support is also loyal to the society. These support people are often the first "casualties" of any takeover attempt (often literally if a Hostile Takeover is initiated).

Challenges of Dominions can be a great source of roleplaying potential for Illuminati Players. Knights and Pawns would have to actually think and role-play instead of shoot, maim and kill. A well-thought out plan of action, along with some quick-thinking (and blind luck) will be required to outsmart the enemy Clique.

Hostile Takeovers

When a Challenge of Dominion gets violent, then it's called a Hostile Takeover. Gangland-style executions and daring raids that would make Sly Stallone proud are common elements in these takeover attempts. While this sort of acquisition may satisfy the "Brujah-style" players in your group, it is very unwise to allow this sort of action continue without consequences. Though one such action by a Clique/Cadre doesn't concern the Court, multiple instances will only tempt their wrath. Warnings are rare with the Court, and giving one to the players should be conveyed with as much venom and anger as possible. The next violation will surely get one of the players killed...as an example. Don't be afraid to terminate a Knight or Pawn because of his actions. Your player's should actually fear the Court, as much or more than a Vampire would fear a Prince or Justicar. The Court is the Society's law. Not only will he enforce the boundaries of your campaign but when they have to go against the Court, it will make the adventure all the more terrifying, exciting and satisfying ("We cheated the almighty Court! Yes!!!!!!").

Phantom Veneer

(And How To Repair The Damage When They Break It) As I have stressed throughout this supplement, secrecy is the only advantage the Illuminati have. All Supernaturals have some information on each other. The Vampires know about the Lupines, Mages, Wraiths, etc. However, no one knows about the Societies, at least nothing that counts has hard fact. Anxious Illuminati Players, with their zealous dreams of world domination are sometime prone to do open and spectacular things. Open warfare, assassinations, and heavy-handed tactics might well suit a Werewolf campaign, but are extremely dangerous in Illuminati: The Conspiracy. Yes, some groups do use Hostile Takeovers more than not (the Global Elite is notorious for this), even they pick and choose targets are pre-disposed to violence. For example: The city's largest elicit drug manufacture centre was wiped out by a Black Storm brigade. The police believe it was the work of a rival drug manufacturer, due to evidence "found" on the scene. Every Storyteller who runs an Illuminati campaign will one day have to repair the damage from the players. Here are a few suggestions:

The Scapegoat

Blame someone else; someone believable. In the mundane world, it's best to blame those who are already suspected of meddling in society. The CIA, FBI, and NSA are perfect American examples of potential scapegoats (In Canada, CSIS has bungled so many covert operations, they'd be perfect targets). Among the Supernaturals, place the onus on natural enemies or those under suspicion. If the operation was against the Werewolves, blame Pentex, DNA, Vampires, or the Shadow Lords. When against the Vampires it's best to leave evidence accusing the Lupines, the Sabbat, or the Tremere. The Technocracy-Tradition feud is perfect cover for Illuminati activities as well. Note that the arrogance of the Supernaturals toward the mundanes predisposes them to blame the nearest paranormal source for the trouble. Except for the Arcanum, most Supernaturals to not consider normal humans that great a threat.

Disinformation

p> So they're sure its some sort of secret society. Fine. Give them a secret society, but make sure it has nothing to do with the real Illuminati. The Enigmatic Stratagem have this down to a science. Everyone is convinced that the American government is in league with Aliens and that they are using alien technology. With the Stratagem's strange equipment and the presence of the "Greys" have done much to perpetuate this falsehood (as has the activities of the Technocrats and certain Umbral beings). While everyone is concerned with the "Alien Conspiracy" no one suspects mundane humans plotting the overthrow of mankind. It's also noteworthy that there so many sceptics about Alien involvement, that most people are convinced there is no Conspiracy at all.

The main purpose of Disinformation is to mix as much falsehood in with the facts to lead any researchers on a wild goose chase. The more convinced they are in the fabrication, the more embarrassed they will be when they are proven wrong. This tends to lower the credibility of the researchers (very important if they eventually find out something about the True Illuminati). Think about it. Just look at how Steve Jackson games are selling lots of things named Illuminati, and how the concept of Illuminati have spread far and wide thanks to R.A.Wilson... the real Illuminati are hard to find among the wannabees and enthusiasts.

Discouragement

A favourite of the all the Illuminati, the main goal of Discouragement is to make the investigation more trouble than it's worth. Corporations who involve themselves in Illuminati affairs see their stocks fluctuate wildly or become the objects of government investigations. At first the "problems" are just bad enough to serve as warnings. If things persists, however, they can become crippling. While this method has the potential of encouraging investigation, often the individual organization's instinct for self-preservation will convince them otherwise. Discouragement tactics range depending on the Society. Global Elite rely on "physical" means (beatings, bombings, and assassinations; often disguised as terrorist acts) or political pressure, Shadow Bank using monetary means, the Pantheon resorting to slander campaigns from the pulpit (Interesting Plot Hook: Exactly why is the Pantheon so anti-RPG? Maybe the Blood Covenant is behind TSR?), and the Blood Covenant involved in curses and other mystical incantations.

Counterconspiracies

"The best way to avoid a conspiracy is to start it yourself". So the Illuminati creates groups apparently opposing them, to lure in anybody trying to find them or their holdings. The Enigmatic Stratagem probably manipulates the UFOlogists trying to make the government release secret documents, and the Blood Covenant runs debunkers and sceptic organizations which are used to strike at their competitors in the occult world. Additionally, the Global Elite probably controls anarchists. For every attack on a holding owned by their Society, there are a half dozen levied on Enemies (both in the mundane and Supernatural world).

Societies within Societies (The Creeds)

So, you thought the Societies were a homogenous mix of infiltrators, blackmailers, and spies? Wrong. The Conspiracy and its three main tenants (Control the World, Fight the Supernatural, Enlighten Humanity) have sparked much debate among the higher echelons of the Illuminati. What's the most important tenant? What should the Societies' main purpose be? There are many who choose one of the three tenants as their life's goal (their "Creed") while still others have developed their own ideas about the Conspiracy and the direction the Illuminati must follow.

Creeds go beyond Society limitations. In many ways, it's the only thing the Illuminati have in common. Though Societies may fight their own petty battles, many times their Creeds still have relations (though strained they may be).

The Collusionists

"Conspiracy for Conspiracy's sake".

These people have told so many lies, weaved so many intricate plots, that they have become mentally and emotionally dependant on the Conspiracy. The are deathly afraid that if the machinations ever ended, that their life would be shallow and worthless. The Collusionists have no other goals but to keep the lie alive; to do nothing but forge endless (and often meaningless) plots and schemes. Followers of the status-quo, they actively fight any attempt by a Society or Creed to hinder or abet the Conspiracy (because it could eventually cause its end). They are a small faction, but present in all Societies, most notably the Global Elite (and some say the Enigmatic Stratagem).

The Enlightened

"The Conspiracy is not to enslave, but inform".

This Creed seeks a return to the origins of the Illuminati, when the role of the Societies was to educate and assist humans throughout the world. Though they have no love for the Supernaturals, they see no reason to wipe them out. Likewise, world domination is a trivial and useless endeavour. Only by enlightening mankind to the possibilities the world has to offer, can freedom from all forms of oppression be guaranteed. Many of the Enlightened have adopted Ascension-like beliefs, making many wonder if those of this creed are not being influenced by Harmonist elements. They are very common in the Blood Covenant and are the most common Creed-members in the Keepers of Secrets. Also suspected of having members in the Enigmatic Stratagem, though they may have been distorted by the Aliens' twisted philosophies (whatever they may be).

The Harmonists

"The Conspiracy is for everyone, both mundane and supernatural".

A throw-back to the Architects of Reason, the Harmonists believe that the Supernaturals should not be enslaved, imprisoned, or destroyed. Instead, they should be part of the Illuminati; using their powers to the benefit of humanity rather than its exploitation. A very small and silent Creed, the Illuminati regard Harmonists with the same hatred and fear that the Sabbat have for the Path of Evil Revelations. Harmonists must remain secretive, lest they be hunted down and eradicated. Nonetheless, there is believed to be quite a few Harmonists in the Enigmatic Stratagem and the Shadow Bank.

The Ideologists

"Only our Conspiracy is the true Conspiracy"

Loyalty to one's Society is the most important to members of this Creed. Only the Society has the correct path to victory of the supernatural. Only they are worthy of becoming Illuminati. The other Societies are only pretenders to their throne, anti-popes to their divine right of leadership. In short, all other Illuminati are inferior and should bow their will. These groups clash on a regular basis with the Court, and despise their rule. They appear in sizable numbers in most of the Conspiracies.

The Nihilists

"The Battle is lost. Humanity is doomed"

Gloomy, depressed, and perhaps unbalanced, these society members are convinced that the war with the supernatural has been lost before it started. The only recourse is to go out with a bang, taking as many as the abominations with them as they can. There are stories of Nihilists going into Vampire clubs with a backpack full of thermite or napalm, destroying dozens of vampires in the process. Most of these have been dismissed by Vampires as suicidal Hunters, but the Illuminati is deathly afraid of the publicity these actions cause. Because of this, this society has been officially banned by the Court. In many ways, the hatred of the Nihilists equal the Camarilla's hatred for the Sabbat, or the Sabbat's hatred of the Path of Evil Revelations. However, these believers still exist in small numbers; more rise up everyday, despite the many who die.

The Overseers

"There is only one path for Humanity. The path that we, the Illuminati, forge."

This is, by far the largest Creed, not only in power but in influence. The Kings have actively supported the Overseers in their Societies, for it has given them an excuse to grab power wherever they find it. The main goal of the creed is simply the complete domination of mankind. Once they have the mundanes in check, they can use its great resources to curb the Supernaturals. Many within the Creed believe that what they are doing is for the benefit of mankind, but there are just as many greedy cutthroats who do it for the personal influence it gives. The Court has long tried to inhibit the Overseers, but it hasn't the will (or the power) to ban such a large group of individuals (especially since some Queens have fallen under their control). As stated above, the Creed exists in all Societies; the Global Elite is securely under their control.

The Paranoids

"There is only one way... inwards"

This creed (which is related to the Collusionists) is unofficial but quite prevalent in many societies. The paranoids have seen too many friends turn out to be traitors, heard too many awful secrets and know far too much. They cannot leave, they cannot relax and the only way to survive is to fit in while trying to understand what is really going on. They hide their fears under a veneer of loyalty, and often do their outmost to serve the Conspiracy while constantly watching for trouble. Most of them simply try to avoid it, always keeping to the safe side or hiding behind the party-line.

The Purifiers

"What you call genocide, I call a day's work."

While other Creeds only condone the hinderance of the supernatural, the Purifiers believe in their total destruction. The exact reasons for their hatred is varied; xenophobia, a religious hatred of "evil," human supremacy and purity of the race (of any race or gender). Supernaturals are seen as unnatural and polluted strains of humanity; many feel they its their duty of eliminate aberrations for the good of Homo Sapiens everywhere. The Purifiers dream is to set up Auschwitz-style extermination camps where Vampires, Werewolves, Mages, etc. would be exterminated. While no one will admit to being a Purifier (most masquerade as other Creeds), their presence is felt throughout the Illuminati.

The Scholars

"Knowledge is Power."

This creed is common among some Bishops, who have spent all their time studying in the libraries of their Basilicas. They no longer care for the eventual defeat of the supernatural or the eventual fate of humanity. Instead they have become obsessed with the wast amounts of knowledge their society has gathered, and want to get more, to use the Conspiracy to learn all secrets (this creed is quite common among the Keepers of Secrets). They do their best to gather as much information as possible about the supernatural, their enemies or the world in general. They are not very powerful, but very tenacious when they want to learn something.

The Supplanters

"To control the beast, you must remove its claws, pull its teeth, pluck out its eyes, and cut out its ears. After that it's rather harmless".

The Supplanters are the second-largest Creed, just behind the Overseers in overall support. They have the direct backing of the Court (who seek to control the Overseers and Purifiers advocacy and growth). The Supplanters see only the curbing of influence the Supernaturals as a worthwhile goal. Those such as Vampires require pawns to safeguard their existence and control mankind. By removing those pawns, ideally without them knowing, the Illuminati take control of what the supernatural sees and hears. As the Supernaturals have become dependant on their holdings and mortal pawns, so they have given the Illuminati a potent tool in which to misdirect or even destroy them. Ironically, if knowledge of the Illuminati were to become widespread, their dependence on holdings would be their demise. Though they haven't dominance in any society, their presence has at least restrained the influence of the Overseers in most of the societies (excluding the Global Elite, which is firmly under Overseer control).

The Unionists

"There are no Societies. There is only the Conspiracy."

Seeing themselves as visionaries, the Unionists yearn for a day when the Societies can put aside their differences and join as a single unit. Only then, they reason, can the Conspiracy be brought to fruition. They have sought to build relations between friendly Illuminati (such as the Global Elite and the Pantheon), as well as bring peace to feuding Societies (Pantheon and the Blood Covenant). Receiving nominal support from the Court, the Unionists have managed to be a thorn in the side of the other Creeds. They are powerful enough to resist absorption from the other creeds, not threatening enough to risk a ban, and have enough support to cause many to wonder whether separate societies are a good idea. They exist in all Societies (save, perhaps, the Enigmatic Stratagem; they seem to want to keep as far away from the other Societies as possible).