The Reincarnation Engine, Chancel of Belphegor

Properties of the Reincarnation Engine

  • Promises carry physical weight. They can chain someone, they can create weapons, they can even power animated mannequins.
  • The power of the Reincarnation Engine depends on the power of the New World Order’s machinations.
  • Beauty is the currency of the Reincarnation engine. It can be traded, given away, and accepted.
  • The Reincarnation Engine hungers.

The Structure of the Reincarnation Engine

The Reincarnation Engine is built in the Earth’s future, when it lies rotting beneath a dying sun, after Belphegor’s plans culminate in the Rapture that allows for his army to invade Heaven. Thus, the closer Belphegor comes to aligning the future to the one of his design, the more powerful the Reincarnation Engine grows.
The Reincarnation Engine is constructued in six layers, each deeper into the earth and larger the one before, like a buried pyramid.
  • The Topmost level, the pinnacle of the pyramid jutting above the dying world, is called The Promise and consists of Belphegor’s throne.
  • The Second level is called The Principle and consists of Belphegor’s Library of the Damned and the Vault of Wonders.
  • The Third level is called The Purpose, and consists of the vast machinery that creates souls, the Soul Forge, and then constructs the artificial flesh and metaphysical machinery of the mannequins, combining the two into a new person.
  • The Fouth Level is called The Prison, and contains the devilish enforcers of the Reincarnation engine, and a prison that contains rebellious Mannequins, captured gremlins, or stray humans who wandered deeper than they should. The Prison protects the Reincarnation Engine from what lies below, and also houses its greatest secret.
  • The Fifth Level is called the Truth and collects the industrial runoff of the Reincarnation Engine.
  • The roots of the Reincarnation Engine, the deepest level, has no name (and Belphegor will correct anyone who says otherwise), but its denizens call it Liberty while some the security forces higher up often refer to it as the Lie. It houses the outcasts and offal of the Reincarnation Engine, who have forged their own civilization in its deepest bowels. This lowest level ground the Reincarnation Engine in the dying Earth, and allows it to draw in the raw materials necessary for the construction of Mannequins, as well as providing an outlet for waste products.

The Promise and the Principle

Plot to take over the world!

0 or less: Your plot is uncovered! Antagonistic agents move against you and attempt to dethrone you. Or perhaps your plot works… but not as intended! The world, and your life, is worse off for your attempts!
1: You laugh manaically. Mwahahaha! You feel better.
3: Your plot is diabolical. It might not work, but your rivals and opponents will surely be impressed when you explain it to them.
4: Your plot succeeds! Your agenda advances as you slowly and inexorably come closer to ruling all the world!
6: Your successful plot spawns new conspiracy theories, paranoid and jealous worship directed at you by the powerless. Bask in their cowering fear!
7: A government topples! A city vanishes in a flash and a puff of radioactive smoke! Everyone is singing your newest pop-song, unaware of its secret, mind-controlling properties!
9: Your actions have redirected the world on the right path. A thousand may die, and all the art of the world might be lost, and you might cast millions into poverty, but the world is better for it.
Troubles, Tools and Bonds
  • Megalomania: This wound inflicts many of those who try to conquer the world and fail. It acts as an ever mounting obstacle, or an edge others can use against you.
  • None may know of my plot!” This bond helps to protect your conspiracy and bind you to it, but should it be uncovered by a dashing, British spy, or a paranoid conspiracy theory, then you’ll be deeply wounded (and if the wound is lethal, you’ll die dramatically in the culmination of your plot being unwound.)

The Throne of Belphegor

Belphegor resides atop his great reincarnation engine, wherein all the splendor and wealth his has accumulated is gathered. The most beautiful of his mannequins drape themselves in wanton silk, and wait upon those who come to see the great and mighty Belphegor. This is one of the few places where natural sunlight is allowed to spill into the Reincarnation Engine, as the rest is buried in the corpse of a dying Earth.
He brings the inner circle of his New World Order here to make pacts with their damned children, to induct the newest members of the NWO, and to let those who have sold their soul to him to see survey the culmination of his great work and look upon the bleached bones of Earth’s cities.
Properties of the Throne of Belphegor
  • Edge: The Seat of Mortal Power (+4): Belghegor has constructed his throne so that the words of every pact of power lay inscribed on its black basalt surface. It vibrates with pure political momentum. Any attempt to change the course of the world’s political or economic sphere gains an enormous Edge of +4.
Description Snippets
  • Pale sunlight from a wane and dying star spills in through vast, stained glass windows that surround the Throne of Belphegor, blinding the supplicant and creating a golden aura around the once-angelic Belphegor. The colored glass lends an illusion of life to a grey world of black earth and the skeletal white bones of ruined, post-apocalyptic cities.
  • Vast tables overflowing with picture-perfect food, the exquisite culinary art found on franchise menus and that fill fast-food billboards. The mouth-watering scent of the food has an industrial after-tang, a hint of cloying sweetness and tinny, artificial savoriness constructed by an alphabet soup of chemicals. The food itself tastes fine, but standard and unremarkable and leaves one with an unsatiated hollowness.
  • Exquisitely attractive young men and women with lively eyes that brim with masterful beautiful and wickedness glide across the room wearing little more than jewelry and scandalously skimpy garments of flowing white or black. Each bears a barcode stamp somewhere and resemble one another in an uncanny fashion. If one looks closely enough, one can just barely make out seams in their joints and along their limbs.
  • The beneath the cool surface of the glossy black marble floors, the reincarnation engine itself throbs and pulses. The clicking of the clockwork Mannequin servants also interrupts the silence between the murmur of tie-wearing dignitaries.

Find a lost work of art

0 or less: You’ve alerted security! Devils will shortly swarm around you and drag you off to the Prison. Or, possibly, you accidentally ruin a stored masterwork, stripping it of its beauty.
1: You find a work of art. It’s very pretty.
3: You find and claima lost work of art. It might not be the one you were looking for.
4: You find and claim the lost work of art you were looking for. Now, to escape!
5: You find a work of art. It speaks to you. You realize something important about your life, or find the inspiration you were really looking for.
8: You found a work of art. You didn’t even know this existed! It’s better than what you sought, and is a lynchpin to Belphegor’s plot. What will you do with it?
Troubles, Tools and Bonds
  • Trouble: Corporate Security (-2): The Reincarnation Engine is protected by clockwork soldiers, mannequin warriors and a legion of devils. They’ve sprinkled wards, watchful eyes and barriers all throughout the establishment. Trying to get past all of them is exceedingly difficult.
  • Wound: Enchanted: The art, the music, the treasures of the Reincarnation Engine are so breathtakingly beautiful that they begin to approach the power of heaven. Looking upon them can threaten one with this Wound (which is usually just a superficial wound, as only the most fragile of creatures would be utterly transformed by just a single glance at a lost Picasso or a single listen to Chad Kroeger’s audition tape).

The Vault of Wonders

When Carter’s corporate grasp has snatched up some precious treasure, or Chad has wrestled down the next great musical masterpiece, or Damien has found the most precious of a child’s collection, they offer it up to Belphegor, who keeps it in his Vault of Wonders. Eventually, Belpegor’s minions will shift it to the Soul Forge, where it will be stripped of the essenceof what makes that beautiful thing unique, authentic and precious. At that point, the actual work itself can be discarded, as a husk. Generally, at that point, it’s safe (and best!) to mass produce the bland result. Thus, the vault of wonders is full of works that disappointed the mass market not because they were poor, but because Belphegor stripped their glory from them.
A Sampling of Wonders
  • Red Hot Chili Peppers – One Hot Minute
  • Metallica – Load
  • The Original Copy of Assassin’s Creed: Unity
  • Zack Snyder’s original Sucker Punch
  • The True Transformers Armada Toyline

Find a contract of damnation

0 or less: You’ve been spotted by security! Perhaps when Belphegor is finished torturing you, he’ll take your soul in exchange for releasing you! Or perhaps you’ve grabbed the wrong contract or, worse, accidentally damaged one in such a way that dangerous promises begin to leak out and some damned soul finds himself able to shake loose his obligations and go on rampage!
2: You’ve managed to break into the Reincarnation Engine and grab a handful of contracts. Maybe some will be useful.
4: You find the contract that you sought. What secrets will it hold? What power?
5: You don’t find the contract you seek. Instead, you find a series of interconnected contracts that point you in the direction of some important plot by Belphegor, or some deeper secret for the Reincarnation Engine.
8: You do not find the contract you seek. Instead, you find some contract between Belphegor and and a power, or another Imperator, or perhaps even an Excrucian. This dangerous contract holds untold secrets and power… if you can escape with it.
Troubles, Tools and Bonds
  • Trouble: Corporate Security (-2): The Reincarnation Engine is protected by clockwork soldiers, mannequin warriors and a legion of devils. They’ve sprinkled wards, watchful eyes and barriers all throughout the establishment. Trying to get past all of them is exceedingly difficult.
  • Bond: I serve Belphegor: Every contract, to some degree, measures a service to Belphegor. Those who violate this service will take a wound commesurate with their bond. Typically, this is a manifestation of Belphegor’s displeasure, and often transforms them into half-people who are still forced to serve Belphegor in another capacity.
  • Tool: Contract of Damnation (+3): A contract of damnation contains the exact nature of the agreement, the true names of all involved, and is bound to the soul of those involved. This makes it an exceedingly powerful aid when trying to blackmail people, or when trying to use magic against them (that is, mortal magic, not miraculous power, though perhaps such a contract would grant a strike bonus when used in a rite). Treat it as Edge, in most cases.

The Library of the Damned

Belpegor keeps perfect records of every contrat he has ever taken out. He must! That way, he can produce it when his victims try to welsh on their agreement, or when he needs to use some explicit loophole to escape. The armies of clockwork clerks and robed devils also act as his legal department, carefully crafting the language of each contract to explicitly ensure that Belphegor gets what he wants out of the contract. And, of course, the contracts themselves bind souls, hence the name of the library (it is not just a library full of contracts, but of the damned themselves). Thus, the contract can be used in the creation of a Mannequin.
Properties of the Library of the Damned
  • Edge: Demonic Legal Team (+2): Having an entire department of demons as your legal team is slightly superior to having a legal department full of lawyers.
Description Snippets
  • Dim yellow bulbs hanging low near shelves and shelves of paper and books and boxes full of documents. Strange, arcane and sinister characters mark the library shelves in a system known only to the librarians (though, of course, Powers can read any language). As one nears the documents themselves, they drain the light around them, creating thick, miasmatic shadows that cluster in far corners of the shelves and make the lightbulbs buzz and dim when an especially powerful contract of damnation is read.
  • The sheaves of paper whisper on unseen winds. They whisper of regret, of dreams unrighteously achieved and the unexpected costs. They whisper for freedom from their contractual shackles. They whisper for virtue unearned. The darker ones whisper promises of their own, promises of hidden power and secret knowledge. The wise do not listen.
  • The room smells of dust, cobwebs and drying, cracking parchment. Beneath that, there lies the hint of sulfur and the cloying sweet of dying flesh and rotting teeth.

The Purpose and the Prison

Create your own Dream Mannequin

0 or less: You make a mess and ruin some perfectly good Mannequins, or create a new mannequin, but it goes madand becomes an abomination.
2: You make a mannequin. It might not be your dream mannequin, though.
3: You make a particularly beautiful mannequin. It’s not your dream mannequin, but it’s surely someone’s.
4: You create your dream mannequin.
5: You create a mannequin, but it’s not your dream mannequin. Nonetheless, it becomes a boon companion and a close ally.
6: You create a powerful and exceptional mannequin, one that with magical properties or unique genius.
7: You create your dream mannequin, but it exceeds all of your expectations, unequally magical or exceptionally capable.
Troubles, Tools and Bonds
  • Trouble: You can’t just make people out of nothing (-5): To create a mannequin requires the essence of something uniquely beautiful, and a contract for a damned soul. The trouble can be bypassed if you have both, but the mannequin itself will be shaped by the masterpiece and the damned soul.
  • Bond: Abomination: Some damned souls have gone too far and become devils. A devil in human skin is a monster, hungry for flesh and mad, unable to escape the border mythic.

The Soul Forge

The heart of the Reincarnation Engine is the soul forge. The vast, clockwork machinery takes a damned soul and fuses it with the beautiful uniqueness of a masterpiece. The combination is a twisted combination of heaven and hell, of purity with taint.
The Soul Forge’s machinery also constructs a new body from the corpses of the dead and the raw material from the heart of the dying Earth to create artificial beings powered by the same metaphysical machinery that the Reincarnation engine, and then houses the soul within the newly constructed body. The body can be designed to spec, as well as the mind. Only the soul is notoriously difficult to control, and it can shape the flesh and mind, even warping it into something monstrous.
Properties of the Soul Forge
  • The Soul Forge Machinery: The Soul Forge allows one to bypass the “You can’t just create a soul from nothing” trouble, provided one has a damned soul and the beautiful uniqueness of a masterpiece.
  • (Wound) Stripped of Beauty: Those who fall into the workings of the Soul Forge risk something worse than physical injury. The devouring teeth of that great machine can chew up your very beauty and uniqueness, stripping from you everything that makes you remarkable, and leaving a boring, gray, mass-produced mass behind. That can take quite some time to heal!
Description Snippets
  • As far as the eye can see, the vast machinery of the Soul Forge churns, turns, clanks and whirs. The thin, steel catwalks that stretch over the grinding teeth of the factory’s endless clockwork vibrates constantly with the motion.
  • Thick, viscous black grease lubricates the gears and cogs of the factory. It drips from the machinery and pools on the catwalks and flooring, great globs of it like black, sticky tears.
  • The Soul Forge itself, sometimes called the Navarasa Refinery, lies at the heart of the great Reincarnation Engine, precisely at its center. The steel struts flow from it out to the walls of the Reincarnation engine, each supporting the other. As works of art are poured into it, the prismatic fires within purge all the physical components leaving only the essence of beauty. It burns with rainbow light, with the smell of a summer’s day, or the smell of leaves after an autumn rain, with the warmth your father’s sweater when you haven’t seen him for a long time or of a hearth during winter, and with the sound of church bells ringing out. Next, a thrashing shadow of a damned soul, bound in the steely ribbons of contractual law, is dropped in, and all at once a terrible reaction happens. With the rumble of ominous thunder and a stomach-lurching sense of wrong, the two things combine and then it condenses into a point of light that spins and swirls with gossamer strands of virtue, sin, potential and infinity, and becomes a single speck of heaven stained with hell. A soul is born, swirling with both tear-wrenching beauty and a sickening sense of wrong.
  • Steely skeletons hang from the hooks of the factory line as they wend their way through the great engine. Here, spidery machinery bolts on strips of grey-brown, leathery muscles, there metallic seamstresses sow a plastic-like hide over the flesh and silken hair is woven around the factory-made face. Overseers might pour over rows of glass eyes, choosing the best for a custom-made mannequin. They find their way to the great dharma stamp, which impresses them with purpose, and then, in the final step, the thrashing shadow of a damned soul and finally, that profane star-speck of heaven is infused into the mannequin and they suddenly jerk awake and alive, their eyes seeing, their mouths working, and often their hands reaching up to touch their face, to try to make sense of their jumbled memories and who they are.

Rescue a Prisoner from the Reincarnation Engine

0 or less: You’ve made a right hash of things. Alarms are ringing, the devils of the Reincarnation Engine and their mannequin flunkies descend upon you. In short order, you’ll be added to the collection of prisoners within the Reincarnation Engine and, worse, you released the wrong person!
3: Wow, what an adventure! You broke into the prisons in the heart of the Reincarnation, made a mess, and released a few prisoners, and then managed to escape! They sure won’t forget your name!
4: You rescued your prisoner.
6: You rescued your prisoner and a few others, and now they owe you. More, those beneath the Reincarnation Engine, in Liberty, have heard of your success, and hope you’ll lead them in their glorious revolution.
9:You didn’t rescue your prisoner. You found the Chamber of Grace.

The Chamber of Grace

The true heart of the Reincarnation Engine is not its Soul Forge, but its power source, just beneath it. Before Belphegor was cast out of heaven, he kidnapped one of its angels, Aionide, and dragged her down with him to Earth. He’s chained her up and slowly drains the Grace from her. Century by century, more of her feathers fall away and she grows smaller. She is, now, the size of a child, but she could spring back to her full glory if she had a chance to return to heaven. Her grace supplies what Belphegor no longer can: A small piece of heaven to infuse his wicked, stolen souls.

Properties of the Clockwork Cathdral
  • Unbreakable Chains (-5): No mortal hand can break the chains that bind Aionade, only Miraculous actions can do that, and Belphegor has infused them with a powerful Auctoritas, making any attempt to free Aionade a doomed effort.
  • Trouble: Corporate Security (-2): The Reincarnation Engine is protected by clockwork soldiers, mannequin warriors and a legion of devils. They’ve sprinkled wards, watchful eyes and barriers all throughout the establishment. Trying to get past all of them is exceedingly difficult.
  • (Wound) Touched by Grace: Those who stay too long in the presence of Aoinide, the Angel of Grace, become changed by her. They gain stained-glass eyes and metaphysical additions, like clockwork wings. They become addicted to the castoffs of the Soul Forge and begin to see the Angel of Grace in their dreams.

The Truth and Liberty

Revolt against the Machine

0 or less: Your actions draw the authority and power of Belphegor down upon you. His devils and his mannequin army now descend upon the lower levels of the Reincarnation Engine to demolish your resistance. The Machine is stronger than ever.
1: Slacktivism lets you feel like you’re making a difference, even if you aren’t.
2: It turns out that raising awareness really doesmake a difference.
3: Whee, firebombs can be pretty! Watch that clockwork man-machine stagger and burn while its voice drones out a low and slow static-howl before it dies. You’ve made a difference!
4: Your revolt has pushed the machine so that it teeters. Devils must turn in their resignation notices. Prisoners are released. Belphegor promises reform. Perhaps he even means it!
6: Your revolt has really pushed the Reincarnation Engine to the brink! You’ve managed to alarm Belphegor’s backers and word of your success spreads to the disenfranchised of the Reincarnation and the Dying Earth. Others begin to take up the banner.
7: You break something fundamental to the Reincarnation Engine. Perhaps you free someone vital, or you smash the Soul Forge itself. Short of a project, you cannot destroy the whole chancel, but the nature of it changes utterly.
Troubles, Tools and Bonds
  • Trouble: Corporate Security (-2): The Reincarnation Engine is protected by clockwork soldiers, mannequin warriors and a legion of devils. They’ve sprinkled wards, watchful eyes and barriers all throughout the establishment. Trying to get past all of them is exceedingly difficult.
  • Trouble: You and what army (-3): It’s very difficult to make meaningful, wide-scale change without a considerable force at your disposal. If you don’t have an army, apply this penalty.

The Clockwork Cathedral

Beneath the Soul Forge and the Chamber of Grace, deep in the Truth, the industrial residue and runoff of the industrial processes above gather and pool in one central place. Once, machinery removed the industrial build-up, but that has since broken down. Now, every spilled scrap of heart-wrenching beauty, and Aionide’s Grace and Inspiration, as well as fragments of souls and just a hint of damnation, have pooled into a single place, giving it enormous dharmic and artistic weight, and changing it. It has become the Clockwork Cathedral, a place of hope in the Truth and Liberty, the lowest depths of the Reincarnation Engine, where the misfits and castoffs can gather to worship or, perhaps, to plan for the overthrow of the Reincarnation Engine.

Properties of the Clockwork Cathedral
  • What you need to See: The hymns of the Clockwork Cathedral carry words within words, and its stained glass windows carry so many facets that its congregation hear what they need to hear and see what they need to see. These are usually moral or artistic visions, rather than dharmic ones.
  • (Tool) Spiritual Center (+3): The great spiritual weight of the Clockwork Cathedral absolutely centers its congregation and improves their lives. Anyone who must contemplate spirituality, their place in the universe, or what they should be doing gains a +3 to that effort.
  • (Wound) Touched by Grace: Those who stay too long in the Clockwork Cathedral become changed by it. They gain stained-glass eyes and metaphysical additions, like clockwork wings. They become addicted to the castoffs of the Soul Forge and begin to see the Angel of Grace in their dreams.
Description Snippets
  • The Multifaceted, stained glass windows are asterions: they catch the light given to them by others and reflect it back with an inner fire, showing different visions from different perspectives. They gleam and glow and seem so shift and flow as one walks past them, scenes animating themselves with a play of light. They show tragic and beautiful scenes, of suffering, broken artistry and great moral imperative.
  • The vast vaults of the Clockwork Cathedral catch the hymns of the congregation and echo them back, but often with old words, perhaps with whispers spoken days ago, or a sermon that is yet to be spoken. To hear the echoes of yesterday or tomorrow, or even the voice of the Angel of Grace, one must be silent and meditate upon the great spiritual weight of the place. Once so centered, one can hear the words whispered by the walls in between the notes of sacred hymns.
  • The air carries the weight of tragic, broken grandeur, like stepping into the desecrated ruins of a house of worship: One can feel the tragedy of the once holy, and the hope of something that could be holy once more. It carries with it the weight of expectation and awe, like the thickness of the air when the orchestra falls silent, but before the roar of applause begins.
  • Poorly lit, so deep beneath the surface of the dying earth, shadows hang heavy in the Clockwork Cathedral. Only the candles and yellowy electric lanterns of the misfit denizens offers any light, as well as the reflected light of the stained glass windows and the glittering eyes of the creatures that attend the Clockwork Cathedral. The rattle of their machinery, the click of their teeth and rustle of their vocoders mix with the smell of oil, earthy rot and incense to create a strangely heady atmosphere. These are the dispossessed and desperate, those that hope someday to be real people.

Survive!

0 or less: The Reincarnation Engine devours all that comes within it; you are no exception. If you’re lucky, you’ll be chewed up by its gears, to have your bones picked by the devilish gremlins that infest the machinery. Perhaps you’ll have your beauty stripped and be turned into a pasty, catatonic slave of the machine. Perhaps your parts will be turned into fodder for the mannequins and your soul, bound to a promise by belphegor, will awaken in the artificial flesh of a mannequin.
1: One can find joy and beauty even in the harshest of worlds.
2: You’re surviving… for now. You’ve found food in the hide of a dying devil, and you’ve found shelter in the underpass of a catwalk. But it won’t last.
4: You’re managed to survive, carving out a niche for yourself in the heart of the Engine.
5: It’s like you’re meant to be here. The Reincarnation engine isn’t just a place you’re surviving, but a place you’re living. You belong here!
6: You’re not just surviving, but thriving! The misfit gangs of Liberty fear you, and the mannequin army knows to avoid you. Perhaps people even come to you for advice on how to survive, or to trade for some of the things you’ve been making to help yourself survive.
7: You’ve not just survived the Reincarnation Engine, but conquered it! You’ve become a force to be reckoned with. The Reincarnation Engine must fold you into its workings, just as Liberty itself has forced the whole of the Reincarnation Engine to grudgingly accept it and its denizens.
Troubles, Tools and Bonds
  • Trouble: The Will of Belphegor (-3): Belphegor must accept that which comes into his Reincarnation Engine. This lacks the force of a true Imperial Miracle, but resembles it on a mortal scale. Those who evade Belphegor’s will and live here without his knowledge face a harder struggle. Those who gain Belphegor’s permission to be here, often by making an oath, or “Selling out” as Liberty puts it, can avoid this trouble.
  • Tool: The Freedom of the Lie (+2): Those who make their way to Liberty can better survive the Reincarnation Engine. This tool can only overcome the Will of Belphegor trouble, but it’s enough to shift survival from impossibly difficult to merely inconvenient.
  • Wound: Devoured by the Reincarnation Engine: Those who fail to survive are digested by the Reincarnation Engine. This wound usually results in the end of that particular character, but it sometimes just changes them into something else, one of the servitors of the Engine, or a Mannequin, etc.

The Underground

Sprawling beneath the gigantic Reincarnation Engine, Liberty is a city within a city. It brims with helter-skelter construction, apartments piled atop one another like a child’s bricks, and winding roads and alleyways. In the Underground, the misfits and outcasts of the Reincarnation Engine make their home. For many, the Underground isthe Reincarnation Engine, for they never get much above it, except for perhaps the Truth and its Clockwork Cathedral.
The Locations of the Underground

  • The Underground Market: Because of the properties of the Chancel, many of the misfit denizens have taken to trading their beauty, or scraps of beauty they find lying around, or perhaps given freely by the charity of the Clockwork Cathedral, or perhaps ripped off a victim by a savage mugging, for promises made real, the metaphysical machinery of the reincarnation engine. The oathsmiths of the Underground can shape a promise into a sharp blade, or durable armor, or even exquisite vehicles, though they cannot forge something truly living without access to the Soul Forge. The Underground Marked also trades in said beauty, swapping genuinely authentic, original and meaningful artifacts for promises, mannequin slaves or metaphysical machinery.
  • Club: Zero Exposure: The cultural heart of the Underground is Zero Exposure, a ramshackle club that serves whiskey, rum and rainbow bowls. It’s covered in corrugated iron, the tables are industrial wirespools and the waitstaff are clockwork servitors. Aqua Punk got its initial start here.
  • The Offramp: Liberty is build into the roots of the world, so its connects with other places and other times. One can take an offramp from the Underground to Gastown in Vancouver or the Dungeon of Lost Toys, among other places.

Description Snippets:

  • Industrial run off and the oil of reincarnation engine above gives the puddles of water and the greasy black mud a rainbow sheen in the soft glow of the mushrooms that root in the trash of the Underground. The drip-drip of water is sometimes the only sound audible in the emptier parts of the Underground.
  • The rogue servitors of the Reincarnation Engine clank and whir as they walk past, speaking to one another in crackling, radio voices. When questioned, they’ll stop and turn to stare at you with burning, yellow, electric-lamp eyes, their hide covered in rust and burlap.
  • Raucous laughter and the pulse-pounding beat of truly unique and innovative music makes it way out of Zero Exposure. The neon sign, with a flickering Z, announces the location. Inside, devils curl their tails around their glasses of hard vodka, a wizened clockwork servitor swirls his sparkling rainbow bowl, and a beautiful-eyed mannequin girl smiles at you with steel teeth and asks what you’ll have, while man in a patchwork top-hat announces the next act to the shadow-swathed audience, who erupt in cheers and whistles.
  • The stink of trash, human waste and the rusting of metal pervades all of the Underground. The miasma grows so thick in places, it forms a choking mist of a sinister yellow-green hue. As one sloshes through the thick, clumpy, greasy brown mud of the streets of the Underground, one might wonder if this is what happens when someone builds a city in a sewer.

Damien Bogsworth, Viscount of Toys, King of Toyland

Belphegor acquired the Estate of Toys by contract, which stipulates that he must honor the laws of Toyland, the seat of the Estate of Toys and a complex world home to a variety of lesser estates. The law of Toyland states that Toyland itself chooses its King, who is also made the Power of Toys. Upon turning 13, the King of Toyland must give up his position to the next king of Toyland.

Damien Bogsworth, the current King of Toyland, refused. The only child of a wealthy lawyer and a doting trophy mom, Damien has lived a life surrounded by the best and most exclusive toys. He’s learned to collect limited edition toys that he leaves in their box (“It preserves their value”), and his parents ensure he has better toys than everyone else, which he uses for leverage to ensure that he’s “the coolest kid in school,” bribing those he’d like to be his friends by letting them watch him play with his awesome toys. His magnificent collection contained such occult weight that Toyland selected him to be the King of Toyland when he was 8.

As his thirteenth birthday approached, Damien realized he had already been replaced and that toyland had selected a new king, Tommy Tinkerton, who would ascend to the throne on Damien’s birthday. Furious at the prospect of losing all the wonderful toys of Toyland, Damien turned to Belphegor, who was all to happy to agree to help him. Belphegor and Damien found Tommy Tinkerton and kidnapped him. Damien keeps Tommy locked up in a dungeon in the bowels of toyland in a magical cage that slowly drains the youth from Tommy and keeps Damien eternally twelve. Soon, Tommy will be too old to be king, and Damien will be the immortal emperor of Toyland.

As the toys of toyland become increasingly aware of these, they have rebelled and tried to free Tommy. Damien has responded with brutal crackdowns and secret police. The toys of Toyland are now divided between those who support Damien’ revolution, enforcers and informants, and those who fight it: rebels and guerillas.

Damien’s flowers are aconite, the Key of Rage, and oak, the Key of Something That Hasn’t Changed.  He follows the Path of Hell, and his anchors are Tommy Tinkerton, the True King of Toyland, the Pinup Princess, the Great Toy Hoard, and Toyland itself, his Sanctum.

Estate of Toys

-Toys are the playthings of others (3).
-Toys tempt you to use them (1).
-Toys spark nostalgia and fond memories (1).
-Toys bring fun and amusement (1).
-Toys are childish (1).

Domain Miracles of Toys

  1. Summon a common toy from nothing, or change one toy model to another, common toy model.
  2. Know a toy’s true name at a glance. Know everything about an obscure toy. Talk to a toy, get it to talk back, to find out whatever it knows.
  3. Make a toy even cooler: More fun, more tempting, more nostalgic. Upgrade a common toy to a limited-edition, exclusive, high-end toy. Make a toy physically stronger and tougher.
  4. Create a toy to spec. Bring a toy to life, so that it’s animated and able to act according to its will. Make a toy enact your will. Give a toy a new function (“Kung Fu Grip!”)
  5. Use a toy like a ouije board or a magic 8-ball to see the future. Damage or destroy a toy. Strip a toy of its value, or its color, or some of its functions.
  6. Change a toy’s destiny, what purpose it serves, or how the world sees it. Make a toy haunted, or extremely valuable, or the last of its kind. Make a toy epic, making it immortal, unbreakable, or magical.
  7. Animate all the toys of a region or a city. Summon one of the Seven Fabled Toys. Create a magical toy from nothing. Create a new genre of toy.
  8. Destroy all toys in a nation. Destroy a genre of toys. Create an item capable of destroying even one of the seven fabled toys.
  9. Empower a toy to become one of the Seven Fabled Toys.. Forbid toys from ever entering a particular area.

Persona Miracles of Toys

  1. Make someone a little more plastic, a little more fun, or a little more childish
  2. See through the eyes of any single toy. Become a specific toy.
  3. Make yourself tempting. Make it so that someone remembers you fondly. Become enormously fun. Become a child.
  4. Turn someone into a toy, or a toy-like creature. Make someone into your plaything. Curse someone with childishness.
  5. Strip a toy of its fundamental toyness. Remove any fond memories someone has of someone else. Remove all of someone’s childishness. Destroy a toy-like quality of toys, such as making them boring (“An educational toy”), or remove the fond memories associated with them. Become an army of toys.
  6. Connect someone to their toy. Change who is connected with a specific toy (“This teddy bear is now fundamentally yours”). Bless (or curse) someone so that they can see the true lives of toys around them as those toys come alive in their presence. Bless someone so that they may enter toyland, or that they may never enter toyland. Become a truly epic toy. Create a specific fond memory about yourself and put it into the mind of a god. Tempt the whole world to make use of you.
  7. Turn someone into a magical toy, or into an entire genre of toys. Make someone into an eternal child. Bind someone into eternal servitude as your plaything.
  8. Remove an entire genre of toys from your estate. State that all toys within a nation no longer count as toys. Curse someone so that nobody will ever have fond memories of them again, or that nobody will ever have fun with that person again.
  9. Connect someone to an entire genre of toys, so that they are its king and defender, existing so long as they exist, granting them access to a minor estate associated with that toy genre (like one of the seven fabled toys).

<========================Spoilers========================>






















Damien and the Tacoma: No power of Belphegor hates the Tacoma’s powers more than Damien, who works actively to defeat them. Percival the Teddy Bear Knight, once one of Damien’s royal guard, abandoned his position to protect his Boy, and worked with Jack Livingston to steal Snickersnack, the primeval wooden sword, from Damien, who has sworn unending revenge. Furthermore, Hazel technically falls within the Estate of Toys, and is the only toy that’s also an Imperator, making her themost exclusive toy, and Damien, as the Power of Toys, claims ownership over her, and wishes to put her “back in her box” to “maximize her value.”

Aspect 0 (Mortal)
Domain 2 (Viscount)
Persona 0
Treasure 5

Gifts: Sovereigns Gift (1)
Miracle Points: 8

Passions and Skills

Passion: “I want to collect all the coolest toys” 2
Skill: Toy Trivia 1
Skill: Tantrums 3
Skill: Feigned Innocence 2
Skill: Things only grownups understand -1

Bonds and Afflictions

Bond: I am hot for babysitter (1)
Bond: Nobody else gets to play with my toys but me! (3)
Bond: I am seek total dominion over Toyland (2)
Bond: I will make Tommy Tinkerton suffer (1)
Affliction: I will lose my estate if I ever turn 13 (4)
Affliction: I am a twelve year-old boy (1)
Affliction: I reveal the secret life of toys (3)

Anchor: The Great Toy Hoard

Damien Bogsworth has the besttoys. These are typically wondrous anchors, and work as described, though it Damien wants to be surethat they’ll help him in a specific way, he needs to use a Treasure miracle. These include:

Exclusive Studio-Worthy Iron Man™ Costume with Working LEDs
Acquired from a winning e-bay bid shortly after the Avengers first came out, the costume is one of a kind, and comes with a manual that states that the armor is “virtually impregnable,” which Damien took to heart. It is a wondroustwo with the following two properties:

  • Armor of Argumentation (2): Damien’s Iron Man costume is technically vulnerable to bullets and other real-world weapons, but those are unfair and against the rules, so Damien can use the armor to argue that it doesn’t count.
  • Armor Times Infinity (3): If one attempts to attack Damien’s armor in the context of a toy-fight, he’ll argue that the armor is “virtually impregnable” and so that any hit he takes would be absorbed by the armor, making him nearly invincible in Toyland.

The Nerf Warfighter™ cannon with fully-automatic firing action, unlimited ammunition and underbarrel water-balloon grenade-launcher
This custom-designed prototype never made it fully to market, but it did have an advertising campaign and made the rounds in toy magazines, so naturally Damien decided he wanted it. It serves as his primary weapon when engaging in military-scale combat.

  • Unlimited Ammunition (1): The Warfighter never runs out of ammunition, though he needs to carry a bandoleer of water balloons independently.
  • You’re Out!” (1): The Warfighter can’t kill you, all it can do is make you out, if you’re hit. This also counts as a wound, but it means you may “no longer participate in the game,” in whichever context Damien currently sees the contest.

Working Darth Vader Lightsaber™ Replica with light-up action

When Jack stole Snickersnack, that left Damien without a primary sidearm or sword, the symbol of his kingship. However, while Damien definitely objects to anyone stealing any of his toys, he prefers Darth Vader’s Lightsaber because it’s way cooler.

  • Cuts Through Infinite Armor (3): Darth Vader’s Lightsaber can “cut through anything, just like in the movies!” In the context of “play” combat, it can defeat any material that protects someone.
  • You’re Out!” (3): Darth Vader’s lightsaber, despite impressive visuals, can’t actually kill you. If Damien hits you, though, you’re “out” and not allowed to play anymore, jut like with the War Fighter above.

Genuine Flying Hoverboard™ As Seen in the Movies
Ever since Back to the Future 2, every kid has wanted a hoverboard. Well, Damien has one, and no you can’t play with it. And yes, it doesactually fly.

Combat Robotics Commando Elite™ Action Figures with 100% Articulation

Damien Bogsworth has the complete set (including the rare Brick Bazooka action figure, who was recalled due to the danger his included fire-cracker bazooke posed to children), and they form the core of his “praetorian guard” in Toyland, acting as his enforcers and assassination squads.

Passions and Skills
Passions: “Be all you can be!” +1
Passion: “Death to those who oppose Damien’s Glorious Revolution!” +2
Passion: “We’re Action Figures, not Dolls!” +1
Skill: Frag ‘em all +4

Anchor: Beatrix Freeman, the Pin-Up Princess

Beatrix has been the baby-sitter for the Bogsworth since she was 14 and Damien was 9 (They share a birthday), and he’s had a slowly growing crush for the increasingly attractive young woman. He’d bring her his most expensive toys, let her watch him play his most exclusive games, and one time, he even let her touch one of his collectibles. She thought his exclusive Colonel Chip Murphy toy was a “nice doll,” and smiled sweetly at all of his little toys, and then kissed him on his head and sent him off to bed. Oh, how Damien loved those kisses.

Beatrix was also an excellent student and attractive enough to win the heart of any young man in her school, but she kept herself unattached, and Damien knew it had to be that she loved him too. It had to be! Then she announced that she had been accepted at Queens University in Kingston, but she wouldn’t leave until she turned 18. She told Damien that she would “miss him.”

Damien was furious. How dare she leave him! So on the last night that she was to babysit her, he asked her if she would come look at his “Secret place.” Suspicious, she joined him in his room, whereupon his Commando Elite grabbed her and dragged her, while he laughed, into Toyland.

She resides now, chained to his throne in Toyland, his beloved Pinup Princess. He intends to marry her, and brings her the riches of Toyland and asks her, but she refuses, demanding to be released so that she can go home, go to College and finally grow up. Toyland cannot accept her as an adult, but it can accept her as a toy, so it slowly changes her, turning her skin into plastic and her hair into nylon. She can feel her will sapping, being replaced with a desire for someone to just play with her. When she can, she conspired with Toyland’s resistance, but she is increasingly aware that Damien uses her as his puppet, connected to her by his obsession for her, and she’s concerned that she might be undermining the very resistance she is trying to foster.

Passions and Skills
Passions: “I want to grow up!” +2
Skill: Modern Parenting Psychology +3
Skill: Innocent Flirting +2
Superior Quality: Plastic Beauty +2
Cool +1

Bonds and Afflictions
Bond: You can trust me with your kids (1)
Bond: I can never leave Toyland so long as Damien rules it (2)
Affliction: I am a living toy (3)
Affliction: A demented Power loves me! (2)

Anchor: Tommy Tinkerton, the True King of Toyland

Tommy Tinkerton never knew his true parents, as they died in a mysterious, toy-related accident when he was just a baby. Since then, the ginger-haired boy bounced from orphanage to orphanage. In one, he met a doddering old carpenter who taught him to carve his own wooden toys. In another, he met an old seamstress who taught him to sew his own dolls. In a third, he met a toymaker who showed him how to care for and maintain the old, antique toys, like tin soldiers and rocking horses. Each craftsman told Tommy that he was special, and meant for bigger things, but that he should use his skills to improve the lives of those around him, and that he should respect his toys.

He did. He plied his skills in each orphanage, fixing the broken dolls of crying girls, or building new ones from scratch for a set of twins who had nothing to play with. He named each toy he made, and could even imagine a life for them, and he dreamed that they thanked him for their true names, and promised to keep them hidden and that, one day, when he needed them, they would come for him.

Then, at least, the door to Toyland opened up to him. The toys he had built lined up before him and welcomed him to his new throne. He was to be the next King of Toyland. Then, the clouds gathered and, Damien Bogsworth and his elite strike force, alerted by the Magic 8 Ball as to the time and location of Tommy’s arrival, scattered the Tinkerton’s loyalists and snatched Tommy away and spirited him to his dungeon.

Damien demands that Tommy abdicate his position as King of Toyland in his favor, officially and before all the Toys of Toyland, so that the resistance against his rule will finally end. Tommy refuses. In retaliation, Damien finds one of Tommy’s created toys and breaks their wooden legs and rips out their stuffing in front of Tommy while the serene prince refuses to give in.

“If you leave a toy in its package,” He’ll tell Toyland’s dictator. “You’ll never understand it the way I do.”

Passions and Skills
Passion: “I love toys” +5
Passion: “We can fix a problem by talking about it reasonably” +2
Skill: Toymaking +4
Skills: Magical Kingdom Administration +2

Bonds and Afflictions
Bond: I am the True King of Toyland (3)
Bond: I will defeat Damien (1)
Bond: I love the toys I created (1)

Anchor: Toyland

Toyland is the Sanctum of the Power of Toys, and is described in its own post.

Toyland

Properties of Toyland

  • Nobody dies in Toyland
  • Only children and toys may enworkmenin Toyland.
  • Any toy can be found in Toyland.

Challenges of Toyland

Play!

0 or less: Call down the Damien’s dread enforcers, who will demand to know precisely who is engaging in unauthorized play with his toys! Or break the toy you’re playing with. Ooops!

1: Well, that was fun!

3: Make other kids jealous of how much fun you’re having.

5: You’ve learned something while playing with what is clearly an educational toy. Oh no!

7: Your play is actually exactly as fun as you hoped it would be. The things you always wanted to happen when you play? They happen. It might not be good, but they happen!

Trouble and Tools:

  • Nobody plays with my toys but me!” (3): Damien Bogsworth has issued his decree, and so none may play with any of the toys of toyland but himself! Anyone attempting to bypass this Trouble inevitably gains the attention of one of Damien’s informants, who will call down Damien’s enforcers on the interloper. Still, consider applying a trouble of 1, as toys are so terrified of being cast into the Dungeon of Lost Toys that they tend to keep to themselves and avoid strange children.
  • Tool: The Seven Fabled Toys (+4): The Seven Fabled Toys, if the deign to descend from Toy Mountain to play with a child, will so empower that child’s play that even the most surly child will experience impossible delight and have fun. They’re often highly educational (boo!).

Toy City

The largest collections of toys in all the world, the once great megatropolis of merriment has bloated into a crime-ridden monstrosity under Damien’s ruthless reign. Once, toy soldiers guarded its walls, while tops spun upright and balls and jacks got along and Lego laborers worked tirelessly to keep the doll houses and block skyscrapers in top condition. Now, barbie dolls turn tricks on the street corners. Bouncing balls have learned to stay within their homes lest a rogue jack puncture them. Gangs of laughing, rampaging Sock Monkeys have taken to the streets, gleefully ripping the stuffing from rag dolls who don’t fork over their protection coins. Only Damien’s favorite toys, franchise merchandizing and exclusive collectibles, walk the streets unmolested under the watchful eyes of Damien’s enforcers like the Commando Elite. And even they know their days are numbered, for when the next movie catches Damien’s attention, or a sudden surge in production drops a toy’s value, the Tyrant of Toyland’s whimsical interests will change.

Properties of Toy City

  • Corruption (Trouble 2): Toy City rots beneath Damien’s rule. Those who want to achieve anything meaningful in city must grease the palms of a higher official or particpate in the criminal underworld to get something done. Unless a toy (or a child) is willing to accept some of Toy City’s corruption into themselves, they face Trouble worth 2 points whenever they try to do anything in Toy City.
  • You can find anything in Toy City (+1): If someone is looking for a lost toy or a specific brand of toy, or useful information, Toy City is the best place to do it. It will not help you find mystical or legendary toys, however.
  • Let’s play Licenses and Legal Fees!: Toy City lets you bypass Damien’s Decree by seeking bureaucratic permission to play with one of the Toys of Toyland. Alas, you still have to deal with Corruption.

Description Snippets:

  • The faded colors of the once bright blocks that make up the towering skyscrapers, once set against a glorious, sun-blazing skyline, now mostly hidden in the oppressive grey-clouds of Damien’s disapproval.
  • The haunting laughter of a villainous Sock Monkey, followed by the loud pop of a ball or a balloon, and then the tiny, electronic sound of a police siren.
  • The chipped paint of a Barbie’s lips, the fading luster of her once-golden hair, a broken heel clinging to her permanently tip-toed feet, her too-short, glossy skirt showing a vast expanse of posable, plastic thigh, and her electronic croak of “Want to play?”
  • A momentary glimpse of wooden fruit on a table and the frightened google-eyes of a doll through the window of a dollhouse before she yanks the cotton curtains closed.
  • The click-clack of a rubicks cube over an intersection, while slot cars rev their electrical engine, waiting for its red face to turn green.

Find one of the Seven Fabled Toys of Toyland

0 or less: The hinterlands of Toyland pose many dangers. You cannot die in toyland, but that doesn’t mean you want to meet a feral Teddy Bear either. Or perhaps one of the Seven Fabled Toys finds you and is very ill-disposed towards you.

1: What an adventure! At least you had fun.

2: You find something. It might not be one of the Seven Fabled Toys, and it might not even be a clue towards one of them, but you find something.

4: You’ve found a very important clue to one of the Seven Fabled Toys, or perhaps even attracted their attention and gained an audience with one of their mediaries, who wants to know what you seek, or pronounces you unworthy.

5: You do not find one of the Seven Fabled Toys, but you do learn something of what it means to be worthy of their attention. Perhaps you regain some of your childlike innocence, or you learn to value toys, or you learn the importance of sharing.

7: You find one of the seven fabled toys. They may or may not be well-disposed towards you. What now?

9: You find one of the seven fabled toys and enlightenment. You understand why this quest was important for you personally and in making the change necessary in your life, you have gained the favor of one of the Seven Fabled Toys of Toyland. They will fulfill your request.

Bonds, Afflictions, Trouble and Tools:

  • Tool: The Holiday Wish Catalog(+1): The Holiday Wish Catalog, released by Rosens Ltd, is the only known catalog in the world to contain information on the Seven Fabled Toys of Toyland (sometimes, they even include listings that allow you to buy one, but Damien’s influence has prevented that for over a century). Consulting one can make it easier for you to find one of the Seven Fabled Toys.
  • Trouble: You are Unworthy (-3): To approach one of the seven fabled toys of toyland, one must have childlike innocence, a profound appreciation of toys and the secret lives they lead, and you must embrace the Kindergarten Virtues, such as sharing, taking naps at the right time, not bullying others, being nice to your parents, etc. Bypass this trouble if you are willing to incur the wrath of of one of the toys, or to be changed.
  • Bond (Childlike Innocence): If one is willing to be changed by the seven fabled toys of toyland, treat this as a Wound that inflicts a Bond for Childlike Innocence or some other Kindergarten Virtue. For mere mortals, this often changes them into children, or possibly even into toys, who thereafter become one of the mediaries of the Fabled Toy.

Toy Mountain

Toy Mountain is a fabled mountain found in the most distant reaches of Toyland, beyond the Bathtub Sea, past the desolate Sandbox wastes and further even than the Great Backyard Forest. The Toys of Toyland never die, but they know that eventually, their lives in Toyland itself must somehow end. The unworthy and wicked toys who prick their child’s fight or refuse to be shared or work hard to lose themselves in the bottom of the toybox end up, inevitably, in the Dungeon of Lost Toys. But the worthy and faithful toys are sometimes welcomed by the Gods of Toyland, the Seven Fabled Toys to the great and wondrous Toy Mountain. According to some stories, the mountain itself is built out of the endless resting-boxes of millennia of good toys slowly accumulating in this, the most sacred of places in Toyland.

Properties of Toy Mountain

  • Unforgiving Wilderness: Anyone who seeks to get to Toy Mountain must face a gauntlet of physical dangers enough to extinguish the courage of even the hardiest toy. While toys cannot be lost, they can be melted by the deserts, soaked by sea, or devoured by the great hounds that roam the Backyard Forests.
  • Home to the Gods (+3): Any attempts to find the Seven Fabled Toys will be far more successful if undertaken here.
  • Finding God: Those who come to Toy Mountain often walk away changed. It’s possible that characters might acquire one of the following Wounds:
    • Bond: Feral Toy 1: The toy forgets its child and loses its connection to its original purpose, and joins the roving feral tribes of toys in the wastes that surround Toy Mountain.
    • Affliction: I see the true lives of toys 1: You have been touched by the power of the Seven Fabled Toys, and you can see and hear what other mortals cannot: the slow blink of a dolls eyes, the whispered gossip toys share with one another about their children, etc.
  • Trouble: Beyond the Tyrant’s Grasp (-4): The Seven Fabled Toys reject the authority of Damien Bogsworth, and represent the core of the Estate’s conflict with Damien. They have used their considerable power to erect a Miraculous barrier that makes the mountain itself seem to shift and move if the agents of Damien attempt to come closer to it. If you’re a loyal agent of Damien Bogsworth, you must surmount this Trouble or have some magic that lets you ignore it.

Description Snippets

  • The mountain smells musty, like an attic full of old, treasured toys, and sunlight pours through dust motes like gold shooting through floating diamonds, and at the top of a mountain, the silhouette of a mysterious-but-familiar toy gazes upon you, before turning his back on you and losing himself higher up in the mountain.
  • A painted river, churning blue and white with fish-like paint-flecks of silver, flows down the plastic green sides of the mountain, flowing past a forest of toothpick trees and a small-but-exquisitely detailed village full of blobby looking half-people and windmills that turn against a non-existent wind. In the distance, against dark blue cardboard sky, back-lit lightning flashes to recorded thunder.
  • The churning heat of red-painted, baking-soda-and-vinegar lava boils out over the top of a paper-mache peak, spilling its red guts out over the blasted landscape and sending nearby toys scurrying for cover.
  • The peak of Toy Mountain is covered in gift-wrapped packages and small, wooden pine trees. The frozen stillness of Christmas anticipation brings a hallowed frostiness to this sacred spot. If you reach up, you feel like you could almost touch the sky and, with it, achieve the aspirations of every toy: to become forever beloved.
  • Flash! Behold, one of the seven fabled toys. The sun surmounts its head like a halo. It stands perfectly, like a toy in the window on a cold, Christmas morning. Its face contains the beauty of the most coveted toy, with the perfection of a catalog advertisement. Its voice is the breathless excitement of a child describing the toy they want most. Its touch is the loving caress of a child taking their precious toy into their grasp for the first time, full of electric thrill. The Fabled Toy beckons you forward. You are blessed!

Rescue a Lost Childhood Toy

0 or less: Perhaps your toy has joined the resistance and your actions have lead to Damien uncovering it and foil its attempt to restore the True King of Toyland. Oops! Or perhaps you get lost in the search for your toy and become afflicted with Nostalgia. Or perhaps Damien uncovers your efforts and throws you into his Dungeon of Lost Toys.

1: Toyland is kind of neat! Make some new friends

3: You don’t find your lost, childhood toy, but your quest speaks to the hearts of those in toyland. They whisper of you and grow envious of your toy, who has such a loyal master.

4: You found your lost, childhood toy! Hopefully, it’s not in trouble!

6: The toys in toyland are moved by your actions. They rally around you, as a good child who seeks to protect her toys, and look to your for leadership against the despotic reign of Damien. Will you join them in their fight to overthrow Damien?

7: You find your lost, childhood toy. You find all of your lost, childhood toys, or you also find the means to free them or fix them. Things return to how you remember them as a child!

Bonds, Afflictions, Trouble and Tools:

  • Bond: Nostalgia (1): You’re afflicted with an inflated sense of how wonderful your child was and a deep yearning to be as you were back then. Treat this as a wound that can occur if you find a lost, childhood toy, or if someone brings one to you.

The Dungeon of Lost Toys

In the bowels of the Great Toy Castle lies the Dungeon of Lost Toys. Most Toys believe the Kings of Toyland constructed the dungeon to house the worst of the toys, and in a sense, that’s true. The first King did indeed dig deep into the core of Toyland to hide away the 13 Hell Toys, but what he found was a vast network of forbidding plastic, lego, clay and paper-mache tunnels. The presence of the 13 hell toys warped it further, expanding and twisting the tunnels back in upon themselves.

The highest levels of the dungeon, those closest to the Great Toy Castle resemble what one would expect of a prison, and here, Damien keeps his political prisoners. Deeper yet, where the artificial plastic and wood give way to more natural paper-mache and clay, the 13 Hell Toys are kept in vaults, and the tunnels, caverns and grottos begin to spider throughout the core of toyland, ever shifting under the influence of the hell toys. Sometimes, prisoners escape and make their way into the bowels of the dungeon, where they are never heard from again. For the toys of toyland, the Dungeon of Lost Toys ishell.

Properties of The Dungeon of Lost Toys

  • Trouble: Tight Security (-3): Any attempt to rescue a lost childhood toy that’s been cast into the Dungeon of Lost Toys requires you to either overcome this trouble, or deal with the security directly, or accept that your toy might have been irreparably lost or destroyed by Damien’s torture.
  • The Forbidden Toybox: In the most secure depths of the Dungeon, there lay scattered and lost vaults wherein the 13 hell-toys, those toys exiled by the first King of Toyland for being too dangerous. Finding one of these is worth an additional -2 trouble, for a total of -5 trouble!
  • Lost Pathways: The deepest bowels of the Dungeon of Lost Toys connects to the Reincarnation Engine, allowing one to travel from one Chancel to the other.
  • Lost (Wound): Toys cannot die, but they can become Lost.  Any such Lost toy can always be found in the bowels of the Dungeon of Lost Toys.

Description Snippets

  • The slow groan of a multi-colored, camo-toned, puddle of waxy like plastic that was once a G.I. Joe, that slowly gropes its way across the plastic bricks of the dungeon.
  • Amidst the scattered fluff and red thread of Damien’s many victims, a barbie-dolls head has been spiked atop a sharpened pencil, with its hair shorn to stubs. Its painted eyes slowly flutter own, deep green and full of pain. “Help me,” it pleads.
  • The plastic walls and floors feel rough and cool to the touch. Green Fun Express™ glow-in-the-dark goo slowly drips down the wall with a disgustingly squishing sound and a strange, hungry burbling.
  • In the bowels of the dungeon, where the shadows grow thickest and rubber spiders dangle on frightful rubber strings, toys move sluggishly behind plastic bars, except for one, where the open, orange manacles of a My Pet Monster™ rest empty in mute testimony to its escaped denizen. In the cell behind you, a haunted doll’s mouth begins to rattle up and down as she cackles electronically “Want to play? Want to play?”

Fight the forces of Damien Bogsworth!

0 or less: You suffer defeat! You’ve been wounded in some way, or captured and dragged off to the Dungeon of Lost Toys! Or, even if you survive, some of your allies will almost certainly suffer an ill-fate, or you’ll bring the gimlet eye of Damien Bogsworth upon you.

1: You fought the forces of Damien Bogsworth. Perhaps you didn’t win, but you at least have satisfaction of knowing you didn’t go quietly into the night.

3: You fought the forces of Damien Bogsworth and your efforts have rocked toyland. Barbie wants to interview you. Damien puts out crayon wanted posters out for you. Your efforts have made an impact and not gone unnoticed.

4: You achieved some measure of victory! You’ve captured Toy City, or freed some toys from the Dungeon of Lost toys! Damien will certainly remember that!

6: The Toys of Toyland watch your efforts breathlessly. Dare they hope? Many rally to your side, and you soon find yourself swamped with an army.

7: The armies of Damien Bogsworth lay crushed beneath your iron heel. The dismembered body of one of the Commando Elite begs for your mercy. Damien still has plenty of forces, but his power has definitely been greatly diminished by this victory.

9: By clever strategem, you have forced the armies of Damien Bogsworth to surrender, or even to join your side. No toys were destroyed this day! Indeed, those who faced you now reconsider their decision and realize that, through you, a united and whole Toyland might be possible.

Trouble and Tools:

  • Damien Bogsworth’s leadership: If Damien himself leads his forces, this becomes a contest.
  • Trouble: Commando Elite (-2): The Commando Elite are the finest fighting force currently in Toyland. If they join the battle, beware! If Damien wields them in a contest, they give him an Edge of +2.
  • Tool: An Army of Tin Soldiers (+1): The old tin soldiers can still fight with the ferociousness of the Napoleonic armies upon which they were founded, if one can still find enough of them.
  • The Might of a Fabled Toy (+4): Few things can compare, in toyland, to the power of one of the Fabled Seven Toys, except perhaps all seven.

The Great Toy Castle

Accumulating over the millennia that Toyland has existed, it is every toy castle ever built by children. It has spires topped with triangle blocks, walls built from LEGO bricks, and is fronted by the leering plastic of Castle Greyskull. It is the seat of the King of Toyland, and held in the greatest respect by all Toys. It is the literal center of Toyland just as it is the symbolic center of the Estate of Toys. He who holds the Great Toy Castle holds the Power of Toys.

Properties of the Great Toy Castle

  • Edge: The Throne of Toys (+5): The Throne of Toys is the ultimate authority of power in all the lands of toys. Those who sit upon it utterly dominate the politics of Toyland. Anyone who resists them in a contest of political authority must contend with an Edge of +5.
  • Toy Royalty (+2): The Great Toy Castle houses the most noble toys in toyland, only the finest.  Anyone who wants to play with these toys gain +2 from the extra satisfaction and happiness those toys will bring them!
  • Affliction (Packaged): Damien Bogsworth keeps the Great Vault of Packaged Toys in the depths of the Great Toy Castle. Those captured fighting him might find themselves afflicted with this Wound. It preserves their value while assuring they can no longer effectively oppose him. This is too much for some toys to bear, though, who are sometimes utterly changed from Toys (which are meant to be played with) and into Collectibles.

Description Snippets

  • The loud blare of commercial trumpets, the excited chatter of toys, and the popping sound of confetti bombs bursting to cast a rain of color and ribbon streamers down onto the streets near the Great Toy Castle.
  • The swoop of the newest, coolest toy jets as they buzz the castle. The rhythmic, marching plastic click-click-click of Damien’s armies as they patrol the walls.
  • The imagination-firing vastness of the great castle, like an ever-growing pile of grandeur, heaped up by the dreams of every child who has ever put a toy crown on his head and a sheet about his shoulders.
  • The hushed, excited silence within the great castle, lit by strings of light-bright bulbs, with speak-and-reads announcing the room you’ve entered.
  • The grandeur of the court room, with its wood-block thrown, the exquisite burger-king crown jewels of toy land still in their original packaging, awaiting the next king of Toyland, while Magistrate Bopit informs you, in rapid sequence, of what protocols are expected of you in the august presence of King Damien Bogsworth.

Chad Kroeger, the Dark Pawn of Music

Chad Kroeger is one in a long line of Belphegor’s ill-fated Powers of Music.  Because the Estate (not originally one of Belphegor’s, the result of a contract forged with its original owner) wars with its master, Belphegor selected Chad as his weapon against the estate, to force it into submission.  As Chad had always wanted to be a rockstar, he gladly sold his soul away for a chance to live his dream, including his very own band and a beautiful, rock-and-roll wife.  Belphegor granted him all he wanted, including the beautiful Avril Lavigne as his wife, so long as Chad would wage Belphegor’s war on music, which Chad was happy enough to take up.

Chad has Nickleback, the 604 Records label, and Avril Lavigne as his anchors.
His flowers are Chamomile (Something Romantic) and the Star of Bethlehem (the Key of Something Changed)

Estate of Music

-Music is Sound made Art (2)
-Music is seductive and alluring (1)
-Music inspires passions and soothes worries (1)
-Music makes you want to move (1)
-Music is subjective and divisive (1)
-Music sets the mood (1)

  1. Domain Miracles of Music

    1. Summon up whatever song you want on the radio. Summon a boy band out of thin air (they’re ultimately not very impactful), or summon a crowd of fans that will dissipate shortly.
    2. Know what song is coming up next on the radio. Know who wrote a song, what its position on the top ten chart is, etc. Have a conversation with the lyrics of a song to pull out hidden meaning.
    3. Increase a song’s popularity, or the success of a band. Make sure a song gets stuck in someone’s head. Improve a song’s mood-changing quality so that you can control someone’s emotions, lull them to sleep, or force them to dance to the song. Make someone gets a song stuck in their head.
    4. Create a song out of nothing, or summon a meaningful musician, band or fan.
    5. Ruin a song, so that it is quickly forgotten or disgraced. Force a band to break up via scandal or death. Know who is listening to music, or what is occurring in any place where a specific song that you’re currently listening to is playing or has played or will play.
    6. Change the importance of a song, (“Enter the Sandman is the best wedding song!”), or rewrite its history to a limited degree, such as changing which band wrote it, or its country of origin, or how it was or will be received. Change a band’s fate of destiny in some specif or limited way (“After Evanescence breaks up, Amy Lee finally gets together with Seether. Their children are beautiful”). Ensure that a song is never forgotten, becoming embedded into a nation’s very sense of self-identity (“And now playing our National Anthem, American Idiot”). Make a music so compelling that someone dances to death to it, or everyone who hears a song falls madly in love with its musician. Curse someone with an eternal ear-worm.
    7. Create an entire genre of music from nothing. Create musical instruments with magical power (like the pipe of Hamelin, or the Ocarina of Time). Create a new angelic song worthy of Heaven itself. Create a legendary musician, such as Robert Johnson, ex nibilo.
    8. Destroy a song so completely that is it never existed (“One of the Six Forbidden Songs, “Raise your Glass”).
    9. Change a song’s fundamental impact on all of history, so that it is always present at certain events (“All Star, by Smash Mouth, is also know as the Suicide Song for all of the death its haunting strains have inspired”). Change what impact a song has had in the past or will have in the future, allowing a song to inspire revolution or to tear a society apart with controversy.

    Persona Miracles of Music

    1. Make someone a little sexier, a little more controversial, a little more rock-and-roll.
    2. Whenever someone listens to a song, the Power of Music listens right back.
    3. Make yourself seductive and alluring. Set the mood to whatever you wish. Inspire others while also soothing their worries.
    4. Make someone subjective (thus vulnerable to the opinions of others) and divisive, such as a bad boy that’s beloved by young women but despised by their mothers. Make every sound someone utters artistic. Curse someone so people around them wish to move away to the beat of that person’s life. Turn someone into a physical song, capturing their patten onto sheet music, or trapping them in the lyrics of a song on the radio.
    5. Strip someone of their sexiness and appeal. Slow those in the room around you, stilling movement. Remove someone’s ability to move, freezing them like the flash of a strobe light.. Strip someone’s passion and fill them with frantic worry. Remove any artistic quality from a song. A song no longer counts as a song, but as noise.
    6. Ensure that someone becomes a rockstar, or strip them of their rockstar quality. Become seductive enough to seduce an excrucian. Gain the capability to control the movements of those around you. Gain the ability slice through things, or cut apart friendships (“Divisive”)
    7. Trap a city into a song, so that every citizens pattern is displayed in a complex sheet music or a dramatic and long concert piece, or that they only exist when the backside of a particular album is played. Make someone so subjective that other’s opinions literally shape them.
    8. Curse a city so that they may never enjoy any music again. Strip a nation of its ability to move except when a particular song is playing. Reduce an entire genre to noise (Death Metal).
    9. Grant someone magical musical powers (such as the Pied Piper of Hamelin). Bind someone eternally to a song, so that as long as the song exists and is playing someone, that person cannot die.

Belphegor acquired the Estate of Music from another, and his relationship with it has been a difficult one. His powers, from Robert Johnson to John Lennon, someone had been hunting and slaying his Powers. The last, Curt Kobaine, was assassinated by the Dread Angel Courtney Love, and so Belphegor tried a different approach.

Belphegor hunted for someone that he could use to whip the Estate of Music into submission. He found a young Canadian who dreamed of being a rockstar. Belphegor offered him everything he wanted: A rock and roll career, a cool band, wealth, a big black jet with a bedroom in it, and a sexy, hip-hop wife. In return, Belphegor demanded that Chad help him undermine the very music that Chad so enjoyed, and force it to submit to his reincarnation engine. Chad signed away his soul and got everything he asked for.

Belphegor forged a band and a perfect wife, Avril Lavigne, from the Reincarnation Engine. The Society of the Elect ensured that Chad rose to be the face of American music, and power and wealth showered him. Nonetheless, the Estate of Music rejected him. It stripped his music of all artistic merit, and ensured that no matter how popular he grew, he ultimately didn’t matter. Chad seethed! He had the power and wealth and prestige of celebrity, but none of the true dharma of stardom. At first, he accepted this, but when the Estate of Music stole away his beautiful and beloved wife with the temptations of independence and true musical authenticity and artistic merit, he’d had enough. The Estate of Music had triggered a way with its master, and he finally accepted his fate as his weapon for breaking the Estate to his will, and that of his demonic master. Even so, beneath his hatred, he still harbors a love of music, and part of him wonders if a better path is to join his estranged wife and abandon his contract and master and find the truenature of his estate.

Chad is a Magister of the Dark, as he and his music undermine all of humanity, slowly driving them to their death and destruction. Every bad review Chad gets just makes him smile as he knows that each of his spectacularly popular songs drive another nail into the coffin of everyone who hates his music. Chad represents the lie of celebrity, as he is everything everyone wants to be, but that which everyone despises.

Aspect 2 (Pulp Hero)
Domain 0 (Pawn)
Persona 2
Treasure 2
Gifts:

  • Bardic Strains (2): As Bardic Music, but it requires a Hard (2) Miracle. Chad can play heart-breakingly powerful music, enough to make the wind dance or an excrucian to fall in love, but it costs him 2 miracle points.
  • Slayer of Songs (1): As a normal Miracle (0), Chad can remove a song from his domain. It no longer counts as art, but as pointless corporate crap at best and noise at worst.

Miracle Points: 5

Passions and Skills

Passion: I want to write a truly new song: -1
Passion: Damn I look good: 3
Skill: Music: 0
Skill: Village Idiot -1
Skill: Business 2
Skill: Cool 3 (1 free)
Skill: Shine 3 (2 free)

Bonds and Afflictions

Bond: My marriage to Avril Lavigne is just perfect (1)
Bond: By my Record Label, ye may know me (2)
Bond: Belphegor owns my Soul (4)
Bond: I hate my band (1)
Affliction: My music all sounds the same (1)
Affliction: Music hates me! (4)

Nickleback

Belphegor created Nickleback from the damned souls and ruined beauty of masterpieces using his Reincarnation engine, thus they are Mannequins. They exhibit supernatural strength and supernatural musical playing capabilities and have an almost automaton-like durability (See “The Reincarnation Engine” for more on Mannequins).
The tension between Chad and Nickleback is one of seething hatred. They remind him of his every failing with the Estate of Music, but he needsthem. His hatred drives his bond with them, and allows him to possess them and use them as his agents in his war against music.
In addition to being Mannequins, Every member of Nickleback has:
-Bond: Serve the will of Chad Kroeger (4)
-Immutable
-Durant
Mannequins aren’t human, so may have superior skills and passions. Those of Chad’s band have:

  • Superior Quality: Mannequin Music +1
  • Superior Quality: Mannequin Strength +1

Mannequins

Created by Belphagor by mingling the principles of his Empty Suits and his Toys, Mannequins seem to resemble people, but are in fact empty and soulless. All Mannequins are Immutableand Durant and usually have Superior Qualities associated with their chosen skill and their superhuman strength. If pulled apart and perceived from within the Border Mythic, they will seem to have strange, black-iron gears and metaphysical machinery in place of human organs.
Properties of a Mannequin:

  • Mannequins resemble people (1)
  • Mannequins aren’t really people (2)
  • Mannequins have no heart (1)
  • Mannequins contain a soul of the damned and a ruined masterpiece (3)

    Avril Lavigne (Ascended Mannequin)

    Avril Lavigne is a mannequin created to fulfill Chad’s demand for the perfect bride. Like all mannequins built by the Reincarnation engine, she contains the soul of one of Belphegor’s damned, and the heartbreaking beauty of a ruined work of art. This contribute to a rebellious nature that made her push against her bondage-love of Chad.
    Meeting Aquapunk changed her. It infused her with purpose. It showed her a new way. She seeks independence and authenticity, to be something true and new and original, and ultimately, to understand herself. 

    When she first fled, Belphegor’s agents casually recaptured her, but she managed to break free of her bonds and to seethe Reincarnation Engine. She knows what she is, and she’s horrified. She’s loose in the world now, seeking to understand her true nature, and how many mannequins are loose in the world and just how deep Belphegor’s conspiracy runs.

    Aspect 1 (Touched up), 3 miracle points

    Gifts: Immutable (1), Durant (1),

    Bond: Find my own path (4)
    Affliction: Is an ascended Mannequin (2)
    Affliction: Hipster (2)

    Inhuman Passions and Skills

    • Passion: I am my own woman +1
    • Passion: I want to create my own song -1
    • Skill: Skater-Girl +2
    • Skill: Pop-star Queen +2
    • Cool 3
    • Superior Quality: Mannequin Music +1
    • Superior Quality: Mannequin Strength +2
    • Superior Quality: Beauty +2

    604 Records

    As with Magnus Carter and Belphegor, Chad’s power is bound up with a powerful and occult symbol, that of his record label. It, and his music, appears to announce his impending arrival. And where his mark is, so too is Chad, able to see the world, and even influence it, through the power of his Label.

    Magnus Carter, Dark Duke of Corporations

    Magnus Carter is the Power of Corporations.  He is Belphegor’s Son, and the literal manifestation of the compact between Belphegor and the Bilderberg group, who seeks to bring about Belphegor’s New World Order.  Magnus is a Dark Magister, and seeks to undermine and ultimately destroy mankind.  Relatively recently (since the 1950s), Magnus Carter has taken on the name “Magnus Carter” and has taken to clothing his swirling ribbons of agreements and contract-law with a human shell, derived from the soulless husks of those employees trapped in his corporate web.

    Magnus Carter is attended by Mina van Tienhoven, the virgin sacrifice made by the Bilderberg group in 1877 to forge their compact with Belphegor, and Magnus Carter’s personal secretary.  Because Corporations drain the souls of those who work for him, he’s also attended by an army of “Empty Suits,” soulless look-alike men dressed in factory-made suits and ties.

    His flowers are Gorse (Something held in thrall) and the Wild Rose (Something weird)

    Estate of Corporations

    • Corporations seek to increase the profits of their shareholders (3) 
    • Corporations are legally people (1) 
    • Corporations are constructed out of legally-binding contracts (1) 
    • Corporations only understand money (1) 
    • Those under the thrall of Corporations eventually lose their humanity (1)

    Domain Miracles of Corporations

    1. Make an event or an institution slightly more corporate. Create corporate trappings out of nothing: Clean lines, ties, suits, nice outfits. Make a venture slightly more profitable (but only cosmetically)
    2. Know all the details of a corporation just by looking at them, including who works for them, what their profit margins are, what they make, how they interact with other corporations. Can talk to other corporate entities (as spirits).
    3. Make a corporation more of an entity in the local environment. Increase its profit, make it more influential or powerful. Make corporate life more soul-sucking than usual.
    4. Construct a corporation out of nothing. Turn an institution into a corporation. Allow a corporate entity to materialize. Create a soulless corporate minion from nothing.
    5. Seriously damage or destroy a corporation. Hollow it out so people no longer invest in it, no longer trust it in, so that its legal protections are removed. Destroy the spirit of a corporation. See the fate of a corporation, and see how the rest of the world is shaped by corporations, or understand things that a corporation governs. Make a company particularly pleasing and fulfilling to work for. Ruin a corporations ability to make money.
    6. Change the policies of a corporation. Change the destiny of a corporation, making it good or making it evil. Transport a corporation (“Toyota’s traditional headquarters here in Spokane”)
    7. Create a world-spanning corporation from nothing. Create an army of soulless corporate minions. Allow the true, greater-god forms of Corporations to manifest and stride across the world (“Corporations are, legally, city-crushing titans!”)
    8. Destroy a world-spanning corporation. Make a megacorporation fulfilling for all employees.
    9. Change the destiny of a major megacorporation, or the worldwide opinion of corporations in general. Shift how corporations will impact humanity.

    Persona Miracles of Corporations

    1. Make someone (or something) a little more corporate: A little more straight-tie, a little more money-obsessed, a little more soulless.
    2. Become present in any Corporation. Become any soulless corporate minion (empty suit). See through the eyes of any corporate employee.
    3. Make yourself, legally, a person. Make yourself highly profitable. Suck the souls out of those beneath your control
    4. Make something, legally, a person. Make someone a construct of contracts and agreements (that can be negotiated). Make someone only able to understand money. Make someone profitable. Turn someone into a soulless corporate minion.
    5. End someone’s curse of soullnessness. Remove someone’s ability to make profit or understand money. Remove someone’s legal status as a person. Become all corporations. Become the CEO of any corporation.
    6. Make someone a CEO or a champion of corporations. Surround someone with corporate things. Become metaphorically profitable.
    7. Make someone a construct of contracts that can be negotiated to become something inhuman and powerful (like turning someone into a true corporation: Fannie Mae and Freddie Mac were people before the Dark Duke found a new use for them. Their deaths caused quite some economic ripples!). Someone becomes metaphorically profitable. Incorporate things like cities, or turn them into contracts that can be negotiated, or legally people. Everyone who serves a nation or lives in a city will become soulless.
    8. An entire city becomes unprofitable or nobody in it is legally a person anymore. Cure an entire nation of soullessness.
    9. Make someone a cosmic-scale CEO. A nation becomes bound up in a corporation or itself corporate.

    Empty Suits

    Magnus Carter creates Empty Suits wherever he goes. Mortals who spend too long in his Glory can become empty suits as well. People who work too long at corporations, especially at the highest levels, become Empty Suits.

    Empty suits have the Gift of Invisibility (they are simply not noticed unless they choose to be) and the following Properties (note that breaking a property and taking a “wound” might not physically kill an Empty Suit. Often, it returns their humanity):
    • Empty suits have no strong opinions (1)
    • Empty Suits serve Corporations (3)
    • Empty suits offend nobody (1)
    • Empty suits know what all other empty suits know (2)

    Background

    The Dark Duke of Corporations is an example of an Estate created entirely by mankind. It didn’t exist until recently, as the result of a conspiracy of mortal magicians in the Gilded age. They sacrificed a virgin unto the demon Belphegor to cement their power and wealth in the world. Belphegor arose and created a contract with them. This contract created, ex-nihilo, the estate of Corporations, and the contract itself gained sentience and became a Power, the Dark Duke of Corporations. This resonated backward and forward through time, cementing the power of the First Families of America, and creating a new pin to hold the world against Excrucian intrusion, and laying the foundations of Belphegor’s Reincarnation Engine, which was the true reason Belphegor agreed to the contract.

    The sacrificed virgin, Mina Van Tienhoven, had her name, memory and dharma struck from the world and became the Dark Duke’s first Anchor, his personal assistant. She carries the Duke’s schedule and his original contract. Thus, she literally bears the Dark Duke; wherever Maude goes, the Power of Corporations is always close behind, and Maude determines where and when the Duke shows up. Those who cannot gain access to the Duke often try to gain the attention of Maude, for if they can gain her favor, they can usually gain the Dark Duke’s attention soon enough.

    His other anchor are the Society of the Elect, the First Families of America. Through them, the Dark Duke’s influence is woven into the very fabric of American society (noticable in how Americans prefer to use corporate tradmarks™ to actual terms, such as “kleenex™” rather than “tissue” or “lifesaver™” rather than breath mint, etc). Each family has one member, usually the head of the family, who attends the yearly Bilderberg Conference, wherein the Dark Duke’s name is invoked and the direction of Belphegor’s New World Order is discussed.

    The Duke has recently taken to using the economic engines of his Corporations and his ability to create Empty Suits to drain the souls of those humans who have fallen into his Corporate webs and use the resulting husks as a shell of a human form (within his well-dressed human form, he is nothing but the swirling words and ribbons of contractual obligation). This has resulted in a more human perspective. He has experienced the delight of sushi, or the crisp coolness of winter air on his skin, and he wants to experience more. He has fallen in love with one of the human powers of the Tacoma and seeks to please her, to delight her. This increasing love and fascination has made the Duke question the principles of the Dark to which he has sworn himself, and his loyalty to Belphegor’s devilish agenda. He has begun to make covert arrangements to align himself with the Tacoma and the Light.

    Relationship with the Tacoma

    The Tacoma’s fantastic wealth and his fascinating Powers have drawn Magnus’ eye and he has grown impressed. In a fit of rebellion, he feels more drawn to the Tacoma than his own “father,” Belphegor, but he’s unsure of how to connect with the Tacoma or his powers, so he tends to awkwardly hang out near them, and then grow spiteful and angry whenever Belphegor or one of the other Powers of Belphegor show up, in an effort to keep up appearances.

    He has yet to gather up the courage to ask out the Power that has gained his eye, though he’s done a lot to secretly improve the standing of her family in the world and drawing her family closer and closer to his corporate power.

    Stats

    Aspect 0 (Mortal)
    Domain 4 (Duke)
    Persona 2
    Treasure 1
    Common Gifts: Elusive (1), Glorious (2), Unblemished Guise (1), Immutable (1)
    Miracle Points: 8

    Passions and Skills (Superior)

    Passion: I want to be a real boy: -1
    Superior Quality: Superior Executive +3
    Skill: Hostile Takeover +4
    Skill: Accounting +3
    Skill: Honesty -1
    Skill: Shine 2 (Free)
    Skill: Cool 2

    Bonds and Afflictions

    Bond: I always fulfill the letter of all agreements I make (2)
    Bond: I have more than enough wealth to accomplish my goals (2)
    Bond: I would be lost without my personal secretary (4)
    Bond: My cult and I profit from one another (1)
    Bond: I’m in love with a fellow Power (1)
    Affliction: Wherever I go, Empty Suits follow (3)
    Affliction: I am a living contractual agreement (1)

    Magnus Carter’s Anchors

    Mina Van Tienhoven, the Bilderberg Princess, Personal Assistant to the Devil

    The Van Tienhoven family have long been deeply connected with Belphegor, from his first steps into the the world, with the creation of the Estate of Corporations in 1602, to his compact with the First Families of America in 1877 when Magnus Carter was born. Their admission to the Society of the Elect has lead to a fantastic rise in power, but at great cost, the greatest was that the Van Tienhoven family had to offer up their youngest daughter, Mina, to Belphegor in 1877 as a virgin sacrifice.
    Belphegor accepted, but her sacrifice was made not with blade and blood, but with pen and ink. She signed away her soul into service to Belphegor, binding herself to eternal service to her new diabolical master.

    Her contract stipulates that she will serve Belphegor, that she will sustain his Estate of Corporations and the Society of the Elect, and that she is, in fact, a virgin. As long as she maintains the contract, the families of the American Round Table remain prosperous, and she remains immortal.
    Mina appears as an unassuming but attractive young woman dressed smartly in a modest and slightly out-of-date skirt-suit, with buckled heels and lace gloves. She can flow from a flawless American accent (with a distinctly New English tinge) to exquisite Victorian English to perfect Dutch (she speaks a Gelderse dialect). She carries Magnus Carter’s schedule: those who cannot get ahold of the Dark Duke himself often seek to gain the attention and pleasure of Mina, for if she notes the meeting in the Dark Duke’s schedule, he is compelled to appear. As a result, a cult to Mina, the so-called Bilderberg Princess, has grown up in the penumbra of Corporate or Political wannabes who yearn to gain the highest eschelons of power.

    She currently resides in the Living Shangri-La. She has fallen in love with a handsome and dashing up-and-coming CEO, but were she to act on her feelings, she would violate the terms of her contract, and bring an entire estate and the fabric of modern economics crashing down around her. Thus, she waffles in tragic indecision.

    Passions and Skills
    Passion: Girls are meant to be seen and not heard +3
    Passion: Surely if we can just talk it out, we can come to a reasonable compromise -1
    Skill: Secretary +4
    Skill: Shine +1

    Bonds and AfflictionsBond: I’m secretly in love (2)
    Affliction: I am a virgin (4)
    Affliction: I am soul-bound to Corporations (3)

    The Society of the Elect

    Also known as the American Round Table, the First Families of America, and the Bilderberg group (after their later meetings, and expansions, that began in the 1950s). This group of power-hungry cultists made a compact with Belphegor to bring about his New World Order in exchange for fantastic wealth and power. The contract contained such power that it elevated every member of the founding families backwards and forwards in time. Magnus Carter is the literalmanifestation of that agreement, and as such, all members of the Society of the Elect are bound to Magnus as anchors. This includes the following:

    • The Descendants of Henry Latham Currey
    • Mark Cutifani, chairman of the De Beers Group
    • Robert Kuok
    • David Rockefeller
    • Cornelis van Tiendhoven
    • Audrey Fairfax

    The All-Seeing Eye

    Magnus Carter’s contract is sealed with the Eye of Providence. All corporate heraldry descend from this, the original masonic imagery, and Magnus’s growing power in 20th century America means he has placed his stamp on each dollar bill. Wherever the Eye of Providence is, so too is Magnus Carter.

    The Eye of Providence, it should be noted, is just a symbol, the iconography of Magnus Carter. It is not a living thing, though this does not stop people of accusing it of sinister conspiracies, or of forging new connections with aliens, nor did this stop it from guest-starring in a children’s cartoon for a couple of years before Magnus Carter found out and put a stop to it.

    Belphegor, Devil of Corporations, Toys and Music

    “This world is a machine. A machine for pigs. Fit only for the slaughtering of pigs.”
    — The Engineer, A Machine for Pigs

    Belphegor is the Devil of Corporations, Toys and Music.  His Powers are Magnus Carter, Dark Duke of Corporations, Damien Bogsworth, Dark Viscount of Toys and President-for-life of Toyland, and Chad Kroeger, Pawn of Music.  His Chancel is the Reincarnation Engine, a secretive construct of vast, steampunk architecture and metaphysical machinery whose purpose remains mysterious.  He rules over a cabal of powerful mortal conspirators who work together to secretly rule the world.  Through them, Belphegor hopes to create a New World Order.

    Belphegor’s flowers are Acacia (Something which must be hidden) and Clemantis (Something given gifts).

    The Estate of Corporations

    • -Corporations seek to increase the profits of their shareholders (3)
    • -Corporations are legally people (1)
    • -Corporations are constructed out of legally-binding contracts (1)
    • -Corporations only understand money (1)
    • -Those under the thrall of Corporations eventually become empty suits (1)

    The Estate of Music

    • -Music is Sound made Art (2)
    • -Music is seductive and alluring (1)
    • -Music inspires passions and soothes worries (1)
    • -Music makes you want to move (1)
    • -Music is subjective and divisive (1)
    • -Music sets the mood (1)

    The Estate of Toys

    • -Toys are the playthings of others (3).

    • -Toys tempt you to use them (1).
    • -Toys spark nostalgia and fond memories (1).
    • -Toys bring fun and amusement (1).
    • -Toys are childish (1).

    Background

    Belphegor is not a “true devil” in the sense that he’s a creature native to hell, but a fallen angel, one who defied the wishes of heaven. Unlike most of his kin, he’s a recently fallen angel, a member of a secret cabal of angels that seek to subvert one of Heaven’s rules: That only the truly worthy can get into heaven.

    In fact, Heaven demands that only the truly beautiful soulscan get into heaven, and no human soul is beautiful enough. Each time Belphegor was forces to send away a human soul for lacking the breathtaking perfection necessary to enter Heaven, he grieved, for human souls would never have a chance to embrace the beauty of heaven. For whom were the angels creating this beautiful Heaven if nobody could enjoy it?

    Together, a cabal of like-minded angels got together and created the plans for the Reincarnation Engine. The Engine would take the beautiful, unique and pure things of whatever world it was built upon and strip them of that beauty and uniqueness. It would then take the souls of the damned who had been bound up in the laws of a demonic contract, and combine them with the stripped beauty and purity, infusing them with the necessary perfection to attain Heaven long enough to witness true grace.

    Belphegor took the plans and fled from Heaven and took up haven in Hell and Earth, where he begin to lay the groundwork for his Reincarnation Engine. Through trickery and clever contracting, he stole the Estates of Toys and Music, among others, from their previous Imperators. He then bound himself to the world in 1602 with a powerful ritual in which he created a contract with a conspiracy of humans who sought to secretly rule the world. With this contract, he forced both the Estate of Corporations, which would make his Reincarnation Engine possible, and the closest thing he has to a son, Magnus Carter.

    His Reincarnation Engine has been slowly and meticulously built and hidden in the folds of the world. Already, it devours that which is beautiful and pure, leaving behind stagnant, gray corporate swill, and then uses it to bind the souls of the damned, those who have pledged their souls to Belphegor to gain some power, to that beauty to forge newpeople. The Reincarnation Engine is currently flawed, though. It can only create fully-formed artificialpeople, ensouled automatons that look and seem almost entirely human, but are in fact built of the same sort metaphysical machinery as the Reincarnation Engine. Until the world is sufficiently reshaped that the Reincarnation Engine’s metaphysical machinery lies at the center of the world’s civilization, it’s “New World Order,” this is the best Belphegor can do. Currently, until it is perfected, Belphegor uses it to replace political figures or business leaders with simulcra, to create agents that he uses to advance his agenda, and beautiful youths with which he tempts the virtuous and fulfills the terms of contracts. One such example is Chad Kroeger’s (ex?) wife, Avril Lavigne.

    Belphegor’s relationship with the Tacoma

    The Tacoma is a dragon, and thus seeks to horde beautiful and pure things, such as treasure and princesses.  In so hording, he hampers the efforts of Belphegor to infuse the souls of the damned with purity and beauty.  Worse, the Tacoma is the Imperator of Secrets, which makes it highly probable that the Tacoma knows of Belphegor’s plot and his secret, angelic cabal and could expose him.  The Tacoma represents a grave risk to the efforts of Belphegor, so while Belphegor himself rarely picks a fight, over than an Imperial Miracle which Belphegor has not yet finished speaking, and isn’t sure if he should (it would trigger war between the two imperators), he fosters conflict between his powers and his minions and those of the Tacoma.
    For his part, the Tacoma seems greatly amused by the rivalry with the Belphegor, and encourages his his powers to actively fight back. “It shall be glorious.” He rumbles when asked on the matter, before rolling over and going back to sleep.

    Character Traits

    Aspect 2 (Pulp-Hero) (6)
    Domain 0 (0)
    Persona 0 (0)
    Persona 0 ()
    Treasure 2 (6)
    Miracle Points: 8
    Common Gifts: Immortal (6), Flying (1), Glorious (2)
    Gifts:

    • Contracts: For 1 Miracle Point, if you sign a contract with Belphegor, he will change your destiny, as per Lesser Motion. He can change it to anything and from anything, but only as per the contract signed, and often with hidden drawbacks (“Did you read the fine print?”) (6 points)

    Passions and Skills

    • Passion: “Everyone deserves access to beauty” -1
    • Superior Quality: Contract Lawyer +2
    • Angelic Architecture +2
    • Conspirator +3
    • Witchcraft +1

    Bonds and Afflictions ()

    • Bond: I always keep (the letter of) my word (4)
    • Bond: I love Magnus as a son (1)
    • Bond: I honor the laws of toyland (1)
    • Bond: I have promised to fulfill Chad’s dreams (1)
    • Bond: I will bring about a new world order (2)
    • Bond: I serve the agenda of a secret conspiracy of angels, the Reincarnation Engine (4)
    • Affliction: Those who know my true name can control me (2)

    Projects