CHIKAGE

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Newcomers Read this.

The organization and you.

Chikage

The Corporation involved with developing and production of Chikage Weapons.

Chikage @Tairiku

A high end lounge offering food, drinks and courtesans. The venue also houses weapon showcases of Chikage's wares.

Opal Bearers

The elite of Chikage. Highly skilled individuals who swore the oath, lead missions and uphold the Oyabun's directives.

The Five Cartels

The threats that members of Red Moon have to contend with.

Redblades:
The Guide

Understanding the system in RedMoon's DM events

intro to Chikage

Introduction
Welcome to KOSMOS, Chikage's very secure and very high tech database. Please don't drive and access the info at the same time.
As a new addition to the family, there are some necessary things for you to know so that we stay profitable. The links below should cover some of the basics.

[ The Organization ][ Etiquette and Expectations ][ Key Personnel ][ Ranks Structure ][ The Enemy ][ Message from the Oyabun ]

The Organization

Chikage has three main areas that we focus on as an immersive RP community. CHIKAGE
The Rp organization that's largely seen as a weapons and tech business corporation. If you are seeking immersive RP connections, you will be a part of this group and fall under one of their three branches. Please seek out any Opal Bearer or Division Heads and ask for jobs! More detail here.
CHIKAGE @TAIRIKU - Public venue rp (opens every monday night)
The public front where Chikage hosts guests and business meetings. They serve drinks, food and entertainment much like a regular venue.
Opens every Monday night 7-10pm PST / 9pm-11pm CST. If you're seeking venue-esq RP or looking for work as a venue staff, this is for you. More details here.
DM EVENTS using Redblades System
We host DMed event sessions to supplement our canon lore. This sessions provide a platform for members to build upon their OC’s lore by putting them inside intense and chaotic situations governed by the rules of our system. Please seek out any Opal Bearer FMI!
Note that participation slots are limited and there is a queue to take part.

KEY PERSONNEL

OYABUN - Arcadius Rhode
A stoic, reserved Xaela to those who meet him. After arriving in Eorzea he established the foundation of the organization that became known as Chikage. The industry in which he thrives upon is war; be it weapons, or the operative he directs into the most chaotic and dangerous missions out there. There is no yielding his ambition. The xaela has a direct hand in running Chikage's various subsidiaries and is often seen making connections and bridging gaps with his visage well hidden behind his mask, his directives are carried out faithfully by his trusted Opal Bearers.

LADY VERMILION - Tsubaki Rhode
A raen of eastern upbringing. Her presence is more often seen than heard. She helps Arcadius run Chikage. She stays away from the limelight and is often seen during Tairiku openings or meetings between groups. Seldom staying long to mingle, her focus tends towards administrative work within Chikage.

OPAL BEARERS - IC Officers of Chikage
Trusted members of Chikage. They have equal authority amongst one another to uphold the Oyabun and Lady Vermilion's orders. They lead Chikage operations and are key members of Chikage's inner workings.
The members are as follows:
Elio (Tairiku Manager)
Hadrefort (Head of Hibuki)
Lorcan (Head of Akaun)
Tora (Head of Kageka)
Ash Chisaki
Djaal
Ichigo Kanroji
Kurai
M'Velryna Wyra
Rakshasa
Ruby
Ryathei Aurion
Wyatt Jawsgrasp
Xelandria

[ Meet the Opal Bearers ]

OFFICERS (DISCORD) - OOC Managerial Role
While many hold Opal Bearer positions ICly, they double as community managers and help with the administrative tasks within Chikage.
The officers are as follows:
Arcadius
Ash
Djaal
Elo
Ezra
Hadrefort
Kurai
Tora
Tsubaki
Xelandria
Ultimately, Chikage is run by a group of hoomans who are largely children trapped in adult bodies. Everyone is here because they believe in the joy of communal writing and making friends. While Arcadius may look like a scary edgy xaela, Alanator (discord) is anything and everything like all of us, with a little more responsibility within Chikage. Feel free to reach out if necessary and we'll do our best to address the issues!

intro to Chikage

[ The Organization ]Etiquette and Expectations[ Key Personnel ][ Ranks Structure ][ The Enemy ][ Message from the Oyabun ]

general guidelines

The following guidelines serve as an OOC guidebook for what members can expect in Chikage. By default, members are referred to as operatives with the exception of venue-only staff who do not participate in our DM'd heists. ETIQUETTE AND EXPECTATIONS
For the enjoyment of all our members and allies, we ask that any previous drama with fellow operatives or fc groups be left at the door. Chikage's narrative revolves around a war against a fictional enemy group known as the Big Five. We have no interest in engaging in wars with other player fc groups. We are always open to making friends, not enemies.
While we will never demand a member to bow their heads to a rank, general respect towards Chikage members, leads, and property are expected. Unwarranted hostilities and insults will be frowned upon both IC and OOC. This is not meant to limit your rp: if participating parties all consent and enjoy this type of rp, then by all means, have fun! Be respectful of your fellow rpers, especially if you don't know them well. While you may find members occasionally poke fun at one another, please know that there is generally a "warm up" period for fresh faces. In other words if you would like to play an asshole, make sure that you are a loveable asshole first. Characters that are grating on first encounters tends to leave a bad impression behind. Collaboration events are meant to put a spotlight on the hosts. When participating in a collaboration event, please keep mention of other FC groups to a minimum out of respect to our ally guests. To ask about rank advancement or general question for our officer team, please utilized our ticketing system rather than DMs. This helps keep our officer team on the same page and prevents individuals from being overwhelmed.^Disclaimer on slavery & CNC:
Keep topics of rp slavery and non-con out of public spaces. We maintain a neutral stance and promote freedom of expression. We recognize that master/pet/slave play as well as various niche kinks can happen so long as it's consensual between able minded adults.
However topics involving CNC/Slavery are largely seen as sensitive topics and may be unwelcomed to the majority of our members, thus we do not allow promotion of such topics in our spaces even though said topics might come up with from time to time outside of our control.

heist etiquette

Heist etiquette:
Respect each other's time:
When participating in a heist, please arrive 15 minutes in advance if possible so that we can start without delay. Tardiness often result in heists running overtime and many of our members have early mornings the next day. If you are a no-show for more than 30 minutes, DMs have the right to replace you with an available operative for the heist. If you must drop out for any reason, please inform your DM as soon as possible so they are not left waiting on your arrival. Chronic tardiness and no-shows will result in being excluded from future heist selections.
DMs have the final say:
Each DM has their own style for how they run heists. The general guidelines for Red Blades is not firm and there may be cases where one DM is willing to accept something that another DM say no to. Please respect your DM's decisions on the matter.
Try not to talk over people:
When in VC, please try not to talk over each other. When it's someone's turn, please let them speak. You may offer suggestions, of course, but please try not overshadow them with your ideas. Same goes for spectators listening in on the heist.
Priority teamwork over competition:
We want people to work together not try to one-up each other. While operatives have free reign in making decisions, spiteful actions such as withholding coins as "punishment" for decisions made are generally frowned upon. Bottom line is, we want people to have fun.

Rank Structure

Within Chikage, the In Character ranks are broken down into the following hierachy. You can fall into any of Chikage's branches and still have the following ranks.

担い手 — Ninaite
Bearer, carrier, or person in charge. [Opal] — The Bearer.
Opal is a powerful, unpredictable stone known for its shifting colors and rarity. It represents wisdom, adaptability, and authority.
Role:
Second only to the Oyabun, Opals are the trusted few who help shape the organization. They oversee Pearls, make critical decisions, and advise the leader directly.
Expectations:
They are the voice of leadership, responsible for guiding lower ranks and maintaining the integrity of the group. Their judgment carries considerable weight.
Responsibilities:
• Vetting Onyx initiates for acceptance or rejection.
• Evaluating Pearls for promotion to Opal.
• Enforcing the Oyabun’s will.
• Maintaining order and ensuring loyalty within the ranks. More info here.


志望 — Shibō
Wish, desire, or ambition. [Pearl] — The Aspirant.
Pearls are formed under pressure, rare among common stones, and highly valued. This rank represents refinement, recognition, and ambition.
Role:
Trusted members with greater influence. They may oversee Moonstones, lead small teams, or be given special tasks that require discretion and skill. They are on the path to leadership.
Expectations
A Pearl is expected to demonstrate initiative, intelligence, and unwavering loyalty. They carry out important assignments, sometimes testing their ability to make independent decisions.
Advancement:
A Pearl must earn the approval of the Opals to ascend. They must prove they are ready for the weight of leadership and responsibility.


基盤 — Kiban
Base, essential, stable. [Moonstone] — The Foundation.
Moonstone is known for its steady, subtle glow, much like the backbone of the organization—unremarkable yet vital. It represents stability and continuity.
Role:
Standard members who form the majority of the group. They keep operations running, whether in combat, logistics, or business. They are neither exceptional nor disposable.
Expectations:
Loyalty and consistency. While they are not expected to show initiative, those who do stand out may be considered for Pearl.
Advancement:
To become a Pearl, a Moonstone must prove they are more than just a cog in the machine—they must show ambition, competence, and the ability to handle greater responsibility.


試み — Kokoromi
Attempt; trial; experiment; endeavor; effort. [Onyx] — The Trial.
Onyx is a dark, grounding stone, often associated with resilience and endurance. It represents those who are being tested, shaped by pressure, and not yet fully accepted.
Role:
New recruits, probationary members, or initiates. They are neither fully accepted nor outright rejected. They must prove their worth through loyalty, competence, and commitment.
Expectations:
They perform menial or undesirable tasks, shadowing others while learning the ways of the organization. They are closely monitored by higher ranks, especially Opals.
Advancement:
Must show they can be trusted and handle responsibilities before being considered for Moonstone.

The enemy
Chikage deals with multiple cartels of the underworld on a daily basis. These groups are mostly an NPC fraction but they exist as the main antagonist in our lore and their mention comes up frequently in our RP. Each cartel presents as a different flavor with their own lore for members to build upon and write with. You're welcomed to incorporate their lore but we recommend you seek the counsel of an Opal Bearer or Officer before modifying existing canon.
Sunken Skulls
Sons of Coinarch
Hand of Hasu
Ad Astra Abyssosque
The Black Sun Collective
More information can be found here.

intro to Chikage

[ The Organization ][ Etiquette and Expectations ][ Key Personnel ][ Ranks Structure ][ The Enemy ]Message from the Oyabun

A message from the Oyabun

This is Arcadius Rhode,
We are a group that take advantage of war. The profits, the bad and the ugly. Weapons, conflict, and purpose, that is what you can expect.You should already be provided with a tomephone at this point with access to KOSMOS. Familiarize yourself with the information and people within your orbit. Observe the hierarchy of the organization. Stay out of the Grand Companies' way. By most accounts, we are legitimate and we pay a lot to make sure we stay that way. Do not transgress the law openly or someone's salary will be deducted or worse. Otherwise, do as you please... But.Make necessary arrangements to conceal your identity, especially if you're on a job. You’re encouraged to don a mask and use an Alias. We're professionals.Each time you go on a job, you will be provided with equipment designed to be untraceable and unmarked. While not the most pristine, it will serve its purpose. This includes, but not limited to, weapons, armor, climbing gear, lockpicking tools, alchemy potions, etc. You may request for weapons to be constructed for you. Tsubaki promises the best rates for our staff.Our comprehensive support system is there for you. Indulge in your vices or soothe your state of mind. Training, therapy, medical, alcohol, even substances. we have within our subsidiaries to ensure you, our operatives, are always ready to perform your duty. Ask your division lead or any Opal Bearer.For those of you who choose the route of less violence, you will be placed in Chikage @Tairiku as venue staff. Show up earlier than the designated opening time. Take direction from your seniors and pay attention to patrons. While most of our income comes from questionable sources, sales from our weapons and Tairiku make up a substantial amount of our profits.If you prove to be a step above the others, with drive and ambition? Perhaps, an Opal Bearer will come approach you with an offer. However such things only come to those who show and demonstrate their drive.Go find your division head after this or pick a division to join if you haven't by now. There's lots to be done.Fortune favor you,
- The Oyabun.

The Shadow

The shadow organization team behind much of Chikage's power.

Introduction
Redblades' system is modified from the TTRPG game, Blades In The Dark and it's what we use to run our DMed events in a FF14 setting.
The system encourages creative thinking and relies on D6 rolls to determine the degree of success for actions. Such actions are often decided after some back and forth between GM and player and is highly encouraged.You may be required to have a character sheet set up to participate, especially if you want to delve deeper into the system. It's easy! Just react to the Redblades role in the discord and we'll ping you when there's beginner friendly event.

Players
You should already have a character in FFXIV and an idea of what kind of character they are. We will use this character in the Redblades events. Do note that while death and life altering injuries may occur, it will only happen at the player's consent.
The players work together with the Game Master to establish the tone and style of the game by making judgment calls about the mechanics, dice, and consequences of actions. The players take responsibility as co-authors of the game with the GM.The Game Master
The GM establishes the dynamic world around the characters. The GM plays all the non-player characters in the world by giving each one a concrete desire and preferred method of action.
The GM helps organize the conversation of the game so it’s pointed toward the interesting elements of play. The GM isn’t in charge of the story and doesn’t have to plan events ahead of time. They present interesting opportunities to the players, then follow the chain of action and consequences wherever they lead.Communication in game
It's usually done via two channels during a session. One for RP, and another for OOC chats, where discussions and decisions are made between players and GM. You will also roll dice in this channel. Usually either party chat or CWL.
Time Needed
Each job is designed to be fast, travel is usually via Chikage's signature dropship, the 'Lupus' and extraction happens similarly. Each session should normally not be longer than three hours. Usually.

Redblades:

Judgement call and dice

[ Introduction ][ The Basics ]Judgement Calls and Actions[ Traits ][ Types of rolls ][ Abilities & Weapons ][ Turn Sequence and resolution ][ XP and progrssion ]-------------------------------[ Downtime ][ Jobs ][ Crafting ][ Indulging in Vice ][ Cohorts ]

Judgment calls (Taking action to solve a problem)
The player will be making several judgement calls. Everyone contributes but the players or the GMs will have the final say for each.
What actions are reasonable solutions to a problem? Can this person be swayed? Will our skill with the flow of aether be sensitive enough to diagnose an injury or should we rely instead on the medical tools on hand? The players have the final say.
How dangerous and how effective is any given action in this circumstances? How risky is this? Can this person be swayed a little or completely? The GM has the final say.
What consequences happen in any given situation? Does this fall break your leg? Do the guards merely become suspicious or do they already have you trapped? The GM has final say.
Rolling the Dice and Resolving Actions
Players use six-sided dice in FF. Commonly done by typing "/random 6" in party or CWL.
The player may roll several at once and read the single highest result.
If the highest die is a 6, it's full success
If the highest die 4 or 5, it's a partial success. You do what you were trying to, but there are consequences to your actions that may result in a combination of additional trouble, harm, reduced effect etc.
If the highest die is 1-3, it's a failure. Things go poorly, you don't achieve your goal and suffer complications.
In order to solve the problem, Players will decide on an action rating for your character, commonly known as stat, to roll on. We'll cover the types of action ratings a player can have in the next section.

The system comes with traits that the player will use to overcome most obstacles. The most common traits are actions, or stats in most other games.There are a total of 12 actions that are categorized under Insight, Prowess and Willpower.

Insight

Hunt: You carefully track a target.
Study: You scrutinize details and interpret evidence.
Survey: You observe the situation and anticipate outcomes.
Tinker: You fiddle with devices and mechanisms.

Prowess

Finesse: You employ dexterous manipulation or subtle misdirection.
Prowl: You traverse skillfully and quietly.
Skirmish: You entangle a target in close combat so they can’t easily escape.
Wreck: You unleash savage force.

Willpower

Cast: You open your mind and body to arcane power.
Command: You compel swift obedience.
Consort: You socialize with friends and contacts.
Sway: You influence with guile, charm, or argument.

For a more detailed explanation please mouseover the action ratings itself in our spreadsheet.Why So Much Overlap?
This is by design. As a player, you get to choose which action you roll, by saying what your character does. Can you try to Wreck someone during a fight? Sure! The GM tells you the position and effect level of your action in this circumstance. As it says, Skirmish might be better (less risky or more effective), depending on the situation at hand (sometimes it won’t be better).
In the next section we will go through how these action traits are used.

Redblades:

Types of Rolls

[ Introduction ][ The Basics ][ Judgement Calls and Actions ][ Traits ]Types of rolls[ Abilities & Weapons ][ Turn Sequence and resolution ][ XP and progrssion ]-------------------------------[ Downtime ][ Jobs ][ Crafting ][ Indulging in Vice ][ Cohorts ]

Action Rating Level (How good are your stats)
Each action has a rating from zero to four that tells you how many dice to roll when you perform that action. Action ratings don’t just represent skill or training—you’re free to describe how your character performs that action based on the type of person they are.
Maybe your character is good at Command because they have a scary stillness to them, while another character barks orders and intimidates people with their military bearing.You choose which action to perform to overcome an obstacle, by describing what your character does. Actions that are poorly suited to the situation may be less effective and may put the character in more danger, but they can still be attempted. Usually, when you perform an action, you’ll make an action roll to see how it turns out. Action Roll & Position (When you make a move)
You make an action roll when your character does something potentially dangerous or troublesome. The possible results of the action roll depend on your character’s position. Which is a way to describe how challenging the task is at that moment.
There are three positions: controlled, risky, and desperate. If you’re in a controlled position, the possible consequences for not rolling a 6 are less serious. Likewise, If you’re in a desperate position, the consequences can be severe. Resistance Roll (Your defense against bad stuff)
We consider how spread out your action ratings are in each of the categories when considering Resistance Rolls. Namely, Insight, Prowess and Willpower. As an example, if you have points in both Finesse and Prowl, then you are better off than someone who only has a point in Skirmish in Prowess.
If you get stabbed, for example, you resist physical harm with your Prowess. Resistance rolls always succeed—you diminish or deflect the bad result—but the better your roll, the less stress it costs to reduce or avoid the danger. Improving your Chances
Another team member can assist in the current player's action, the team member can decide to improve the current player's chances with an additional die or effect of their action.
Push themselves by taking 2 limit to gain an additional die Take a devil's bargain from the GM. (You can only either push yourself or take a bargain) Use a Flash back Improve the situation with equipment or ability

Redblades:

Equipment & Abilities

[ Introduction ][ The Basics ][ Judgement Calls and Actions ][ Traits ][ Types of rolls ]Abilities & Weapons[ Turn Sequence and resolution ][ XP and progrssion ]-------------------------------[ Downtime ][ Jobs ][ Crafting ][ Indulging in Vice ][ Cohorts ]

Equipment

Resources you have available include your equipment and abilities. There are a lot of common tools of the trade shared amongst different jobs but also a handful of ones unique to your chosen job.Most of the time they enable an action, making it's effect better. It is afterall easier to infiltrate a base with a fine disguise kit than with nothing at all.Unlike most games, you do not decide what equipment you bring before a job but instead check them off as you use them.The only thing you decide before a job is your loadout. Whether or not you're approaching a job with a full sack worth of tools and armor or dressed light and in inconspicuous clothes.


Abilities

Abilities enable certain job themed actions and help to modify your outcome or chances against a given situation. Everyone starts with one special ability and attain more by leveling. There is also the possibility of taking abilities from other jobs.

Redblades:

Equipment & Abilities

[ Introduction ][ The Basics ][ Judgement Calls and Actions ][ Traits ][ Types of rolls ][ Abilities & Weapons ]Turn Sequence and resolution[ XP and progrssion ]-------------------------------[ Downtime ][ Jobs ][ Crafting ][ Indulging in Vice ][ Cohorts ]

This is how a players turn will usually go.


Planning and Engagement phasePlayers:
Choose the engagement plan and supply the detail.
Decide on the loadout.
Go through major advantages and disadvantages.
GM:
Does the engagement roll to determine the starting position of the heist.
1d for sheer luck.
+1d for every major advantage.
-1d for every major disadvantage.
Critical: Exceptional result, you’ve overcome the first obstacle and you are in a controlled position for what’s next.
6: You are in a controlled position when the action starts.
4/5: You are in a risky position when the action starts.
1-3: You are in a desperate position when the action starts.

Turn Phase【Ⅰ】Player informs GM of his intentions.
【Ⅱ】GM let's them know what's the possible outcome by informing them of their position and effect.
【Ⅲ】Player decides if he wants to augment the number of dice or his effect by either
pushing themselves
take a devil's bargain
have someone else assist the player
【Ⅳ】dice are rolled
【Ⅴ】Action is resolved
【Ⅵ】Player writes their RP post and GM goes to next player

Here's a video on how rolls work in BitD
https://www.youtube.com/watch?v=OeDTUAdGXSQ

Earning experience

In Red Blades, we earn XP through a few ways.
1. Each time you roll a desperate action, you get an XP in the corresponding attribute.
2. You addressed a challenge in a manner that fits your role/job.
3. You expressed your character's beliefs, heritage, drive or background.
4. You struggled with issues from your vice or breaks during the session.
5. Using Coin during downtime.

Downtime : Passive vs active

PASSIVE DOWNTIME
If you're NOT participating in one of the weekly missions, you can do all of the following things each preparation day for free:
   -2 Limit
   +2 ticks to your Healing Clock
   +2 ticks to any other long-term projects that you have already started as an active downtime action,
   All your harm is lowered by 1 level (level 1 harm goes away) You may increase the limit removal of your passive downtime with a +1 for crew RP, or a +2 for attending venue night at Tairiku."

ACTIVE DOWNTIME ACTIONS
If you are taking part in a mission, you can do all of the above, and can spend downtime actions to accomplish even more. You get one free downtime action, and may gain extra actions by spending Coin (-1 Coin for 1 additional downtime action, -3 Coin for 2 additional downtime actions). You can spend your downtime actions on the activities listed below. To help the organizers manage all this, you can ‘lock in’ each downtime action you intend to take on preparation day. In order to do this, choose each downtime action from the drop-down list located in the bottom half of your character sheet, as well as how you intend to accomplish it. Active downtime always occurs mechanically before passive downtime does, and downtime passives like Away Games resolve after that.

ACTIVE DOWNTIME ACTIONS - Acquire Asset
You gain temporary use of an asset:
   One special item or set of common items (enough for a gang of your Tier scale).
   A cohort (an expert or gang).
   A vehicle.
   A service. Transport from a smuggler or driver, use of a warehouse for temporary storage, legal representation, etc.
“Temporary use” constitutes one significant period of usage that makes sense for the asset—typically the duration of one score. An asset may also be acquired for “standby” use in the future. You might hire a gang to guard your lair, for example, and they’ll stick around until after the first serious battle, or until a week goes by and they lose interest. To acquire the asset, roll the crew’s Tier. The result indicates the quality of the asset you get, using the crew’s Tier as the base. 1-3: Tier -1, 4/5: Tier, 6: Tier +1, critical: Tier +2. You can spend coin to raise the result of this roll beyond critical by spending 2 coin per additional Tier level added. The GM may set a minimum quality level that must be achieved to acquire a particular asset. For example, if you want to get a set of Warden uniforms and masks, you’d need to acquire a Tier IV asset. A lower result won’t do. If you acquire the same asset again, you get +1d to your roll. If you continue to re-acquire an asset every time it’s used, you can effectively rent it indefinitely. If you want to acquire an asset permanently, you can either gain it as a crew upgrade or work on it as a long-term project to set up a permanent acquisition.
Zamira the Whisper is a duelist and would like a fine sword to add to her permanent items. Her player starts a long-term project: “Get My Family Sword Back from the Pawn Shop.” The GM says this is an 8-clock (she can work on it by Consorting or Swaying or rolling the crew's tier to represent the crew's influence over the pawn shop owner).

ACTIVE DOWNTIME ACTIONS - Investigate Information.
If you are attempting to gather information that is too complex to answer immediately with a single gather information roll (https://bladesinthedark.com/gathering-information), you can start acquiring the information as a downtime action. In this case, the GM will either give you the information with a single action (which will likely require a roll), or tell you to start a long-term project (see below).

ACTIVE DOWNTIME ACTIONS - Start or Continue a Long-Term Project.
When you work on a long-term project (either a brand new one, or an already existing one), describe what your character does to advance the project clock, and roll one of your actions. Mark segments on the clock according to your result: 1-3: one segment, 4/5: two segments, 6: three segments, critical: five segments. A long-term project can cover a wide variety of activities, like doing research into an arcane ritual, investigating a mystery, establishing someone’s trust, courting a new friend or contact, changing your character’s vice, and so on. Based on the goal of the project, the GM will tell you the clock(s) to create and suggest a method by which you might make progress. In order to work on a project, you might first have to achieve the means to pursue it—which can be a project in itself. For example, you might want to make friends with a member of the City Council, but you have no connection to them. You could first work on a project to Consort in their circles so you have the opportunity to meet one of them. Once that’s accomplished, you could start a new project to form a friendly relationship.
Contacts gathered this way are marked on their sheets and can be used, narratively, like items. They may also be used in consequences and devil’s bargains. IE: Tsubaki has made friends with someone in City Hall, she uses this contact to get into a building but rolls poorly. This contact becomes the target of a criminal scandal and goes to jail or faces the death penalty and they are removed from the sheet.

jobs

The jobs in RedBlades are meant to compliment and reflect your playstyle and do not usually interfere with your FFXIV job.When starting a new character sheet the player has the option of putting 3 traits in any of the 3 catagories:Insight.
Prowess.
Willpower.
Each category has 4 traits.They can go up to 3 per trait. But the category can only take up to 3 traits. This only applies to new character creation.


There are multiple jobs in the Redblades system.The Founder : an inventive saboteur & engineer
The Hound : a deadly sharpshooter & tracker
The Jack : a savvy pilot & deckhand
The Lurk : a stealthy infiltrator & assassin
The Rake : a dangerous & intimidating fighter
The Slide : a subtle manipulator & spy
The Spider : a devious mastermind & coordinator
The Stitch : a physician of body & soul
The Theurge : an arcane adept & channeler
Advanced jobs
The Ghost : a spirit without a body
The Hull : a soul bound to a mechanical frame
The Ravener : a being twisted by their dark hunter

Crafting

During downtime, you can Tinker with special materials and tools to produce strange alchemicals, build (or modify) items, or enchant arcane implements or weapons. The system for each method is similar, with different details depending on the nature of the project. Inventing
To invent a formula for a new alchemical concoction or the plan for a new item of your design, you need to Study it as a long-term project. Most new formulas or designs will require an 8-segment progress clock to invent and learn. The player and the GM answer questions about the invention to define what it will do in play and what is required to create it (see below). The player records these answers in their notes for future reference.
Creation Questions
GM asks: “What type of creation is it and what does it do?” Player answers. A creation might be mundane, alchemical, arcane, or spark-craft. If a PC has an appropriate special ability (Alchemist, Artificer, Strange Methods), they get bonuses when inventing and crafting certain creation types.
Player asks: “What’s the minimum quality level of this item?” GM answers, with the magnitude of the effects the item produces as a guideline.
GM asks: “What rare, strange, or adverse aspect of this formula or design has kept it in obscurity, out of common usage?” Player answers.
Player asks: “What drawbacks does this item have, if any?” GM answers by choosing one or more from the drawbacks list, or by saying there are none.
A PC with the Alchemist, Artificer, or Strange Methods special abilities invents and learns one special formula when they take the ability (they don’t have to take time to learn it).
Once you’ve invented a formula or design, you can craft it by using a downtime activity (see Crafting, below). No one else can craft this invention unless they learn your design as a long-term project. If you acquire a formula or design invented by another tinkerer, you may learn to craft it by completing a long-term project.

Crafting Roll
1d for each Tinker action stat.
+1 quality per coin spent.
+1 quality for Workshop crew upgrade.
Critical: Quality level is Tier +2.
6: Quality level is Tier +1.
4/5: Quality level is equal to Tier.
1-3: Quality level is Tier -1.

To craft something, spend one downtime activity to make a Tinker roll to determine the quality level of the item you produce. The base quality level is equal to your crew’s Tier, modified by the result of the roll (see the results on the next page).The results are based on your crew’s Tier because it indicates the overall quality of the workspace and materials you have access to. If you do the work with the Workshop upgrade for your crew, your effective Tier level is one higher for this roll.The GM sets a minimum quality level that must be achieved to craft the item, based on the magnitude of the effect(s) it produces. The GM uses magnitude as a guideline for setting the quality level—it may be higher or lower at their discretion to better describe the nature of the project. An item may be crafted at higher quality if the player wishes to attempt it.You may spend coin 1-for-1 to increase the final quality level result of your roll (this can raise quality level beyond Tier +2).

Modifying an item
Adding a feature or additional function to an item is simpler than creating something new. You don’t need to invent a special formula or plan. Make a crafting roll to modify an item (the baseline quality of an item that you modify is equal to your crew’s Tier, as usual).
A simple, useful modification requires Tier +1 quality. A rifle that breaks down into two sections to be more easily concealed.
A significant modification requires Tier +2 quality. Strengthening the barrel and powder load of a gun to fire further.
An arcane, spark-craft, or alchemical modification requires Tier +3 quality. A dagger that can harm a demon. An electrified hull on a boat to repel boarders or ghosts. An outfit coated with chemicals to mask you from deathlands predators.
Modified items, like special creations, may have drawbacks.

Drawbacks
A creation or modification may have one or more drawbacks, chosen by the GM.
Complex. You’ll have to create it in multiple stages; the GM will tell you how many. One downtime activity and crafting roll is needed per stage.
Conspicuous. This creation doesn’t go unnoticed. Take +1 heat if it’s used any number of times on an operation.
Consumable. This creation has a limited number of uses (all alchemicals must have this drawback, usually one use).
Rare. This creation requires a rare item or material when it is crafted.
Unreliable. When you use the item, make a fortune roll (using its quality) to see how well it performs.
Volatile. The item produces a dangerous or troublesome side-effect for the user, specified by the GM (see examples on the sample creations, next page). A side-effect is a consequence, and may be resisted.

Indulging a vice

So you want to get rid of some Limit?here are a few things people can do to remove Limit before a heist. Passively, every week, on US Sunday every operative removes 2 limit And All injuries and taken down a tier.
Example: T2 injury becomes a T1. A T1 Injury vanishes! All fixed!
Now, let us say you have some Limit you want to remove and want to use Active Downtime. It works like a resistance roll, but reverse. That means, the shadowed boxes in each [Catagory: Prowess, Insight, Willpower] We pick The lowest one.
*
Example: If you have 2 shaded boxes in Willpower. But only 1 shaded box in Insight? It will always be rolled as a Insight.
Blurb from the books explaining the filler of Indulging in a vice:
You roll to find out how much stress relief your character receives. A vice roll is like a resistance roll in reverse—rather than gaining stress levels, you clear stress levels. The effectiveness of your indulgence depends upon your character’s worst attribute rating. It’s their weakest quality (Insight, Prowess, or Resolve) that is most in thrall to vice.
Now I will give you an example as how A'tora Rhode would indulge in a vice. (She has no Willpower.)
While traversing through the streets of Ul'dah, A'tora finds herself naturally migrating to Sapphire Avaenue Exchange. She knows she shouldn't...She has to resist. But her [Willpower] is too meager. She gives in. Goes on a shopping spree, lost in splendor. She aquires 4 new outfits she wont even use.
Alternatively, I can say she was /trying/ to use her willpower to get the best deals! So long as Willpower is in play! After that! You roll!

Temporary cohorts

The filler:
Red Moon prides itself in its discretion of their operatives. There is a convoluted and intricate system that they conduct to ensure nothing is traced back to them. Allowing the Operatives to do what is necessary to complete the job as they see fit. Assets, and cohorts outside the domain of Red Moon have to go through this filtering process. Gear replaced with standard stock equipment, Fake identities given, logistical transport to ensure their movements were not traced. It is because of this system that at times, Cohorts are not in their most primed state when the Heist begins.
The mechanics of it: To activate a temporary cohort, one can do so in their downtime. The quality of the cohort will be determined by their [COMMAND] skill. They will be a group of [3] Always. Each one will have [2 notches of health] each. They will only be given [1 Category] (Prowess, Insight, Willpower) to put traits in. With 6 traits total, possibly. The player needs to:
Give me the name of the Cohort. (Think like a squad name.)
Give me the lore of the Cohort. Where do they hail from? What is their purpose?
Give me the [CATEGORY] that they are to master. (Insight, Prowess, Willpower.)
Their loadout. [Heavy, medium, light.] They will always have the same loadout as their leader. (The PC Commanding them.)
Their weapon category. Melee, Ranged, Magical. ( Note: You can be vague, or as specific as you want. But please keep it in a category. If the Cohort are Melee, they will need to be melee across the board. If they are ranged, all will need range weapons. Magical, same implies. But individually they can have separate weapons.)
In return the GM will:
Give them the results.1-3 Things go badly. 4-5 they are ready but… 6 they are ready to throw down. Critical, watch out.
1-3: The Cohort arrived late.(One round) Tired and exhausted from the convoluted system. Not only that, they only have 4 traits they can distribute.
4-5: The Cohort arrived, partially late. They will be the /very last/ to go in the round. They are given 5 traits they can distribute.
6: The Cohort arrived on time. They can be slotted in the turn order wherever the Leader pleases. They have 6 traits they can distribute.
Critical: The Cohort arrives with rizz. They can be slotted in the turn order whenever their leader pleases. They have 8 traits they can distribute.
༻ How a cohort plays in game ༺
Unless a PC has a special ability that is directly influencing the Cohort, they CAN NOT [Push Themselves], or take a [Devils Bargain]. Their position and effect will be determined by their Leaders [COMMAND] skill. There will be no [Pushing Themselves] or [Devils Bargain]
A PC CAN NOT adjust the position/effect of a Cohort after Command.
Example: Red Moon cohort wants to break open a door, using [Wreck]. Arcadius will roll [Command]. He gets 4? They are in a risky position. 6? Controlled. 1-3? Desperate.
Cohort Effect is determined by [Command] outcome. 1-3 = Low effect. 4-5 = Standard effect. 6 = Great effect. Critical effect = Great effect + Free MINOR follow up action.
A temporary Cohort will have the baseline effect of any operative with a standard signature weapon. (Two notches of damage) to anything they do.
A temporary Cohort will have the same ‘life’ as a group of enemy NPCs of the Conscript category. (Example: 2 notches of health each.)
Players can resist the consequence of a cohort. A cohort can resist the consequence of a player.
A temporary Cohort CAN NOT gain exp. Once the heist is finished, they will be relinquished back to their leader in full with a cool story to bring back and RP currency/materials given. The Red Moon provides a large sum of money for their jobs given the danger it brings. There is no life insurance however.

permanent cohorts

Permanent Cohorts ༺
The Lore:
Permanent Cohorts fall under the flag of the Red Moon, they have gone through the convoluted, intricate process needed to keep their identities concealed. Their base of operation has been cleared and integrated with the KOSMOs Allagan database to ensure encrypted communication is established. Their ties with the Red Moon give them access to the gear needed to be launched into any theater of war that the Red Moon is undertaking without hindrance. They can fall under any nationality, with skills forged in a way that will make them efficient to whatever task they are given.
The OOC:
The player that established a cohort will need a tremendous amount of resources to /establish/ their Cohort. Starting off with the stronghold that they will remain at. Read above for reasons as to why it would be so costly. At [10] Coin, on their downtime.
The player will need to give me a name for their Cohort. A crew name.
The player will need to give an emblem for their cohort.
The player will need to give the lore of this cohort. What is their purpose? How do they fall into the Red Moon agenda?
The player will need to select only [2] categories to keep. Only 2. (Insight, Prowess, Willpower)
The player will need to distribute the 6 traits in restrictions as Red Blade players are given.
༻ Progression ༺
>Cohorts, will be given ½ of the TOTAL exp players are given during a heist. From /All/ players. (The leader of the cohort needs to pay attention and count to keep track, please)
Exp can be distributed however the leader wants. Traits exp = more traits. Crew Exp = Special abilities AND Crew Upgrades.
Crew Abilities are locked on [6] total.
Crew Upgrades locked on [6] total.
Crew Abilities are NOT sharing the same restriction pool as Crew Upgrades. Each are locked on 6, separately.
༻ Cohorts on the Mission Board ༺
Cohorts are allowed to participate in the Mission Boards. The Leader /Can not/ participate with them.
A cohort at the end result of a mission board is given 4 exp that their Leader can distribute.
The action/lore of their action will be controlled by their Leader.
༻ Cohorts in Downtime ༺
Cohorts are not given free time. Their action will be determined by their Leader. At the expense of their Leaders' [Downtime]. However the Cohorts special abilities can be rolled into downtime actions if relevant.
Exp for Cohorts will be [1] DT = [2 universal ability points].
༻ Upstarts Vs Specialists ༺
At the start, your Cohort will be considered as [Upstarts]. Their outcome is dependent upon their Leaders [Command] skill.
However if a Cohort has proven themselves to be an efficient and reliable ally to call upon, Arcadius will grant them the authorization of [Specialist]
Specialist = +1 Position AND Effect after the command skill.
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༻ Danger is looming ༺
There will be chances where our Enemy NPC factions will attempt to STRIKE your cohort HQ. Depending on the faction the results can vary. It can happen randomly, infrequently.
The Sons of Coinarch will attempt to [Impair] your Cohort through pin point strikes to the Cohort members. Making them slower, less responsive.
The Skulls will attempt to [Weaken] your Cohort. To bruise and bloody them up before they even step into the field.
The Ad Astra Abyssoque Will attempt to invade the dreams and minds of the Cohort to [Break] their will. Sometimes doubting the actions of their Leader.
The Hands of Hasu are masters of sabotage and assassination. They will outright /kill/ members of your Cohort or destroy precious upgrades. (Temporarily, just for that heist.)
The stronger your cohort becomes, the more attention they will draw on themselves.
༻ Things are subject to change. These are all homebrew rules. The intention is to have fun and be creative. But without exploding the power level. We still try to maintain a Medium Power level. ༺

Chikage

[ More Info ]

Chikage's foundation was laid by the dark ops group known as Invictus and the financial backing of an unknown entity. Weapons that bear Chikage’s dragon and phoenix emblem have begun to gain notoriety amongst armed groups. This is due in particular to the efficiency of Chikage’s proprietary N.E.R.U. crystals tech and its elemental imbuing properties.While Chikage is a business, it's roots lies in both yakuza and Garlean culture. The Oyabun heads the organization with his partner, the Lady Vermilion. The three divisions are headed by Opal Bearers who act as officers across the board and answer to the Oyabun and Lady Vermilion.Aspirants are Opal Bearers in training. Followed by Kokuyos, the senior ranks and lastly Getcho, the junior ranks. The organization employs a number of freelancers as well.

The three divisions are.[ The science division Kageka, Shadow Sciences. ][ The business division Akaun, Red Fortune. ][ The martial division Hibuki, Weapons of Flame. ]

Kageka

Shadow Sciences

Discover Innovation

Kageka, Shadow Sciences[ Akaun, Red Fortune ][ Hibuki, Weapons of Flame ]

The lifeblood of Chikage. From the occult to to the intricacies of Magitek, and even the biomechanical innovations of the Allagan empire, those of Chikage aim to shed light in the shadows of mystery we face.The top most priority of the division is to properly equip the Operatives for the challenges they face ahead. In order to do that, we must first understand the enemy, the monsters and technical abominations that they deploy. It is with this knowledge that we can assign the proper equipment and countermeasures.All fields of the academic world are in demand at Kageka, from the humble Magitek mechanic, to the scholars of astrology, to the brewers of alchemy and even to the occult. Anyone who craves the knowledge to push the innovation of Chikage’s research and development department.Responsible for the carefully guarded N.E.R.U crystal tech that they utilize for the mass produced weapons. The N.E.R.U crystal is a component that Kageka will continue to advance and change to suit the challenge they face ahead.Those looking for funds to do research or push theories most other organizations wouldn’t fund are welcomed to pitch their ideas with any Opal Bearer.

Akaun

Red Fortune

Strategize & Appropriate

[ Kageka, Shadow Sciences ]Akaun, Red Fortune[ Hibuki, Weapons of Flame ]

From hushed whispers spoken in stolen confidence to blades sweeping silently through the dark, the operatives of Akaun ink their own fortunes in red.The operatives in Akaun use cunning and wit to cut through obstacles and their tongues are as sharp as their blades. From sly negotiators and listening courtesans to shrewd investigators and swift assassins, these operatives excel in hunting down and exploiting weaknesses. They are the seekers of hidden truths and the keepers of secrets, weighing and measuring knowledge and information like it is more precious than gold.To the members of Akaun, information and the industry of obtaining it, keeping and leveraging it is one paved in diamonds and pearls, and with their riches, power and knowledge, Chikage will soar ever higher.Easy to underestimate on the battlefield, Akaun operatives strike when their opponents least expect it, hunting, scouting, and slipping in under the armor with honeyed words and venomous smiles.

Hibuki

Weapons of Flame

Forge. Fortify. Constrain.

[ Kageka, Shadow Sciences ][ Akaun, Red Fortune ]Hibuki, Weapons of Flame

Those who forge and hone their skills through burning passion, Hibuki.Men of skill, experts in their chosen profession. They seek perfection nothing less in the art of their trade. From martial prowess, technological know-how, aetherical manipulation. Ones whom can be trusted with their hands, and in the field.Often working hand in hand with Kageka to develop and polish new tools. They are also tasked with maintaining daily operations within the company, the first members who are called to arms, and are often seen as overseers of the other two division.They are also the brawns and enforcers. Those who look for a cause to rally upon. Hibuki members are often the front-liners and the face of Chikage who deal with outsiders. They serve as security in Tairiku to ensure peace and stability. Pilots of Chikage's array of ships and vehicles, they expertly maneuver difficult terrain and provide essential support to ensure mission success.

Tairiku

[ More Info ]

🔸MATEUS GOBLET, PLOT 42 WARD 26

The high class lounge caters to a range of customers from members of the public to high profile buyers of weapons and other certain hard to obtain goods.Tairiku offers a modern eastern flavored avenue to satiate their hunger for social company alongside traditional sushi and whiskey.The venue also serves as a housing for Chikage's weapons showcase and various other business meetings often occur within its walls.

Invictus

[ More Info ]

🔸LAVENDER BEDS PLOT 52 WARD 17

The ferocity of the Steppe, now modernized.The origins of Invictus is shrouded in mystery. It's origins can be tracked to Kugane during the fall of the 7th Imperial Legion. During the great time of strife and conflict many details were lost to time however what came out of it were a group of four Xaela whose discipline was only matched by their ferocity.For they were not just strong. But each independent in mind. Independent in will. Yet they worked together for the same goal. Always taking the task most difficult with barely any information give.This is the Invictus way. We do not settle for anything but the best in the underworld. For its in the freedom of restraint where one can push themselves to their limit and achieve the impossible.There are of course dubious rumors and origins. Those closest to the Oyabun share a very cryptic sign language that they use to speak to one another. Those of who worked in certain organizations in Isabard may know of it.The armory they have access to, cleaned, maintained with discipline only matched by the harsh Garlean regime.They are not given the best equipment. Instead given a loadout tailored to their skills. With an arsenal designed to be untraceable, disposable. Leaving them dependent on their skills and cooperation.

Opal Bearers

[ Opal Bearer List ]

Even among thieves, charlatans, and killers there are rules. These are the rules that the members of Invictus and those who bear the opal are meant to follow.🔸 Respect the structure as it stands; it exists for a reason. The final word of the family head is absolute, obey the orders you are given but speak your mind.🔸 In times of work, act with swiftness and with unity. Act also with impunity but complete the task within the boundaries and means of your crew without sacrificing your honour and the honour of the family.🔸 In times of leisure, act with civility among your brothers and sisters. If you must quarrel do so but betray not your brothers and sisters, for they are your blood and your heart in equal measure.🔸 Act with heart and with the family’s best interests in mind.
Whether you are behind the shroud of your mask, or with your face bared to the world
🔸Interfere not with the common man for he is not your enemy. Take not his bread nor coin. Leave his property intact, and leave him with his life.


To be an opal bearer, one must be ready to think outside the box, to make the best of a losing situation and the will to endure till the last moment in order to turn the tables into their favor. They need to be ruthless, fearless, and unshackled. Think unconventionally and stick to the Oath.This Oath is what binds them together, along with a stone that each is given to their liking. Make no mistake. It is no ordinary stone and with it they are granted access to KOSMOS’ vast database.

The Threats

The enemy cartel comprises of 5 groups.[ Sunken Skulls. ][ Sons of Coinarch. ][ Hand of Hasu. ][ Ad Astra Abyssoque. ][ Black Sun Collective ]

Chikage is in a constant battle against the cartel made up of five groups. Each group with their own traits and risks.

Sunken Skulls

Basic Overview[ Notable characters ][ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.Sunken Skulls[ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

Overview

Sunken Skulls
Active territories: The Seas across the Star. All of them.
Known leadership: Korhan Amari
Notable Members: Sideslick Menace, Major Domosnooze, Punisher Crackface
About:
As the red in their insignia suggests, the Sunken Skulls invoke fear through violent and oftentimes cruel punishments to those that cross their path. “Blood is a sign of power” and it is a power they wield with surprising accuracy, resorting to brutish tactics but with deadly precision. Anyone who gets in their way is dismembered, and dissolving corpses, hanging bodies from bridges, and impaling heads on pikes is a sign of their territory. They are not below kidnap, rape and slavery for profit. The only people they seem to see as humans are those that bear the SS insignia.
While they may employ technology, it’s usually weapons and vehicles under loan from SoC and almost always the easier to manage ones. Their groups usually consist of pugilists and lancers, and they favor arm-to-arm combat. Being able to see blood in combat is something members of the SS favor. The more blood stains they have, the messier and prouder they emerge.While they do not favor technology and equipment, a lot of them tend to favor body enhancing drugs and this has been a problem with managing the SS by and large. In their frenzy, they tend to disobey and lose their focus.Extra Info:
While they favor hand-to-hand or arm-to-arm combat rather than heavy weaponry, technology, or magic... they have recently taken an interest in body alterations. This can make them far more dangerous in a physical, close combat altercation.

Sunken Skulls

[ Basic Overview ]Notable characters[ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.Sunken Skulls[ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

Notable members

Sideslick Menace:
A very small sized hyur. The underbelly tunnels expert. This guy lives and breathes the tunnels and practically stays in there. He is the guy that gives SS’s their tactical advantage against even the likes of the Grand Companies because of his extensive knowledge of the tunnels under Ul’dah. Sickly looking yet surprisingly agile, he dodges through holes and cracks faster than a monkey through trees. With a lack of social skills and near animalistic habits, Sideslick is only kept around because of the advantage he brings to SS’s strategies.
Major Domosnooze:
A dark highlander. The tactician. He’s the brains of SS. He’s the one that figures out who they need to kidnap and who they need to hit. If Sideslick Menace is the one finding the routes, Major Domosnooze is the one calling out the targets. Members of SS listen to Major like the law because he’s the one that’s almost always the cool-headed one and makes the right decisions most of the time.
Punisher Crackface:
Crackface gets his name not because of his tendency to murder by punching skulls in but because of the one time he had his skull smashed but somehow survived the ordeal. When asked about the moment when he emerged with the horrendous facial injuries, his response of ‘you should see the other guy’ might have been more amusing if it weren’t for the fact that he looked like he was on death’s door itself and somehow still walking. If SS is known for their violent tendencies, Crackface IS the face of violence. No one else in SS comes close when it comes to the amount of body counts and while many members of SS boast about wanting to take one Crackface in arm to arm combat, most secretly do not wish to because to tango with the Punisher himself would no doubt emerge with at least a few broken bones if they’re lucky.

Sunken Skulls

[ Basic Overview ][ Notable characters ]The Enemy[ Noted Area of Operations ]


Other members of the cartel.Sunken Skulls[ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

What we know

Strengths:Melee weaponry and Primal worshipping. Increased position and effectiveness with melee weapons. A combination of alchemic drugs to increase their deadliness in fighting. Deploying warbeasts.Weakness:
Ranged combat, mind manipulation. Detoxing.
Quirks:
The Skulls follow a rustic form of worship to whatever Primals that would answer to their whims. As such they have certain superstitions depending on the Primal that answers them to give them their strengths. Operatives who go through the effort of finding out may before each Ops can demoralize the Skulls to a great deal.

Sunken Skulls

[ Basic Overview ][ Notable characters ]The Enemy[ Noted Area of Operations ]


Other members of the cartel.Sunken Skulls[ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

Unit Notes

+1 Resistance to all Physical applies to them.
“I’m not dead yet!” - Once slain, If an Operative is close enough, chance in which a Skulls combatant will continue to fight and attempt to deal damage relevant to their rank. They will drop dead right after.
Savages Chains - At random, any and all Skulls Combatant may attempt to try and subdue Operative in chains. The chance rises with how injured the Operative is in proximity to the Skulls.

The Teyacapan
(He who watches us)

Rank 1 (1 units of health per.)

The Skulls function much like a horde, their recruitment methods are lax, often taking anyone willing to lose a portion of their humanity for the chance of riches and power. At times most Teyacapans are often the prisoners of groups that the Skulls have conquered, causing all sorts of different backgrounds and ideologies shoved together in such close proximity. To keep them in check, they are often given ‘elixirs’ and narcotics to lull them into a dreamlike state. It is in this inebriated state that the Itztli chanting and prayer becomes contagious, making them pray to the primals for their strengths. In reality, their strengths are often superficial, with the drugs that run through their veins making them believe they are invincible, and more stronger than they actually are. They are crazed, deranged, and often unpredictable. They are often grouped together between 5 or 10. Prefer to fight at melee and will often focus on the person who LOOKS most dangerous. They will insult them to deal emotional damage. (This is just flavor.) A Teyacapan group rush an operative and attempt to pin them down in a dogpile-like attack. The operative will suffer a T3 injury. But if rescued it will be no injury as a consequence. A Teyacapan group will enter in a bloody frenzy if they notice an Operative fleeing from a battle. (Most likely, trying to keep an objective secure) And will break off to take pursuit no matter whatever else is going on.

Cuauhtemoc’s
(Descending Eagles)

Rank 1 (1 units of health per.)

There are those within the Skulls who have lasted longer than others. Ones who’s rage and bloodlust tempered, giving them the capacity to actually think more than act. Which for the Skulls, is a monumental feat. Known as the Descending Eagles, they serve as the Vanguard, as well as Enforcers. The Teyacapans are only falling in line due to these men clad in crude armor and decorated with trophies. They follow an almost ritualistic practice of sacrifice to the Primals who, at this state, might actually be blessed by them. There are rumors that at times, The Descending Eagles have sacrificed Teyacapans in battle to empower the obsidian blades of their greatswords, giving them deadlier power. They trudge into battle in group of 3, often behind the horde of Teyacapans.
Ranged Cannon fire. At a range, the Teyacpan deploy handheld cannons that are capable of firing different assortment of things, one of them, are balls that break into wide nets that can, at times, capture operatives at vast ranges. (A T3, No penalty if rescued)
At random, during the heat of a battle, a descending eagle would inflict damage upon a neighboring group of Teyacapan. Inflicting 1D3 damage upon that group, but empowering the Descending Eagles with a free, follow up action. Their melee attacks have enough force behind them to knock down an Operative into a desperate position after a wound is inflicted.

Itztli
(Obsidian Knife)

Rank 3 (20 units of health per.)

Faith is a powerful thing, faith with narcotics and a dogma laid out through violence, the Itztli are what all Teyacapan wishes to become, should they live long enough. Serving as shamans for the Skulls who recite beastial murmuring to stir the primals into action. If the Primals respond to them, they grant the Skulls a unyielding strength. If the Primals do not respond, they have dubious brews and elixirs that will substitute for their power with no care of what long term consequences that would occur on the recipient. In the chain of command, they are the ones who guide the directions of the Descending Eagles, ensuring that the proper amount of slaves are collected, that treasures and artifacts are collected, mostly intact. While there are few in numbers due to the disregard of the lifespans of Teyacapans, those who do manage to become Itztli are surprisingly robust. Be it their protection from whatever Primal that answers them, or the noxious narcotics flowing through their bloodstreams that trick them into thinking they are okay. They prefer using aetheric elemental damage in confrontations. The element is on a per Itztli basis. Ranging from Fire, Ice, Water, Wind, Earth, Dark, and Light schools. Should an Operative hear their ominous primitive chanting, they are encouraged to take them out as quickly as possible.
Everything stated above.
Once close enough, a timer will begin. After 1 round, if not stopped, they will bless a group of Skulls with a Primal strength. Inflating their ticks of health by double, and giving them the capacity of dealing instant T3 injuries. At random, an Itztli will target a Teyacapan group and deal D3 damage upon them. In return, they use their healing magic on another group. (Often Descending Eagles.) Healing them up to 1D6 damage. (This can revive prior slain Descending Eagles.)

Sunken Skulls

[ Basic Overview ][ Notable characters ][ The Enemy ]Noted Area of Operations


Other members of the cartel.Sunken Skulls[ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

SS Area of Operations

Active Territories: The Seas across the Star. All of them.

Sons of Coinarch

Basic Overview[ Notable characters ][ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ]Sons of Coinarch[ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

Overview

Sons of Coinarch
Active territories: Garlemald, Ilsebard, Ishgard, Old Sharalyan, Tural
Known leadership: Baxe'ir Xisseko
About:
Garlean expedition team turned largest high-grade black market allagan tech dealer on Eorzea, the Sons of Coinarch have become a formidable competitor not only in weapons dealing but also in combat. Their technological prowess has seen them rapidly develop their acquired magitek into sturdy constructs and weapons of great destructive force.
Strengths and Weaknesses:
As their dealings in black market allagan tech might suggest, the Sons specialize in heavy artillery, constructs, and ranged weaponry. They've dedicated so much time into bolstering their arms with their knowledge of technology and magitek that they've reached completely new heights in the combat sphere.
Constructs of any kind have increased defenses, and their armor is aether-resistant. Given this, they like to keep their opponents at a distance knowing their armor will absorb magic attacks and take the brunt of the damage, and their firearms often far out-pace that of their enemy's. In ranged combat, they're far superior. However, this reliance on spacing is one of their greatest weaknesses. Forced into close combat, armored footmen and constructs are slow, and their heavy-hitting ranged weapons inaccurate. Physical damage-- if piercing-- is also decently effective.The Sons' greatest weakness, however, is their attachment to their arms. They personalize and modify their weapons to such a high degree that they find themselves extremely attached to their weapons. Almost to a religious degree. If someone manages to obtain their weapon, they will fall apart quickly.Extra Info:
There are rumors of how an expeditionary group that scoured the catacombs and dungeons of Dravania became a structured criminal organization that deals with high grade black market allagan tech. It all revolves around a single figure that once started off as a mere apprentice to an aging researcher. Some say that the Researcher had a profound influence on the apprentice, focusing on firearms at the destruction it brings.
It makes people wonder how, or why, this Apprentice backstabbed the Researcher, forcefully taking the entire mantle of the organization. The group focuses on not just the refinement of old world weapons, but the modification of current ones. Lending their services to those who have the gil to spare for it. Automation, and efficiency, is what they focus on and will not hesitate to even run down their own allies if the slightest hint of a new piece of tech.Akaun has gathered intel that SoC is making a move towards Tural and have set up a pharmaceutical company known as Solace Pharmaceutical. Their influence in Solution Nine grows daily. Providing services to adventurers and veterans of war alike. Most notably the application of prosthetics for free, alongside drugs and other medical aid.

Sons of Coinarch

[ Basic Overview ]Notable characters[ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ]Sons of Coinarch[ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

notable members

Leader :
Miqo’te male, Baxe'ir Xisseko.
Baxe’ir was never well attuned with aether. To compensate for this he focused everything he can to allagan tech, then over to Garlean as it became more accessible. He especially despises magic wielders and seemingly wishes to eliminate them without prejudice. Tech superiority.
Powle Brasher
Midlander male, Older. focused purely upon Allegan tech. The Avatar. Has spliced appendages. Advocating the group to stick to their original purpose which is to confiscate and use Garlean tech.
Nonus wir Pilus
Garlean male, younger. Focused purely on Garlean tech. Sniper Assassin. A scientist or researcher of Garlemald. Advocates and fights for the repurpose of Garlean tech.
Otgiva Hunt
Highlander, female. A new captain freshly brought up in the ranks.Technologist. They don't particularly feel one way or the other, more so wishing to expand the business of the group to make it more profitable. Even if it means changing their original purpose.

Sons of Coinarch

[ Basic Overview ][ Notable characters ]The Enemy[ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ]Sons of Coinarch[ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

What we know

Strengths :
Ranged weaponry and constructs. Increased position and effectiveness with ranged weapons. Constructs have increased defenses. Armor aether resistant.
Weaknesses :
Close ranged attacks. Physical damage.
Quirks :
They personalize and modify their weapons to such a high degree that they find themselves extremely attached to their weapons. Almost to a religious degree. If someone manages to obtain their weapon, they will fall apart quickly.

Unit Notes

  • +1 Resistance to all Magik applied to them.

  • The legion's eyes - Once an operative spotted, all members of the legion can pinpoint their exact location and fire upon them without prejudice.

  • The blue blood's blessing - It is advised at all cost that Operatives do not drink, or have any contact with the blue substance they seem injecting themselves with. Unknown harmful effects will occur.

Foederati

Rank 1 (2 units of health per.)

Most of their ranks are Garleans, however recently they’ve taken almost all races in the Star. Each body however must integrate themselves as Foederati, the beating heart of the legion. They are trained and flow to any part at a moment's notice. Constant drilling ensures they remain in formation. Keeping to teams of 4 or 5. They keep in tight formations and communicate through a series of hand signals and key phrases. The Foederati know their role, and will hold the line to the bitter end if it means it can push the legions goals.

They prefer to fight at range, and will attempt to break off from engagement to continue firing at a range. Unless ordered otherwise. If within range, and notice 3 operatives close together, there is a 50/50 chance they will throw a grenade which will cause T1 shrapnel damage to all Operatives within the blast. Whatever agenda, or goal the SoC desires, it is normally the Foederati that are ordered to achieve it. (Example: It is almost always the Foederati who grab the valuable briefcase and run

Evocatus

Rank 2. (4 units of health per.)

There is a rumor within the SoC where with enough time, and duty, a Foederati is given a chance to leave the legion. What happens if they make that choice, is unknown. But those who agree to stay are promoted to the Evocatus. They stand nearly a whole head taller than the Foederati with a presence that doesn’t just demand, but expect it. They are granted better armor, and weapons. With a higher dose of the blue blood into their body. Giving them powers to almost seemingly communicate with the legion wordlessly. It is the Evocatus that pulls the direction of the legion for the Magisters. Following their will with extreme prejudice.

The Evocatus can ensure that the legion will /never/ retreat within their presence. Upon witnessing a Foederati squad fall they can force them to fire upon the enemy one last time before perishing. The firepower of every ranged attack is enough to not only deal T2 damage, but knock an operative down into a desperate position.

Praetorian

Rank 3. (8 units of health per.)

The mere presence of a Praetorian is enough to rouse the legion into a singular focus. The origins of how one becomes a Praetorian is a mystery. Whatever training, or alterations they withstand has transformed them into these behemoths. They show no emotion, and answer to no one but the Magisters. While the Evocatus must have some synergy with the rest of the Legion. The Praetorians follow a higher order. They carry a high concentration of this blue blood and it is with this that grants them an inhumane resilience.

Everything the Evocatus are capable of doing. Their firepower can destroy any and all cover that is between them. And if close enough, they can charge through a surface as hard as brick with a thunderous charge. Magitek, or devices fueled by Ceruleum they seem to have some control over with just their minds, able to wrestle control of Operatives devices if they are within 20 fulms from them. (They can hijack turrets, hoverbikes, cloaking devices. To either deactivate or use against the operatives.) They will not fall upon their death, instead, fueled by their blue blood, they can, and will fire everything they have upon the nearest operative. Unleashing a T3 wound if killed in melee.

Sons of Coinarch

[ Basic Overview ][ Notable characters ][ The Enemy ]Noted Area of Operations


Other members of the cartel.[ Sunken Skulls ]Sons of Coinarch[ Hand of Hasu ][ Ad Astra Abyssoque ][ Black Sun Collective ]

SoC Area of Operations

Garlemald, Ilsebard, Ishgard, Old Sharalyan, Tural

Hand of Hasu

Basic Overview[ Notable characters ][ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls. ][ Sons of Coinarch. ]Hand of Hasu[ Ad Astra Abyssoque. ][ Black Sun Collective ]

Overview

Hand of Hasu
Active territories: Doma, Kugane
Known leadership: “Snow Lotus”
About:
“It’s mercy, compassion, forgiveness that I lack. Not rationality.”
To preserve their honor and carry out the will of the Snow Lotus. Hired hands that seek to preserve balance and bring retribution upon enemies of HoH.The Hand of Hanu seek to preserve their honor and their place as shadowy manipulators. Hired hands that strike without warning. Silently they remove obstacles and strike decisively against their enemies to cripple and destroy.Strengths and Weaknesses:
HoH moves only when they are hired or when seeking vengeance. Especially one particular white haired viera that scorn their ranks. They do not seek to torture, unless it is a necessity. They take no pleasure in killing but they are very good at it. They operate by blending into the background in order to strike when the opponents think they are safe and they're capable of such feats due to a rigorous training from master to student. Where a sensei will devote a few years of their time in order to impart their knowledge and knowhows. HoH that do not pass their training are not allowed to depart their camp and will die trying or remain in their super secretive camp in Doma.
Members of HoH are master assassination, subterfuge and sabotage. A single HoH has the capacity to sneak into an enemy encampment and be able to deal a crippling blow to their capabilities on most counts. A cell of HoH members tends to leave a smoking ruin by day break.They are capable of disguising themselves or laying in wait for moons waiting for the opportune time to strike. While the Dark Petals tend to favor surveillance, it is often the Jade or Moon petals that will carry out the task of slaying.Extra Info:
Their members are made out of roughly 60% of courtesans, and the other 40% are religious people, housekeepers, barmaids, and various unassuming jobs throughout kugane. Roles that allow them to blend in without raising suspicion. Some have also taken on roles such as heiresses and wives of important figures, biding their time till they can strike, undetected.
Most of them are orphans, slaves, abandoned, runaways with nothing left to lose. Women who felt that society has left them for death and leave them with nowhere to turn. It is then, as if they had already been watching, members of HoH emerge from the shadows to offer them a new life. One that required their pledged loyalty and would grant them the power to retake their lives. They are given new names, learn the art of ninjutsu and taught that HoH are their new family.While other groups may rely on numbers, HoH form extremely small groups of highly trained assassins and tend to operate in cells of 2-3. Each member is hand picked by their predecessor and trained with the goal to take over them. Each mentor has at most 1-2 successors while the more senior and skilled ones can have up to 3. They are ranked First Petal to 8th Petal. First being the highest. There is no significant difference in skill apart from what one would learn from experience.
There are three branches within HoH. The Snake, the Fox, and the Crow. Each led by a different First Petal officer.
The snakes, known within them as the Jade Petals are masters of poison and have the uncanny ability to squeeze into tight spaces and vanish into shadows. Their members tend towards green colors and are extremely small in build. They rely on paralysis and other deadly toxins and have built up a resistance to their own concoctions. If one looks carefully at the Jade petals you’ll find that their tongues have taken a slight purplish hue due to the amount of poisons they ingest. The Jade Petals are headed by Chiyo Hanagawa.The Foxs, known within themselves as Moon Petals are masters of disguise and are responsible for some of the most difficult infiltration assassinations. Their members have mastered the art of using various combinations of glamour and practical disguises as well as simply the ability to act in any given situation. Many of whom have forgotten their own identities and simply live their assumed guises till their death, all while carrying out their assigned mission without fail. The Moon Petals are headed by Kuroyukihime.The Crows, known within as Dark Petals are masters of surveillance and have the ability to go across all sorts of terrains. They are masters at climbing and crossing unimaginable terrains using various means such as gliders or grappling hooks. They tend to drop into a battle where they’re least expected and have the means to depart without being detected. They have the ability to use aether wind pulses like sonar and thus detect what their eyes do not see.The Lotus Law
🔸the word of the higher petal is law, obey
🔸the lotus family take precedence over any personal matters,
🔸do not lie or deceive your sisters. Revenge your sister, always
🔸the job is to be executed without question, always
🔸do not bond with outsiders, always
🔸do not acknowledge the existence of the lotus to outsiders, always
🔸do not harm children, nurture them unless struck first
🔸do not trust men, ever

Hand of Hasu

[ Basic Overview ]Notable characters[ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls. ][ Sons of Coinarch. ]Hand of Hasu[ Ad Astra Abyssoque. ][ Black Sun Collective ]

notable members

Kyoko Hanagawa "Snow Lotus" :
Started off as courtesan refugees of Doman during the garlean occupation, they fled to Kugane where they tolerated but not necessarily welcomed. They were guarded by injured or retired fighters and adventurers of Doma. Kyoko started as one of these refugees, working as a respected courtesan, who gave purpose to those broken fighters of Doma and encouraged their teachings to be rolled into the younger generation of courtesans. Structure was formed, disciplined and applied. What started off as a rag tag group of low-tier sex workers became a cobweb of information gathering and assassination. It started off as a way to protect the refugees that left Doma, but as the gil began to gather. Blackmail was once used as a form to swat away threats, but instead used to bend the knee of those they could utilize.

Captains:

Chiyo Hanagawa :
Chiyo is a high-end oiran working at the red light district. She is the younger sister of Kyoko, originally sold off to another pleasure house, separate from her sister. But as Kyoko's power and influence grew, her informants managed to locate Chiyo and the house she worked in. Gutai assassins were sent and the house, siezing the property, along with the house masters. Those that didnt bend to Gutai's will were killed and those who remained became loyal to Kyoko out of fear. Seeing the plethora of affluent clients the house hosted, it would be a waste to simply burn it down. And thus Gutai would use this pleasure house as a means to keep a leash on the elites of Kugane, milking them for money, power, and influence through their courtesans.
With her title is 'Oiran', Chiyo became the front of the house. Her cunningness and charms made her an excellent business woman and networker and within a few years, she had controlled a significant portion of the geisha houses in the pleasure district by the means of extortion and blackmail. It is through her vast network that has allowed Gutai assassins 'day jobs/cover jobs' as courtesans.Personality: as an Oiran, her outward appearance is flawless: she presents herself as a kind, graceful woman, caring and doting at times and always wearing a warm smile. It is very easy for people to lower their guard around the fair damsel, but doing so may lead to their doom. Chiyo doesn't fight with martial arts, her weapons are instead, poisons and needles. Her preferred method of execution is poison or paralysis, administered by discretely throwing a needle tipped with poison or paralysis substance, poisoning her target's food or drinks during service, or stabbing them with a coated blade in bed.Kuroyukihime (Yuki) :
Sometime in her early days fleeing from Doma, Kyoko came across an injured fox who had been shot by a garlean rifle. Seeing that the empire had injuried the young kit, Kyoko took pity on the fox and tended to its wounds. As it turns out, this fox was a young kitsune, likely having wandered too far from home. Even after being healed, the fox would follow Kyoko around and consider her to be her 'mother'. After some years past, Yuki would gain the ability to shapeshift into human form and she often takes the faces of beautiful female courtesans, some of which may be deceased. Her shapeshifting ability has allowed her to impersonate lost loved ones and spouses, making her to be an exceptional spy and manipulator.
Personality: as with most Kitsune, Yuki is playful and mischievous, but also exceptionally loyal to Kyoko. She takes much pleasure in manipulating others and impersonating their beloved as a means to bend them to her will. Her martial prowlness matches Kyoko and the other elite assassins. Above that she also has powers of a kitsune: shapeshifting into other forms (usually female), possession: making another's body to move at her will (usually when the target is asleep. The spell is broken when they are awake and the target will only vaguely recall what happened as a vivid dream), and compulsion: charming their mark to act on their impulses.
Note that possession and compulsion are slightly different:
Possession is when she "takes over" a body like a puppet. Making them do or say things when the victim's conscious is asleep like run around naked on the street. Something that the target may never do themselves. This is limited by only what the target is able to do without much skill. For example, it doesn't take much brainpower to run naked on the street. But if that person is a skilled caster or a hacker, the kitsune wouldn't be able to tap into their specialized abilities, since using them requires that person to be awake and conscious.Charm is more like persuasion/sway where she pulls on their impulses. Like if someone really /wants/ to kill a person out of anger but is holding themselves back, she might charm them to go through with it. From the target's perspective, they would be imagining how they want to kill that person, but when they blink out of it they realized they had actually done it and it was not just a mental image. (Think dark urge from BG3)Gin Nobutoshi (the Crow) :
Only know as "the Crow" or "Crow", he started as a member of the East Aldengrad Trading Company, using the company's vast trade networks to smuggle good and people through borders. It was rumored that he was born Doman, having served as a general during Kaien's reign. It was said he had helped a number of refugees escape during the occupation, one of which was Kyoko.
Originally somewhat of a "good man" that had since been corrupted by Gutai's growing power and influence. The pleasure district promised wealth and hedonism and after decades of barely scraping by, the Crow would grow all too eager to indulge. While Kyoko's sister, Chiyo, was the front, the Crow managed things from the back. His alias is a result his work as an informant, of having eyes and ears, not only over the East, but all over the world.Personality: the Crow has the air of a commander, an older man, likely in his 50s. Though he was as manipulative as the other captains of Gutai, he doesn't hold a front in pretending to be kind. He is cruel but not particularly sadistic - often ending lives as a means of convenience rather than pleasure. Although he is a master samurai, he often has his subordinates handle the dirty work for him. Everytime his own blade is drawn, one thing is for certain - blood will be spilled. He isnt particularly 'loyal' towards Kyoko in sworn. Moreso he was recgonized by Kyoko as an ally from her humble beginnings and have assisted her in the rise to power. He doesn't consider himself a "subordinate" or Kyoko but rather a 'friend' with mutual benefits.

Hand of Hasu

[ Basic Overview ][ Notable characters ]The Enemy[ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls. ][ Sons of Coinarch. ]Hand of Hasu[ Ad Astra Abyssoque. ][ Black Sun Collective ]

what we know

HoH moves only when they are hired or when seeking vengeance. Especially one particular white haired viera that scorn their ranks. They do not seek to torture, unless it is a necessity. They take no pleasure in killing but they are very good at it. They operate by blending into the background in order to strike when the opponents think they are safe and they're capable of such feats due to a rigorous training from master to student. Where a sensei will devote a few years of their time in order to impart their knowledge and knowhows. HoH that do not past their training are not allowed to depart their camp and will die trying or remain in their super secretive camp in Doma.Members of HoH are master assassination, subterfuge and sabotage. A single HoH has the capacity to sneak into an enemy encampment and be able to deal a crippling blow to their capabilities on most counts. A cell of HoH members tends to leave a smoking ruin by day break.They are capable of disguising themselves or laying in wait for moons waiting for the opportune time to strike. While the Dark Petals tend to favor surveillance, it is often the Jade or Moon petals that will carry out the task of slaying.

Hand of Hasu

[ Basic Overview ][ Notable characters ][ The Enemy ]Noted Area of Operations


Other members of the cartel.[ Sunken Skulls. ][ Sons of Coinarch. ]Hand of Hasu[ Ad Astra Abyssoque. ][ Black Sun Collective ]

Known Area of Operations

Their members are almost exclusively eastern in origins but they have been known to show up almost anywhere

Ad Astra Abyssoque

Basic Overview[ Notable characters ][ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ]Ad Astra Abyssoque[ Black Sun Collective ]

Overview

Ad Astra Abyssosque
Active territories: Ishgard, Coerthas, Dravania, the Twelveswood.
Known Leadership: Lilith??? The Man in the Wall???
About:
The Ad Astro Abyssoque traces it's origins centuries in the past, though where and how it was founded is a subject of debate even among it's membership. To the outside observer the members of the AAA seem little more then a collection of cultists and ragtag revolutionaries who want to overturn the House of Commons and House of Lords in the aftermath of the Dragonsong War. Each of them professes some devotion to one of the slew of esoteric gods and goddesses that litter the history of Coerthas. Some claim them to be aspects of Halone, others swear that they are the manifestation of Darkness that lay in the hearts of men or came down from the stars themselves to bring salvation to the beleaguered Ishgardian people, and so many more claim they are all of these things and none of them.
Strengths and Weaknesses:
The AAA forms the mainline of it's membership out of cultists, average everyday citizens of Ishgard who for one reason or another have fallen into worship of one of their assorted gods and goddesses. Mortal men with mortal tools they would be relatively fragile compared to other members of the Big Five. Yet operatives report that they often employ a great deal of sorcery among their soldiers, and upon a few skirmishes with them in the field in became increasingly apparent they were a cut above your average street gang in a fight. Talented swordsmen and machinists with a variety of arms that let them handle things up close or at a distance.
The biggest threat however was the supernatural gods and goddesses themselves. Somehow they made them, and their avatars, manifest in the world of mortals. It stands to reason these entities are more fragile then their followers believe, but actually fighting one without an entire team behind them is borderline suicidal. Worse, even when the 'Gods' aren't present their influence can be felt through the beings they call to the field or the mutations that wrack their followers, given time they will transform the world around them into a waking nightmare.Still these beings are powered by faith, and if one is quick they might cut down their followers before the summoning's even take place. Likewise not every member of the AAA is on the same page with one another and their goals can often internally conflict. They're incredibly dangerous but prone to infighting among rival cults with slightly differing doctrines, something we can exploit. For all these reasons stealth, subterfuge, or even just social grace can be more useful against them then an openly brandished sword.Extra Info:
It's unclear why precisely they have been so strongly attracted to the Big Five, their goals do not strictly reflect those of the others in their organization and they have quite a bit of power to stand on their own. The Garlean elements of the SoC in particular are not terribly fond of their superstitious allies and yet they deal some of the most heavy business with each other. Material shipments constantly going in and out of Ishgard to SoC holdings across the Star, with mysterious containers sent back in return.
Their relationship with the Hands of Hasu and the Sunken Skulls is a bit more neutral, not having a strong apparent opinion on either group. Though some of the cultists seem to regard the HoH with a strange sort of familiarity. Ancient history between the two perhaps?Finally the Black Sun Collective seems to regard the AAA with a notable amount of fondness, with no apparent antagonism between the groups. In fact the one thing all of the disparate cults of the AAA seem to agree on is treating the BSC as their brothers and sisters in arms. To say it was curious is an understatement given the radically different walks of life these two groups hold, yet the bond is as strong as blood.

Ad Astra Abyssoque

[ Basic Overview ]Notable characters[ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ]Ad Astra Abyssoque[ Black Sun Collective ]

Notable members

Lilith:
One of the Gods of the AAA, our first encounter with Lilith happened when we needed to defend a relic of theirs in Ishgard. Within short order we were swarmed by a host of supernatural entities that appeared from what seemed to be thin air. After pushing our way through the horde we eventually found ourselves face to face with the Goddess, or rather Ryathei did and in the process attempted to disable her.
Physical violence was wholly ineffective and after the incident she was off our radar for some time, almost vanishing off our radar entirely. In the meantime our allies in the Unconquered Suns have been combing through their personal records on her and have come up with several different interactions with the Blood Goddess. Apparently she's as old, if not older, then the Sun's themselves and they consider each other 'good friends' that occasionally have 'violent disagreements' and apparently they consider this one such disagreement, a disagreement which they're willing to supply Invictus weapons and resources over.Recently she resurfaced in Dravania and Eastern Coerthas, holding banquets and treating her guests to exotic feasts from around the world. Rarely does she ever show up to these events and when she does, those there can hardly remember what she looks like. Between those present all of them have a different description of the Goddess, if they can recall anything at all. Strengths: ???
Weaknesses: ???
Warnings: DON'T. STAB. HER. Threat Level: S+

Man in the Wall:
The Man in the Wall is like all of the AAA's gods a mystery, even to the AAA themselves. A strange being of immense proportions composed of countless limbs and possessed of incredible power. True to his name, he appears to live in the walls of the world, both the literal and metaphorical ones. Sometimes people feel his presence pressing against the very air of Coerthas and among those in the Brume there's a few instances of supernatural phenomina that are attached to him, or at least to entities like him.
According to local folklore the Man in the Wall was once exactly that, a man who was captured by the Inquisition centuries ago. The stories go that the church hunted him down as a outspoken critic of the Dragonsong War and a gifted orator that threatened to incite a rebellion among the masses. When he was taken to the Dungeons of Ishgard he was, quite literally, placed into one of the walls underground and buried alive brick by brick. However he did not die as we knew him, the people believed so strongly in his vision for a better city that he ascended to Godhood and his body calcified into the stone as he left his mortal form behind.Like all of the gods, there's a lot of metaphor built into the physical form he takes. The most common interpretation is that each one of those hands represents both the masses that fought for his freedom and the people who imprisoned him and dozen's of other dissidents into the dungeons below the city. Symbolic or not, each limb is incredibly powerful and it's safe to assume they probably hurt. Strengths: ???
Weaknesses: ???
Warnings: He appears to be the 'Jailor' of the AAA and as such if you're captured it's quite likely you're going to run into him. He also appears to be attached to the Angels the AAA like to employ in some form, where there is one it's safe to assume you can expect to see the other. Do not try to catch the hands. Threat Level: S+

Ad Astra Abyssoque

[ Basic Overview ][ Notable characters ]The Enemy[ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ]Ad Astra Abyssoque[ Black Sun Collective ]

Units and Stats

Details below

The Tide

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Rank 1 (2 units of health per.)

“Every drop is supplication, every cut is a window to the soul, the beating of your heart is the song of the Abyss and the fire in your eyes is the essence of life. What point is existence without passion? What point is a life not spent on the edge? Better than anyone she understands what matters is the flesh we’re made of and the blood in our veins. She is the source from which our waters flow, and it is an ocean that will drown you.” - Saint Cencile speaking before her execution under the Holy See.The blood and soul of Lilith’s devoted, the Tide compose the rank and file of the Sworns forces. It is easy to think that they might be disposable cannon fodder, but anyone who has come into contact with them knows that they are anything but. Each warrior under Lilith’s command holds some degree of martial skill that has either caught it’s eye or has drawn the attention of one of it’s chief subordinates. It does not accept those who do not show some measure of skill into the folds of it’s fighting force, and each Devotee must prove their mettle in the ring of combat. They move in tight military formations and fight back to back, each one of them protecting the other as though their life dependent on it. They seem nearly immune to fear, and it’s more likely the Star would break apart under their feat then they would fail to hold the line.

Generally prefers melee combat, but they are not incapable of striking at a range. Each of them is equipped with a firearm of some description, but it’s a last resort if they can’t close the gap or it’s completely impossible to reach the target. Fond of attrition tactics, will bleed out their targets in hand to hand combat. That’s literal, if they get close and stab someone it’s likely with a serrated blade intended to cause further tearing and internal damage, giving a 25% chance that a T1 harm is upgraded to a T2. The Sworn of Lilith are known for being loyal and honorable warriors. Unfortunately they follow the realistic interpretation of Knights Honor as opposed to what other City States think it is. Which is to say: They’ll honor their deals, respect their Oaths, tell the truth and be very polite to you while holding an axe to your neck. But they’ll also hit you below the belt, punch you in the back of the head, trip you into a pile of rocks,throw dirt in your eyes, and are incredibly fond of poisoning their weapons with venoms designed to make continued fighting agonizing. 50% chance to Inflict 1 stress in addition to whatever damage they deal to an operative.

Sanguinary

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Rank 2 (8 Units of Health Per.)

“I’m disgusted that the masses would dare mistake us for one of your servants. A thousand years of life and what have your pitiful kind done with it? Lament and bemoan the treachery of man, languish in your caves, and torture the weak and the feeble for your sport. Worse than evil, you’re pathetic, you do not deserve a clean death.” - Saint Voitteux Leauvoy after flaying a dragon alive and in the process of slowly driving his greatsword into it’s lungs.
The Sanguinary make up the Captains of the Sworns ground forces. Each of them is heavily armed and armored, often wearing the trophies of past conquests. They favor large two handed weapons like greatswords, Halbards, and ornate lances. At this point in their development they have begun to show signs of Liliths touch in their body. Vines weave their way into the Knights insides and their strength becomes so immense that they can rip the limb off a large scalekin with their hands alone.
Fiercely protective of those under their command, each one of the Sanguinary is a skilled tactician and devoted to Lilith’s vision. They fight back to back and when they are on the field all those under the AAA, regardless of whatever subfaction they are part of, take note of their involvement.

The Sanguinary are well aware of the strength of numbers on the battlefield, they understand that a warrior caught alone is one that is easily picked off in the field. They keep tabs on both themselves and their subordinates and aren’t afraid of using overwhelming force. Some Sanguinary patrols have a third Knight or a Tide attachment to their group Wielding some strange form of emotion based magic, the Sanguinary seek to break the will of their opponents before breaking their bodies in a show of dominance. Charging themselves with Dark Aether they unleash a wave of spikes through the ground, impaling their opponents on spikes made of the raw terror that lives in all mortal souls. 50% to deal 2 stress in addition to whatever damage they deal. The Sanguinary are protective of each other as well as their underlings. During a fight they may choose to skip an attack and instead make an offering to Lilith for protection, regenerating the health or preventing the damage dealt to one unit by 2 for each one in still standing in their unit.

The Miracles

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Rank 3 (24 Units of health.)

“Blood is the source of what we are, it is the essence from which our souls flow. Through its rivers our memories are given form, when it’s spilled all of who we are waters the earth below and gives way for life anew. Existence never truly ends, it simply takes on a new meaning. That is what we are, we are the birth of life anew. Do not think of this as death, only as a different kind of shape.” -The Grieving.
At the highest echelons of the Sworn are the Miracles. Men, women, and everything inbetween who have so thoroughly bonded with Lilith and her blood that they are taken as proof of her divinity by their mere existence. The keepers of Sanguis Dei, the heart of the cult and some say a direct conduit to the Goddess herself. Each one of them is imbued with terrible magical power and even more astounding physical strength. Able to rip men apart with any one of their limbs or wrestle a grown Minotaur to the ground, to face a Miracle in combat is to fight an avatar of life itself. Some may construe their cloaked bodies as that of some sort of grim reaper but they are anything but. Behind them plants grow wilder, the hearts passions become hotter, and madness hammers itself into your mind with the beat of your heart.

The Miracle has a series of barbed plant tendrils that can rip out of it’s body at any time and lash on to an opponent, inflicting a maddening poison into their body. A derivative of Dragonsvenom that will knock down an operatives position and inflict a dice penalty on to their next action, this is a multi-attack that can hit several targets in melee. Each one has superhuman strength and agility.. They can rip concrete out of the ground with ease, keep pace with a hoverbike,and leap onto an climb a tall building to get to their target. They can, and will, simply break the environment to deal damage if need be and force operatives into a desperate position in the process. The mere presence of a Miracle anywhere in the operation is enough to empower every other unit on the field, even the supernatural entities and cultists unaligned with the Sworn. Each one of them gets a + 2 bonus to their total HP and if an operative attempts a resistance roll against any one of them a backlash of shadow energy will deal one extra stress damage to them, even with a perfect six this cannot be mitigated Depending on what Miracle they embody, each one may empower their followers with a special ability, No Miracle can truly die so long as the Sworn exist, even the annihilation of Lilith herself would not be able to do so. How many there are and what their powers might be is something we will have to discover. .

Ad Astra Abyssoque

[ Basic Overview ][ Notable characters ][ The Enemy ]Noted Area of Operations


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ]Ad Astra Abyssoque[ Black Sun Collective ]

Area of Operations

Ishgard, Coerthas, Dravania, the Twelveswood.

Black Sun Collective

Basic Overview[ Notable characters ][ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ]Black Sun Collective

overview

Black Sun Collective
Active Territories: You aren't at the end of the world when you hit the limits of their reach, but you can see it from there.
Leadership: ???
About:
To talk about the Black Sun Collective is to talk of the natural arc of history. Beyond philosophy, beyond gods and goddesses, beyond the search for meaning to our lives is a core desire that trumps everything. The desire to be fed, to be safe, to be comfortable, to be stable, and to shape the world into our vision. Such was the case for the Black Sun Collective, beginning in the place where so many of these stories often do: Ul'dah.
Power, prestige, security, this was what the forebearers of the Collective desired above all. To live in a world where their power and influence could drive the direction of the world, make it into what it was always meant to be. Some must rule so others can be free, some must wield power for those who do not, that it sometimes took the shape of them preserving their own interests was only natural. After all, how could one better mankind if they were no longer around to lead?It was under this noble goal that the Black Sun Collective drew in it's membership all around the world. What started as a small collection of politicians and scientists quickly grew into a sprawling complex of interconnected leadership spanning the Star.Strengths and Weaknesses:
???
Extra Info:
It'a hard to discern if the BSC has any unifying ideology or broader plans, it's harder still to understand why precisely they are so interested in the rest of the Big Five. Deep pockets seem to fund drug running operations and charity work with equal fervor. They push and pull at pawns all across the board and while we know they exist, they seem to barely notice us at times. We know the other four come to their aid with the slightest pull, we know too that they have a vested interest in keeping the others alive and well. For the most part they have kept their eyes away from our operations, but the bolder we grow the more the Black Sun Collective grows irritated with our existence, it's only a matter of time before they decide to do more direct intervention.
What we do know is that the BSC has integrated itself into every City State we've come into contact with and their leadership, if it's even their leadership, occupies the important functions in every level of society. Politicians, cutting edge scientists, medical geniuses and talented engineers without peer. They are composed of the best, the brightest, and the most dangerous.Also maybe an Astrologer who gives dubious tarot readings in Coerthas and claims to have previously worked for an Archbishop? we're still doing research.But in every case they are rubbing elbows with the rich and the powerful, their political ideologies and personal beliefs are varied to the point it's hard to believe all of them would be under the same umbrella. How or why they have become so entrenched is a mystery to be solved, and for now that burden falls on us.

Black Sun Collective

[ Basic Overview ]Notable characters[ The Enemy ][ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ]Black Sun Collective

notable members

No Data.

Black Sun Collective

[ Basic Overview ][ Notable characters ]The Enemy[ Noted Area of Operations ]


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ]Black Sun Collective

what we know

No Data.

Black Sun Collective

[ Basic Overview ][ Notable characters ][ The Enemy ]Noted Area of Operations


Other members of the cartel.[ Sunken Skulls ][ Sons of Coinarch ][ Hand of Hasu ][ Ad Astra Abyssoque ]Black Sun Collective

Area of Operations

No Data.