Ato
The campaign is centered around a some childhood friends (i.e the characters must be specially designed for the campaign, with a 10p mental block) that are tied together by a horrible experience in the past. One all of them have suppressed.
Background.
Once upon a time, one of the friends had an uncle who happened to be very interested in the
occult. In fact, he was a Magician, and not the parlour variant either. The child went unminded
into his uncle's library one day, and came out...affected. He found a book in there that, despite
the fact that he could not yet read, explained to him a ritual that would save him and his friends
from something worse than death.
The toddler stole the book, and showed it to his friends, who were also contaminated with the
belief that this ritual was the only thing that could save them. On one fateful night the friends
convened to preform the ritual in a park not far from where they lived. With them, they brought
an infant, whom they had taken from a day-care home in the neighbourhood. In the ritual the
infant was butchered and selected parts eaten by the children, so binding the sacrifice's soul to theirs.
Realizing, in a child's way, that they had done something really terrible, they all fled home,
crying their respective eyes out. Everyone thought that the children had witnessed the abominable
murder in the park, but none of them could remember anything...
Now, twenty-five years later, the friends are harvesting the "rewards" of their crime so long ago. Strange, unlikely things start to happen. They seem to attract crime and violence like magnets. They see things that cannot possibly be true.
They are, of course, one of Malkuth's experiments in forced awakening. The ritual they
preformed bound the soul of the infant to theirs and gave it one mission; bring them to awakening.
The soul has no real intellect, but it has some awakened powers. It can effect chance and
influence peoples minds through a possession-like capacity. What it is now beginning to do is
to awaken the souls of the characters the easy way...the dark way.
Campaign outline.
In the first part of the campaign, the players and characters are totally unaware of what is happening. Weird things happen. Raving religious zealots visit them. Insane bag-ladies attack them for no reason, that kind of thing.
In the second part, really nasty things start happening. Psycho killers. Unexplainable car-crashes.
Drive-by shootings in their vicinity. Covert dental torture. If your players can handle
it, but only then, rape and sexual abuse. About here their mental balance should start to slide.
The characters should also be gaining glimpses of the past and realize that something is very
wrong. Eventually they might
figure out what is going on.
The third part is (most likely) finding a cure for the "curse". While the Soul is harassing them all
it can. Exactly what the cure is is up to YOU, mr/miss GM. At this stage, the characters should
all be classifiable as nutters. Paranoia should only begin to describe what they feel. If they are
slow here, the campaign ends when the characters hits unplayable mental balances (below
75-100, depending on how good the players are). If they find the cure we move into the fourth
part, the...
Endgame.
In which the characters, armed with knowledge goes into the borderlands and their own fears to
do battle with their own past and the Soul that is harrowing them. In one way or another
they must sever the tie to the Soul, or die and be reborn to another life of terror as the Soul
carries out it's mission. Or, perhaps, Salvation.