Building Your Krewe

Jul 27, 2021 7:19 pm
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This thread is for working out the details of your Sin-Eater krewe. A krewe is a group of Bound that share specific views on death and the Underworld. Krewes are interesting in that they are part street gang, part support group, and part death cult. Each krewe revolves around its own mystery religion or belief system. The beliefs of a krewe don't necessarily have to be religious in nature, though many krewes are. Krewes are created, and new members inducted, by way of a Krewe Binding Ceremony (p. 125 of the core book).

A krewe is almost like a character in its own right, since it has its own Attributes, Merits, and Supernatural Trait (Esotery). Krewes use these stats when engaging in so-called "Krewe Actions," which are rolls that reflect the krewe's progress in achieving certain long term goals. These rolls are made periodically and happen in the background of the story. When player characters are busy doing something, NPC krewe members are assumed to be working behind the scenes to further the krewe's goals. Consequently, even without direct player character involvement, the krewe's NPC supporting cast are constantly doing things to benefit the cult.

Important Note: As part of the krewe creation process for the game, each player is expected to also create two NPC supporting members of the krewe (known as celebrants) - one human and one ghost. This is on top of making a Sin-Eater and Geist, which means that each player is responsible for essentially creating four characters. For a play-by-post game, I consider that a bit much. Consequently, you may all ignore that aspect of krewe creation. I will take responsibility for creating all of the krewe's NPC supporting cast.
I've broken down the Krewe Creation process for simplicity. I advise tackling each step one at a time rather than jumping around. Once a step has been completed to everyone's satisfaction, then move on to the next step. Krewe Creation (p. 77 and 174 of the core book) proceeds as follows:


Step One: Select a Krewe Archetype

Archetype broadly reflects the krewe's philosophy, goals, and motivations toward death, ghosts, and the Underworld. A shared archetype ensures that members of a krewe have the same general expectations and methodologies.

Mechanically, archetype determines the additional Ceremonies that your krewe begins with.
[ +- ] Archetype Summaries

Step Two: Determine Doctrines

Define three Doctrines for the krewe.

Doctrines are the core tenets of the krewe. Each Doctrine is phrased as a goal or belief. Krewe members are expected to follow and advance their Doctrines. By adhering faithfully to one's Doctrines, the krewe earns "Krewe Beats," which are used as experience points to advance the krewe.

Doctrines can change over time. However, changing a Doctrine after character creation requires sacrificing a dot of Esotery.

Breaking a Doctrine has consequences. If the krewe collectively takes an action that directly violates a Doctrine, or if an individual member openly does so, the entire krewe gains the Shaken Faith Condition (p. 183 of the core book). If a member secretly violates a Doctrine and then covers it up, that character gains the Obsession Condition in regards to keeping the transgression a secret. Once the Obsession Condition is resolved, the entire krewe then gains the Shaken Faith Condition.


Step Three: Determine Virtue & Creed

A krewe's Virtue represents the highest ideal that its members strive for in their goals and behavior, such as Merciful, Just, or Truthful.

A krewe fulfills its Virtue when it collectively takes a meaningful action in accordance with it, in spite of risk or difficulty. This results in all participating members regaining all Willpower points. This is limited to once per chapter.

A krewe's Creed represents an easy, surface-level devotion that brings comfort to the krewe and helps its members feel good about themselves. It's the simpler part of keeping the faith, much easier than the Virtue, and is something that the celebrants enjoy doing in pursuit of the krewe’s goals. For example, a krewe that likes to proselytize positivity to downtrodden ghosts and people might have Hope as its Creed.

A krewe fulfills its Creed when it collectively takes an action that is in accordance with it. This results in all participating members regaining one point of Willpower. This is limited to once per scene.


Step Four: Determine Attributes

Krewes have three attributes.

Power represents the krewe’s ability to effect change through direct action.

Finesse is the krewe’s "soft leverage," the ability of its celebrants to employ their own influence and talents for the krewe’s benefit.

Resistance is a measure of how committed the krewe’s members are to the cause: Low Resistance means you’re more vulnerable to desertion or members not following through, while high Resistance means you’ve got a core of fanatics at your beck and call. It also serves as a yardstick for number of members: Not counting the main characters, a krewe typically has (10 × Resistance) members.

The krewe starts with one dot in each Attribute for free. Assign six additional dots to the krewe's Attributes, divided however you like.


Step Five: Select Merits, and Design the Mystery Cult Initiation Merit

Merits reflect the collective resources and talents of the krewe, which are available to all krewe members. Choose seven dots worth of Merits, all of which must have the Krewe or Krewe Only tag. Merits begin on p. 85 of the core book.

All krewes also begin with a free dot in the Safe Place Merit (p. 88 of the core book), which indicates the group's headquarters or center of worship.

Being a member of a krewe provides one free dot in the Mystery Cult Initiation Merit (p. 87 of the core book). This Merit is unique to each krewe, and the benefits of each dot must be determined among the players (it's a five-dot Merit). Obviously, the benefits of the Merit should reflect the krewe's themes and beliefs. The following are guidelines for designing the Merit. See the Merit's description on p. 87 for more information and an example.

• A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.
•• A one-dot Merit.
••• A Skill dot, or a two-dot Merit (often a supernatural Merit).
•••• A three-dot Merit, often supernatural in origin.
••••• A three-dot Merit, or a major advantage not reflected in game traits.


Step Six: Ceremonies

A krewe's Ceremonies are the principle rituals of the group's faith. Krewes begin with a one-dot, two-dot, and three-dot Ceremony determined by the krewe archetype.

Individual krewe members have access to any of the krewe's Ceremonies, as long as their dots in the Mystery Cult Initiation Merit equal or exceed the dots of the Ceremony. For instance, a krewe member with two dots of Mystery Cult Initiation would have access to the krewe's one- and two-dot Ceremonies, but not the krewe's three-dot Ceremony.


Step Seven: Advantages

A krewe has two Advantages.

Esotery represents the krewe's collective supernatural might and its mystical understanding of death and the Underworld. The krewe begins with an Esotery rating of 1.

Congregation operates as a measure of the krewe's Health. A krewe Congregation is equal to [5 + Resistance].


Step Eight: Create Regalia

Regalia are ceremonial or symbolic roles that are taken directly from the krewe’s beliefs. Each role reflects a character, place, thing, or concept that is important to the krewe. A Regalia provides the bearer with a unique mystical benefit appropriate to the Regalia’s function in the krewe’s faith. For instance, a krewe with a belief system based on Egyptian death mythology might have Anubis, the Egyptian God of Duat (the Underworld), as its Regalia. The nature of the Regalia’s benefit would depend on how Anubis is used in the krewe’s belief system. Are the Sin-Eaters focusing on his position as the lord of embalming and psychopomp to kings, or do they concentrate on Anubis’ part in the murder of his brother, Osiris? Perhaps another view of the jackal-headed deity altogether?

A Regalia is typically donned by a single member at a time, and it tends to move from member to member. Anytime someone in the krewe does an especially noteworthy job of embodying the krewe's Doctrines, that person is often bestowed the Regalia. That member then keeps it until she does something to lose it (such as violate a Doctrine) or another krewe member earns the privilege of wearing it. Regalia are conferred by way of the Bestow Regalia Ceremony.

A Regalia provides its bearer with the Regalia Condition (p. 302 of the core book). This grants one of three Regalia Effects, as described on p. 178. Select the effect that best fits the Regalia.
Jul 29, 2021 4:10 am
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Example of a Krewe: The Crossroads Kings
[ +- ]
Jul 29, 2021 7:59 am
How are we going to decide which archetype our Krewe is? With seven PCs, could we get a blind poll and have everyone vote. Majority wins?
Jul 29, 2021 12:21 pm
I think it's something better discussed as some character may be more willing to be in different archetypes. Like character concept I currenttly have is a dead ringer for a fury, but can get along with mourner/necropolis but likely most see eye to eye in pilgrims at all. So majority wins could cause some clashes
Jul 29, 2021 2:25 pm
Once characters are completed, or nearly so, hopefully everyone can discuss and come to an agreement. I encourage everybody in the group to be flexible about archetype. Ideally, each player should have two or three choices for an archetype that fits his or her character. My experience has been that most Sin-Eater concepts can fit into several archetypes if needed.
Jul 31, 2021 5:30 pm
I have included a sample krewe in the thread, and a breakdown of the Krewe creation process.
Aug 1, 2021 2:34 am
Thanks for the examples, GC. They make understanding the tone, setting and mechanics much easier!

I'm fairly flexible with which archetype the krewe elects to be and am excited to see how the krewe collaboration turns out.
Aug 11, 2021 3:29 pm
So which way are people bend on the view of ghosts? Help, Hinder, Kill, Use, make them into Ghost Bands with dance routines?
Aug 11, 2021 4:53 pm
One thing that might help the decision-making process for the krewe’s archetypes and beliefs is to determine the group’s endgame. In other words, what is the ultimate goal that they are striving for? The game has three potential endgame options for Sin-Eaters: Catabasis, Catharsis, and Cabeiros. These are described beginning on p. 267 of the core book. These represent potential final goals for the krewe that aren’t intended until the end of the campaign after years of play. As such, it’s unlikely you’d ever achieve these in-game. Still, thinking about the endgame may help inform the krewe’s archetype and Doctrines.

Catabasis represents the krewe descending into the Underworld and remaking it for the better. The Underworld is currently a horrible realm of misery and despair; a hellish purgatory that slowly digests its ghostly prisoners. The book even compares the Great Below to systemic oppression - it’s a place in which the governing system of rules harms many and benefits only a few. Yet, a krewe with enough power could theoretically assert its collective will over the Underworld and change how it works, hopefully bettering it for the ghosts trapped within. It’s an epic undertaking, to say the least. Clearly, however, no krewe has succeeded in this lofty goal, since the Underworld remains a shitty place. Most krewes have no idea Catabasis is possible, much less how one would even begin attempting it. Krewes that strive for Catabasis are fighting what they view as a corrupt system that has been rigged against the dead. As such, these Sin-Eaters tend to exude a sort of "fight the power" vibe in regards to the Underworld.

Catharsis represents the moment in which both Bound and Geist have met the requirements to Pass On. Essentially, the Sin-Eater has resolved his Burden, and the Geist has resolved its Remembrances. Both parties have finished their "unfinished business" and are ready to move on to whatever follows death. The experience of Cathartic awakening is said to be blissful and euphoric. Alternately, some Cathartic Sin-Eaters merge with their Geists and choose to stay behind, in order to help other Bound toward Catharsis. Catharsis is perhaps the most realistically achievable endgame that a Sin-Eater could hope for.

Cabeiros represents a descent into darkness. The option involves the Sin-Eater seizing power from the Underworld in order to make himself a God of Death. Doing so requires the Bound to utterly subjugate his Geist and cannibalize its power for himself. This merges the two into a new chthonic deity, and they re-emerge in the Underworld as one of its rulers. This endgame is typically reserved for especially disillusioned, power hungry, or unhinged Bound.
Aug 11, 2021 5:04 pm
Adriana would be most aligned to Catabasis personally. Torment and pain in the Underworld should be reserved for those who deserve it, like murderers, and not the majority of ghosts.
Aug 11, 2021 5:40 pm
Catabasis for D, cus think of the baby ghosts.
Aug 11, 2021 9:00 pm
Remnant says:
Catabasis for D, cus think of the baby ghosts.
Lol true
Aug 11, 2021 9:15 pm
Though I'm more aligned with seeking Catharsis on a personal level, I could certainly see Jay going all in with a krewe seeking Catabasis. If you're going to aim for something as ballsy as re-defining the Afterlife, you need a good crew/krewe behind ya!
Aug 11, 2021 11:34 pm
I am leaning toward Catharsis even though Max's goal is definitely Catabasis. As a player, I like having an achievable endgame to work toward. I think Catharsis and Cabeiros (although it doesn't interest me as much) are both attainable even if they aren't the outcome that he spends most of his life pursuing.
Aug 11, 2021 11:44 pm
Oh I should mention that Catabasis and Catharsis are not mutually exclusive. A krewe can pursue Catabasis, while individual members pursue Catharsis. However, because Catharsis is the less difficult option to achieve, what usually happens is the Cathartic Sin-Eater typically Passes On before the krewe can get powerful enough to attempt Catabasis. Unless the Cathartic Sin-Eater chooses to merge with his or her Geist and not Pass On.

Not that Catharsis is easy to achieve, mind you. Personal absolution is still a tough state to reach. It’s just more likely than the other two options. You can also pursue Catharsis individually or as a krewe, while Catabasis requires an entire krewe to be possible.
Aug 14, 2021 7:35 pm
I have posted a few details about my character, Max, in the character creation thread and have added him to the library, so his sheet should be viewable from the link in the character list at the bottom of the screen. So, I will skip making a formal introduction. If anyone has comments or questions after reading his background, please don't hesitate to share them with me.

After giving it a lot of thought, I have rated Max's affinity for the various krewe archetypes from one to five, with one being the archetype that I feel most closely fits his views on life, death, and the afterlife. They are ranked as follows:

1) The Pilgrims
2) The Mourners
3) The Undertakers
4) The Necropolitans
5) The Furies

I have waffled back and forth a lot regarding whether or not the Undertakers are a better fit than the Mourners, and similarly, whether the Furies are a better fit than the Necropolitans. I will probably continue to do so, but his views align well with either the Pilgrims, the Mourners or, the Undertakers. He resonates much less with the other two; however, if one of them is the best fit for the group, overall, I am confident that I can work with it.
Aug 14, 2021 8:54 pm
@the_puppeteer

Yeah, as you’ve done, I think the best way to go about deciding an archetype is by each person having several archetypes that they’re willing to work with. The idea is that some people may not get their first choice for archetype, but no one is stuck with their last choice. This will require everyone being a little flexible with their concepts. But I find most Sin-Eaters characters can fit fairly well into more than one archetype.
Aug 15, 2021 12:55 am
Since we've gotten to the initial stages of krewe building, I'll follow Puppeteer's lead and rank my choices:

1) Undertakers
2) Mourners
3) Necropolitans
4) Furies
5) Pligrims

Some choices were easier to rank than others but I'm still fairly flexible in where Jay could fit into things and could work with any of the choices.
Aug 15, 2021 1:32 am
My hope is to stay within everyone’s top two or three picks.
Aug 16, 2021 7:59 pm
I really like the Crossroads Kings

1) Mourners
2) Necropolitans
3) Furies
4) Undertakers
5) Pligrims
Last edited August 17, 2021 2:56 pm
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