Lore - The Bell River Cult
Blue Heron, Kentucky, 1977
Rain sawed at the tin roof of the roadside motel, hissing off the stuttering VACANCY sign and turning parking lot into dark soup. Inside, a fan droned on above a table ringed with coffee cups and ash trays, three strangers meeting for the first time under unconventional circumstances. Cal Bishop spread Polaroids like a tarot: the Big South Fork swallowed by fog, the old tipple at Mine 18, an abandoned ghost town overgrown with neglect. “They keep saying its just kids falling down unexplored shafts in the mine,” he said. “Every time we go looking we just find the ruins of the old mining town. Always empty, even the bums avoid it.” June Hart never named her agency but she seemed unusually well versed in espionage tactics. She worked the sink with a hair dryer, warming Budweiser bottle labels until they lifted clean. There was a whole assembly line next to her, nail glue, a fine applicator, and a six pack of non-alcoholic Olympia beer. “We'll use the 'college kids on break' cover to lower their guard,” she said. “I also have some marijuana that has the THC vaporized out.” James Moss flipped a Zippo open and closed, watching the other two. "Just keep in mind we are hunting things that live off misdirection." He picked the bag up to the light and gave it a cautionary sniff, more out of habit than suspicion. "We should have a plan B once they stop thinking we are so funny." The rain eased to a steady drum. Cal stared at the map where the blacktop gave up. 'Blue Heron - Mine 18'. Beyond that: a margin note in pencil - 'BELL HOLLOW?'. "Got it covered. Borrowed some thing from the evidence locker no one will miss til we get back." He lifted a faded duffel bag to the table, the zipper rolling back to a polite clatter of dark metal and oiled wood. No backup. No official operation. They would be on their own once they crossed the threshold into the town that didn't exist. Cal was still convinced it was something rational. A hippie commune hiding out near the old ghost town, maybe even in the mine itself. He didn't want to hear the fringe theories James brought to the table of shapeshifters. June was playing devil's advocate to both and landing somewhere in the middle. They killed the lights, stashed the Polaroids, and stepped into the wet dark. The rented VW van coughed to life, CB antenna tremoring. James had a whole theory about the astrological phases and their influence on finding the way in. It was hard to argue once they had a look at the dates in the casefiles of missing persons, so they planned their arrival meticulously. As they approached the lone ferryman at the dock they almost forgot to hold their characters. Standing where the planks met the water, it was as if he was waiting for them, a warm smile frozen across his visage like a mask. A single lantern lit the cabin of his old trawler, a vessel distinctly out of place in both location and era. Waving a hand slowly as the van's headlights hit his form, none of them could quite put their finger on why the old man freaked them out so much. "This... This might be it. Remember. Stupid college kids on summer break!" June said, trying to be reassuring despite the tingle they all had creeping up their spines.
The Cast
Cal Bishop - Local Deputy
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 3 Intellect 2 Resonate 1
Endurance 3 Memory 2 Sigil 1
Dexterity 2 Charisma 3 Flux 1
Skills
Combat 1 Mobility 1 Insight 1
Loadout -
(+3 WB / 0 AB) Contraband Firearms (2 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+3 WB / 0 AB) Contraband Firearms (2 DV / 0 AV)
Unable to turn a blind eye to a local conspiracy theory wrapped in cult folklore, Cal felt personally affected after getting close to one of the victim's families. He was suspicious of the nameless government agency that approached him, but also understands that this could be the best chance at a real solution that he ever gets.Ability — GroundingWhen outside in a natural setting Cal is able to connect with his environment subconsciously, granting him a definitive edge. He may reroll one die in any roll he makes regardless of the skill or purpose, but loses this benefit as soon as he goes indoors or is inside a vehicle.
June Hart - Intelligence Agent
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 3 Resonate 1
Endurance 2 Memory 2 Sigil 1
Dexterity 3 Charisma 3 Flux 1
Skills
Mobility 1 Influence 1 Insight 1
Loadout -
(+3 WB / 0 AB) Contraband Firearms (2 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+3 WB / 0 AB) Contraband Firearms (2 DV / 0 AV)
June might be young for her career, but she is intrinsically gifted. Among the many infamous things already in her portfolio is a propaganda campaign she ran at the end of the war that was considered wildly successful. Officially all off the books, she was flattered to get the mysterious call from an agency she had never heard of that seemed to know more about her past than she did.Ability — JinxJune may spend one Will to cause an enemy to reroll their highest die after they make a check. If she also spends a point of Wane they will roll a -3 penalty and must take the new result even if they have higher dice in their Dice Pool.
James Moss - The Veteran
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 2 Resonate 1
Endurance 3 Memory 3 Sigil 1
Dexterity 3 Charisma 2 Flux 1
Skills
Combat 1 Mobility 1 Tech 1
Loadout -
(+3 WB / 0 AB) Contraband Firearms (2 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+3 WB / 0 AB) Contraband Firearms (2 DV / 0 AV)
A bonified war hero in reality, his actions put the US Army in bad PR light so they covered it up and quietly denied his re-enlistment. Refusing to simply become bitter, he was selected for this line of work based on not only his skill but his integrity as well. Having already run a few operations with them before this one, he is ahead of the curve when it comes to understanding what they are up against.Ability — CondemnJames may spend a point of Wane to select an enemy. All damage done to this subject is doubled until the beginning of their next turn. If the target reaches zero Wounds during this turn they are killed outright and have no chance of survival.
Introduction
They left the van where the gravel turned to dock. It wasn't driving onto that boat and it gave them a place to stash extra guns anyway. The ferryman looked like any old man working a tourist trap - polite, chatty, selling a sleepy town that “Just loves visitors!” The smile never moved. Something about it felt pinned on. They clinked bottles and whooped like overgrown kids. The act came easy enough. They weren’t much older than the kids they were pretending to be and none of them figured themselves squares. June had even designed a faux love triangle to layer their cover: the holy trinity of social taboos any cult would salivate over in impressionable prospects. An interracial, polygamous, drug-abusing trio. How could they resist? The ferryman reacted to none of it. Not when Cal pitched an empty into the water. Not when June sparked her fake joint. Not when James turned and relieved himself over the bow, asking for cheers. The old man just kept that gentle smile and the wheel straight as a spoke. The far shore rose out of the fog like a postcard: whitewashed trim, swept porches, a painted vintage sign - BELL HOLLOW, Pop. 300. Cal almost slipped off the ramp, eyes wide. He recovered with a cheer and a tourist grin. “Never seen anything like this!” he blurted, raising his camera in question. The ferryman welcomed photos and directed them toward the bed-and-breakfast when they finished. Out of earshot, Cal’s voice thinned. “It’s… the same town,” he said. “Same street, same ridgeline. But it’s… not in ruins.” He slid the wet Polaroids into his pocket. “This is… insane.” “Keep it together,” June murmured. “We talk in the room.” James remained quiet, putting his focus into acclimating himself with his surroundings. It was all built on a single road, just like the photos but with none of the neglect. It all looked old, sure, but it was clear a population of people had lived and worked here for quite some time. When they checked in he noticed a distinct lack of clocks and mirrors; even their room and the church tower had been stripped of them. Downstairs, the proprietors were syrup-sweet. There’d be a festival in the morning - friendly competitions, recipes, a chance for newcomers to judge. Tourists especially welcome. The old woman pressed keys into their hands and promised an early breakfast on the house. Mixed news: the attention of three hundred people would make espionage tricky. They took the room, bolted the door, and kept their voices low. “I say you two go,” James said. “Go, but let me play hooky. I’ll slip out the back and start digging.” As far as he was concerned, they already had enough evidence. This town shouldn’t exist, and he knew the agency would decide it doesn’t for much longer. He wanted a chance to place the plastic explosives he’d brought without their knowledge. The less they knew, the better. “Easy for you to say.” June prided herself on swaying a crowd, but she wasn’t sure about being bait. She glanced at Cal and sighed. “Don’t know if we’ll have a better shot.” Cal sorted the fresh pictures against the ones he’d brought, comparing both to the old map. “Respectfully, I’ve got the closest thing to jurisdiction. And I’ve walked the uh... ‘real’ town. I’ll move faster.” The rest of the night was a debate, friendly enough but edged, the two men trying to sway June, who sat in the middle with the deciding vote. She’d make it in the morning, after she’d had time to mentally balance the pros and cons. When morning came, it didn’t arrive so much as collect. Light went from gray to grayer. The smell of warm bread slid under the door. A soft knock. A careful voice: “Good morning! We brought you some muffins to start your day off right!” June moved to intercept the room service, stopping at the latch and turning to the other two to confirm they were ready. Cal set the wig and straightened the rest of his disguise in the window’s reflection. Stoic like the calm before a storm, James tucked a 1911 into his belt and waited for June to call the plan.
Adolescent Changling (<100 years)
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 1 Intellect 3 Resonate 2
Endurance 1 Memory 2 Sigil 2
Dexterity 2 Charisma 4 Flux 2
Skills
Mobility 2 Influence 2 Channel 2 Lore 1
Loadout -
(+1 WB / 0 AB) Bite (1 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+1 WB / 0 AB) Bite (1 DV / 0 AV)
Known to traditional folklore, they are examples of an awkward phase of their growing cycle. Already smart enough to compete with the smartest humans, they are physically much weaker and must improvise to survive. This is where the legends form, where they kidnap infants and young children for their cult and replace them to enjoy the free resources provided by unwitting mothers. Capable of shifting their form, there are often still tells. Pale skin, odd proportions, or missing social cues in conversation, they always stick out to a mother's instincts eventually.
Adult Changelings (100-400 years)
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 4 Resonate 3
Endurance 2 Memory 4 Sigil 3
Dexterity 2 Charisma 5 Flux 3
Skills
Mobility 2 Influence 3 Channel 3 Lore 2
Loadout -
(+2 WB / 0 AB) Bite (1 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+2 WB / 0 AB) Bite (1 DV / 0 AV)
The 'breeding age', they spend a lot of their time using their abilities to lure in human mates to keep the genetic diversity in the cult. Tall enough to pass for a short human, they are often found impersonating the elderly. This excuses their stature as well as provides them a lucrative mask to wear for both sympathy and support. Although they have mastered the art of shifting their shape and mimicking humans, less Changeling blood is passed on with each generation, making them increasingly more reliant on ritual magic.
Elder Changelings (400+ years)
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 5 Resonate 4
Endurance 2 Memory 5 Sigil 5
Dexterity 3 Charisma 6 Flux 4
Skills
Mobility 3 Influence 4 Channel 4 Lore 3
Loadout -
(+3 WB / -2 AB) Fangs and Hide (2 DV / 1 AV)
(3) Wounds (3) Will (3) Wane
(+3 WB / -2 AB) Fangs and Hide (2 DV / 1 AV)
Changelings begin to shrink around four centuries of age and lose much of their social senses not long after. Becoming almost feral, they recognize other Changelings and are able to make pacts with them. Although they lose their ability to mimic humans, they begin changing into something much more terrifying. Growing claws and fangs, they are able to serve as physical guardians to the cult, though not all follow this path. Some succumb further to ritual magic, their gibberish rhymes able to paralyze others where they stand.








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