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ChurroAnon

Equestria Divided: Cult Cell Creation Table

Nov 4th, 2015
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  1. Cult of Laughter Cell
  2.  
  3. Roughly where in Equestria this Cultist cell operates, and which House they primarily conspire against
  4. Region
  5. Roll 1d10
  6. 1-2
  7. Moon and Star
  8. This cell operates within the cities, towns, fortresses, and/or slave domes ruled over by House Moon and Star
  9. 3-4
  10. Whitegold
  11. This cell operates within Manehattan and/or any of the surrounding areas controlled by House Whitegold
  12. 5-6
  13. Stormwing
  14. House Stormwing
  15. This cell operates within the Pegasi Flying cities and/or grounded villages and towns protected by House Stormwing
  16. 7-8
  17. Everfree
  18. This cell operates within the various tribal villages living within House Everfree
  19. 9-10
  20. Earthborn
  21. This cell operates within the cities, towns, and/or forts that make up House Earthborn
  22.  
  23.  
  24. This pertains to the number of sentient and still living members of the Cult this cell boasts, and thus does not include the Undead and monstrous members.
  25. Size
  26. Roll 1d10
  27. 1-3
  28. Troupe (small)
  29. This Cult cell only numbers in the dozens, with likely no more than 50 cultists. It could be that this cell only exists in a very small area, such as a single village or camp, or it could be that this cell is nomadic and thus travels about an entire region spreading laughter as it sees fit without being tied down to one spot.
  30. 4-7
  31. Mob (moderate)
  32. This Cult cell boasts no less than 100 and perhaps no more than 300 cultists, and is generally large enough to sew chaos and sedition in most areas of Equestria.
  33. 8-9
  34. Circus (Huge)
  35. This Cult cell boasts no less than 500 and as many as over 1000 cultists, and is large enough to spread havoc throughout a significant area, whether it be a large city or a vast area.
  36. 10
  37. Carnival (Horde)
  38. This Cult cell consists of well over 1000, and as many as several thousand cultists. If this cell in concentrated in one particular area then it is likely operating in a large city where the Cult is actively contesting control with an established House. Otherwise, it is likely that this cell has its members spread over an entire House’s territory.
  39.  
  40. Which special forces outfit is predominant in this cell, which largely defines exactly how this cell goes about spreading laughter and aiding the Cult. This doesn’t necessarily preclude the presence of other special operatives.
  41.  
  42. Special Operatives
  43. Roll 1d10
  44. 1-2
  45. Jesters of Baltimare
  46. A large number of Jesters operate in this cell, making it better predisposed toward conducting assassinations and acts of espionage
  47. 3-4
  48. Harlequines
  49. The Harlequines have a strong presence in this cell, giving it a less than subtle edge in direct combat with the Cult’s enemies
  50. 5-6
  51. Euphories
  52. This cell’s strong complement of Euphories allows it to engage in more brutal hit and run attacks against its enemies
  53. 7-8
  54. Toymakers
  55. The Toymaker Guild has a more visible presence in this cell, and thanks to their hard work the cell is better able to deploy its terrifying war machines and vehicles with greater frequency
  56. 9-10
  57. Necromancers
  58. There are more than a few dedicated Necromancers in this cell, and through their dark powers this cell is able to more easily call upon the Laughing Dead as well as other strange and disturbing spirits
  59.  
  60. What quirk or oddity defines this cell in the eyes of the rest of the Cult of Laughter, and generally how they are seen by neighboring cells
  61. Reputation
  62. Roll 1d10
  63. 1-2
  64. Laughing Mad
  65. Even amongst the often raving and maniacal members of the Cult of Laughter, this cell somehow distinguishes itself in terms of brazen insanity. While they may attract a bit too much attention at times, they also are quite good at attracting new members.
  66. 3-4
  67. Deadpan
  68. This cell is oddly seen as being a bit more level-headed than most, and is far more likely to engage in acts of subtle subterfuge. Some other cells may find this group a bit dull, while a few others might respect it for having a more refined sense of humor.
  69. 5-6
  70. Revelations
  71. This cell has a reputation for being more militant than most. They sincerely believe that the Laughing Mare’s arrival is coming very soon, and they want to distinguish themselves to her by causing as much destruction to her enemies as possible.
  72. 7-8
  73. Monster Mash
  74. This cell is affectionately derided as being ‘2 Spooky’ by many other members of the Cult. This cell has a stronger relationship with the Laughing Dead, ghosts, and other disturbing creatures than many other cultists, employing them in battle often and generally including them in most of their activities.
  75. 9-10
  76. Dogmatic
  77. This cell boasts a number of scholars who study what the true nature of the Laughing Mare is, with a few even going out of their way to hunt down and collect 'artifacts’ that played a significant role in Pinkie Pie’s life. When it comes to rituals and celebrations, this cell likes to put their own little affectionate spin on things.
  78.  
  79.  
  80. Secret Weapon
  81. Roll 1d10
  82. 1-2
  83. The Monster
  84. Whether it rose from the grave, was crafted on a Toymaker’s table, or summoned from the Astral Plane is irrelevant. What matters is that this ‘pony’ is an absolute terror on the battlefield, and it lends its monstrous might on behalf of this cell.
  85. 3-4
  86. Astral Gate
  87. This cell has created or somehow found a small portal to the Astral Plane. Although it is nowhere near powerful enough to allow the Laughing Mare to cross over into Equestria, it does allow this cell to more reliably call upon the aid of monsters from the beyond. Most who enter the portal don’t tend to come back.
  88. 5-6
  89. Boom Boxes
  90. This cell has developed its own special brand of explosives that are far more powerful than their small size would indicate. How to make such explosives, and whether or not they are magical or technological in nature, is a closely guarded secret amongst the members of this cell.
  91. 7-8
  92. Mad Oracle
  93. One member of this cell has been blessed by the Laughing Mare with visions of what may come to pass. This cell can predict whether or not certain tactics of theirs may succeed or fail, and they often receive forewarning of coming disasters shortly before they happen.
  94. 9-10
  95. Ghostly Champion
  96. A Necromancer of this cell has successfully summoned and bound the ghost of an ancient hero to their merry band. Although this spirit cannot physically interact with the world very well, it can still offer its wisdom to the cult and it possesses long forgotten knowledge from a bygone age.
  97.  
  98.  
  99. Enemies
  100. 1-2
  101. The Witch Hunter
  102. A mysterious stranger has dedicated his/her life to hunting down and slaying members of this cell. Despite only being one pony, this Witch Hunter appears to be well informed, well armed, and extremely dangerous.
  103. 3-4
  104. Mercenary Company
  105. This cell has earned the ire of a band of cutthroat mercenaries, who will gladly offer their services at a discount if it means they'll get to cross swords with cultists belonging to this cell.
  106. 5-6
  107. Astral Demon
  108. A practical joke gone terribly wrong has caused the cell to become enemies with a demon from the Astral Plane. Although this demon won’t go too far out of fear of angering the Laughing Mare, it will still find ways to make life difficult for cultists in this cell until it feels satisfied.
  109. 7-8
  110. Military Garrison
  111. The House military forces that are active in the territory this cell operates in believes this cell is very dangerous. Resources that might be better put to use fighting other Houses, or dealing with the Cult in general, are focused toward this cell alone for some reason.
  112. 9-10
  113. Rival Cult Cell
  114. A neighboring Cult cell is not on very good terms with this cell. For whatever reason, these two cells tend to quarrel quite a bit. Other cultists likely look down on both of these cells for engaging in this feud, and if the quarrels ever lead to bloodshed then it is likely that the High Prophets, or perhaps even the Laughing Mare herself, will get involved.
  115.  
  116.  
  117.  
  118. Current Cells of the Cult of Laughter
  119.  
  120. >"En vol Saboteur" Troupe
  121. This section of the cult has special pegasus Harlequines, agile, deadly, and with a fondness of explosives, this Troupe goes around Stormwing cities, distracting the general population with cheap carnivals while the En vol Harlequines go on a rampage around the city, destroying anything in their path. Unfortunately, the special explosives used by this Troupe came with a terrible cost, the scholars of En vol cheated an Astral demon for special boom boxes, with incredibly strong explosions.
  122.  
  123. That's why the En vol Saboteurs are always on the run, destroying cities, and flying to their next target, as they can't risk being discovered by the astral demon bent on destroying them.
  124.  
  125.  
  126.  
  127. >The P&P Flying Circus
  128. This massive Cult of Laughter cell operates all throughout Manehattan and the surrounding countryside. Headed by none other than the twins, Pound and Pumpkin Cake, the P&P Flying Circus is well-known throughout the city as a spectacle to delight the eyes of ponies wearied by constant war. The circus sports every kind of act under the sun, but none shine brighter than the Aerial Ballet and Fireworks Show, wherein talented pegasi swoop to and fro, hither and yon, while juggling fireworks from pony to pony. Their fame has reached to almost every corner of civilized Equestria, with those ponies who still dare to travel flocking to the city in droves to see them perform.
  129.  
  130. Behind the bright and happy facade, however, lies the true face of the Circus. Acting as a front, the Circus allows the twins to draw recruits into the Cult of Laughter. From audience members enthralled by the performance, to the downtrodden wretches living in the Undercity, this cell has no shortage of willing supplicants, and is growing steadily larger. The twins believe they are almost ready to bring a Pillar of Joy into the Material Plane, and are preparing a huge, murderous bonanza in order to draw the abomination's attention and seize the city once and for all.
  131.  
  132. However, they are far from unchallenged, as a certain General Fancy Pants is currently attempting to bring the show's darker side to light. Through a combination of undercover soldiers and well-crafted propaganda, the General is constantly attempting to warn ponies away from the Circus, as well as unmasking and destroying its agents wherever they may be found. Tensions between the Cult and the General are escalating rapidly, with deadly battles in shadowed alleys becoming increasingly more common as time passes. With the recent disappearance of an entire squadron of Whitegold soldiers, Fancy Pants is beginning to ramp up his efforts to crush the Cultist cell root-and-stem.
  133.  
  134.  
  135.  
  136. >The Ringleader Busters
  137.  
  138. The Busters are a small gang of cultists that roam nomadicly about the territory of House Moon and Stars. Some within the Cult of Laughter think them to be without humor. In truth, they just like a different kind of joke.
  139.  
  140. Killing some poor soldier who wondered into the wrong alley? That's not funny.
  141. Watching a grinning worm rip apart a random soul? That's not funny.
  142. Killing a rich and/or powerful pony and watching the resulting anarchy of everything he worked hard to get falling to pieces? That's *hilarious*.
  143.  
  144. With their Jesters of Baltimare, they perform precision assignations and strikes on targets of value, then revel in the resulting madness. Occasionally, they choose to drag out the demise of their target by slowly breaking down his assets one by one. A bomb or two in a business he owns, a couple of open locks on his slave pins, then when he's at his lowest and struggling to regather what he lost, deliver the punch line.
  145.  
  146. Their is one obstacle to all their fun though; Inquisitor Barley. He had been sent on a mission to investigate some odd goings on in the area the Busters were currently operating in. When a lead crossed him that the cultists were planning to assassinate a local lord, he dismissed it. Surely the protection the lord had hired would make even the maddest of ponies think twice. The Busters successfully pulled off the assassination that night.
  147. Ashamed and humiliated by his oversight, Inquisitor Barley devoted himself to the destruction of the cell. With a better understanding of their tactics and MO, he chased them from one end of Sun and Moon territory to the other and back. He does everything he can to throw a wrench in their plans, and while he doesn't always succeed, he has enough times to become an annoyance.
  148.  
  149. Needing a way to combat the Inquisitor, one of the members of the cell, a pony named Bayleaf, reached out to the beings of the astral plane for their assistance. Assistance was granted, and a demon of the immaterial realm gave him the power to face the Inquisitor one-on-one.
  150. The process of receiving this power was anything but pleasant. Bayleaf's body was twisted and deformed to become stronger and more resilient. They say that his screams and deranged laughter lasted for hours as the power of the astral moved through him. When it was over, Bayleaf emerged more beast then pony.
  151. With tremendous strength, unending endurance, and a near complete immunity to pain, he makes for a formidable combatant. When the cell knows that Inquisitor Barley is on to them, they let loose Bayleaf to hunt him down and delay him until their plans are complete. The Inquisitor and the monster have fought many battles, neither managing to come ahead in the end.
  152.  
  153.  
  154. >The Merchants of Death Troupe
  155.  
  156. A band of several dozen cultists who were once simple craftsponies before hearing the call of the Laughing Mare, the Merchants of Death pride themselves on being the suppliers of some of the Cult of Laughter's most deadly toys.
  157.  
  158. Consisting largely of Toymakers and their various bodyguards and assistants, this Cultist cell integrated into the Tree Top Towers village of House Everfree under the guise of displaced refugees looking for a new home. They offered their mundane skills in craftwork and we're slowly accepted as members of the community, with the villagers largely unaware of their true designs.
  159.  
  160. Unbeknownst to those outside of this cell, the Merchants of Death were able to craft together a terrifying device, a small gate to the Astral Plane which they use to summon demons of great power and bind them to their terrifying weapons and war machines. Their incredibly dangerous, or as they often put it, 'fun', inventions have made them well loved by other cells operating in the area. However, their activities have incurred the displeasure of at least one powerful demon who occasionally curses this Troupe's members with horrifying visions of pain and suffering. The Merchants consider this an an unfortunate, but usually tolerable side effect to carrying out their duties as they are extremely devoted to their work and will stop at nothing to make sure that their comrades are well armed in the coming battles against House Everfree.
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