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100 Conspirators (Print)

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100 Conspirators (Print)

£13.43
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100 Conspirators — Print Edition

One hundred organisations, elites and secret agendas to place behind your conspiracies.

A conspiracy requires conspirators.

100 Conspirators provides one hundred groups, organisations and hidden agendas capable of shaping events from behind the scenes.

Some operate entirely in secret. Others are publicly known institutions whose alleged true purposes remain concealed. Their influence may rest upon wealth, political power, specialist knowledge, intelligence networks or occult forces.

The book is primarily intended for modern occult, espionage and conspiracy roleplaying games, but its organisations can also provide models for hidden powers in historical, fantasy and science-fiction campaigns.

One Hundred Powers Behind the Plot

Each numbered entry presents a potential conspiratorial organisation or agenda.

Entries contain:

  • Description — the organisation’s background, history, membership and nature.

  • Aims & Methods — what the group wants, how it pursues those goals and the resources it can employ.

  • Conspiracies — related plots from the companion volume 100 Conspiracies, currently sold as 100 Conspiracy Theories.

  • Adventure Seeds — ideas for games in which the characters oppose, investigate or work for the group.

  • Tips — occasional guidance for portraying conspirators and running conspiracy-oriented games.

The consistent format makes the book easy to consult when preparing a campaign or when a hidden organisation is required during play.

Oppose Them—or Work for Them

The player characters do not have to remain innocent outsiders uncovering a grand scheme.

The supplied adventure seeds support games in which they may:

  • Investigate a secret organisation.

  • Interfere with its plans.

  • Become targets of its agents.

  • Work for the group without knowing its full agenda.

  • Serve one conspiracy against another.

  • Discover that an apparently public institution has another purpose.

  • Uncover connections between several different plots and organisations.

Entries can be used individually or combined to create competing layers of influence behind a campaign.

Connect the Conspiracies

100 Conspirators was designed as a close companion to 100 Conspiracy Theories.

The cross-references between the two books allow Games Masters to connect a suspected plot with one or more organisations that might be responsible for it. This can create a richer background in which conspiracies overlap, different groups pursue the same goal and apparent allies conceal conflicting agendas.

One book supplies the schemes.

The other supplies the people and powers behind them.

A Sceptical Gaming Supplement

The book distinguishes genuine conspiracies—such as criminal plots, espionage operations and political cover-ups—from unsupported paranoid conspiracy theories.

It does not present its material as evidence that the featured claims are true.

Instead, it treats conspiracy mythology as fictional material for games in which secret organisations, global elites and impossible hidden powers really may be manipulating events.

Some conspiracy theories have racist or otherwise repugnant origins. The book acknowledges this directly and warns readers not to mistake the presentation of those ideas for endorsement.

A Practical Games Master Resource

Use 100 Conspirators when you need:

  • An enemy organisation for a modern investigation.

  • A hidden sponsor behind an established villain.

  • A faction for an espionage campaign.

  • Conflicting secret societies.

  • An occult order or clandestine network.

  • An organisation the characters can join, infiltrate or betray.

  • A model for conspirators in another period or genre.

  • Adventure ideas when preparation time is limited.

Choose an organisation, decide how much of its alleged agenda is true and place its first move into the campaign.

Somebody Is Behind It

The plot has been uncovered.

The evidence points beyond the immediate perpetrators.

Money, influence and information connect events that were never supposed to be connected.

Now the characters must discover who is pulling the strings—and what happens when the people behind the conspiracy realise they are being watched.

Find the powers behind the plots with 100 Conspirators.

This listing is for the physical print edition of 100 Conspirators, written by James Desborough. It is a 103-page, black-and-white A4 perfect-bound paperback. ISBN: 978-1-4457-5247-1. It is a system-neutral roleplaying supplement rather than a complete standalone game.

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