[b]There's a treasure/and or resources to be had in an American small town. The Town is called Hackitt. The "Hicks" come from here. The "Hicks" are ran by the local Churches and the Mayor. The "Family" well, that's a Mafia Family. The "Coven" well, that's a Witch'es Coven. The Witch'es Coven has the perks of magical powers. . . the Family has connections, money, a lot of connections and is heavily armed. The Hicks? Well they've got an entire town of over ten thousand people, armed to the teeth ((But the average Hackitt is not as well armed as the Mafia, who have a wide arsenal at their disposal)), guarding their secrets of a strange cannibalistic, Neo-Christian Cult. If you want to play career criminals who have the unique circumstances of facing scum equal or worse than themselves, you play the Mafia. If you want to play Zealots of the worst kind of a cult, who hold to the worst hallmarks religions is sometimes hated for, you take the side of the "Hicks". If you want to play people who were either born, initiated or self taught into the dark side of the supernatural, you take the side of the "Coven". There are three slots for each faction: Mafia: Headquarters: (Held in a Large City. Headquarters is well-protected, and is isolated from front line action, and is best suited for micromanagement) The Don (Mafia Boss), who runs the Headquarters will take control here. Mid-Way: A stopping and resting place for the Mafia. Might be a Warehouse, or some area nearby the Hackitt town. "Frontlines": Might be in a neighboring town of Hackitt, in the nearby mountains somewhere, or some place where the Mafia can launch their operations best. Hackitt: Town Hall: (The safest place for the Hackitts to run their operations. The Hackitts also have the benefit of this being a political place for the country. It would look suspicious if for some reason, the Mafia or a Coven of witches killed everyone there at Town Hall. The Mayor works here)). The Chosen's Church: (The central place of Hackitt culture. The nursery of it's Zealotry. Secret religious knowledge and it's teachings are studied here. Technically this stuff is magic, but it's highly different in nature from Coven's magic. The Chosen Church'es magic can cause mystical powers to develop and flourish here based on fervent belief and will power. Sometimes, but not often quite similar to the Coven's magic). The Enforcers: (The Enforcer arm of Hackitt's Church are "The Enforcers". They are different enough from Town Hall and the Church in that while they are the same religion, and in the same loyalty, they still consider themselves different. They "take care of things", like keeping secret areas off limits, eliminate people who discover the town's secrets, and investigate possibilities of defection and infiltration. The Coven The Estate Where the Headmaster resides. The Estate is guarded with protective spirits, and occasionally undead and possessed animals. The Headmaster, a powerful witch is likely to be very heavily guarded. Also, Witches can see whatever the Headmaster wants them to see going on here. The Academy Grounds The Academy Grounds is where people are taught the most. The Estate might be where people make important decisions and teach the most powerful magic or the darkest secrets, but the Academy Grounds is where MOST work gets done. The Old Manor The Estate is where the Headmaster resides. This is where a Headmaster used to reside. There was a conflict of some kind, the details of which are hidden to most of the Coven's Members. This is where the "Darkest" sort of magic of the Coven is practiced, and most likely to possess the worst threats a Witch can conjure up. That said, the Old Manor is easier to escape than the Estate, and easier to penetrate, than the Estate. There is a maximum of Nine Players. Each player starts with loyalty to it's other two players as being in the same as it's own faction. Eventually, they might drift apart from the same faction, but that's not advised. If the factions DO split, it must be role played properly and rationally.