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Forum Game: Bounty Hunters of the Cadaverous Earth

Started by LD, January 23, 2014, 11:11:43 PM

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LD

[note]First, credit is due to Steerpike who created the Cadaverous Earth Setting, which he has graciously permitted me to use as the flavor.

The game will have deviations from Steerpike's piece-de-resistance, none of which are canon unless Steerpike states. For purpose of this game, deviations will take precedence over the actual text.

Cadaverous Earth suits the subject well even though I considered a number of setting styles, but I relish the opportunity to read again the tome Steerpike wrote and it seemed best to go with a slightly darker, already fully-conceptualized world.

Ultimately, Cadaverous Earth suits that requirement best- the setting provides limits for players, the tone is consistent, still, there is a vast canvass on which they can paint.
[/note]
Forum Game: Bounty Hunters of the Cadaverous Earth

[ooc=What Is This?]
* Play as a Bounty Hunter Company Owner who has a stable of three bounty hunters, or play as three independent hunters, closely allied.

* Seek Quarries/Bounties, Hunt them down, Gain Wealth and Notoriety. Build your Bounty Hunter Stables, make it, and your home grand. Grow your investments and build the greatest Bounty Hunter Stable of them All.

Live Under the Guild or Challenge it.
Choose who lives and who dies.
Compete or Cooperate.
It is your choice.

Time Commitment
* 20-30 min/week for players, probably less though.
* 2 hours/week max for GM.

Basic Concepts:

-GM rolls all the checks. Players do not need to roll anything.
-Round down if under .5, up if over or at .5
-Players choose their strategies (the Actions).
-Asynchronous Play. No two players or Player/GM needs to be online at the same time.
-Play by Post.
-The cheaper the bounty, the less complications.
-1 Post a week. But players can post more.
-Rewards for Posting Tales and flavour-text.
-How to Win? Set your own goals- level up your bounty hunters, build a better company hall, build a better home, take on the Bounty Hunter's guild, go independent, sabotage other players, it's up to you.
[/ooc]

[ic=Setting]
The setting is the blood-spattered City of Bodysnatchers, Macellaria, located deep in the wastes of the Cadaverous Earth, a dying land, where the dead walk and the living die.
[/ic]

[ic=Guild or Independence?]A tiny, almost imperceptible string dangled from Tywin's ankle. On its end, a metal hook dangled. Tywin saluted a guard as he walked, then bent down to tie his shoelace, hooking the hook onto a nail as he did. Then, he walked across the street and sat.

Moments later, a man came running down the alley. Tywin stood, yawning and stretching and holding his leg out straight...and the line out taut.

The man's stride took him almost over the line, but not quite, and he stumbled, then fell.

Behind him, a man with a sword ran. Tywin, however, pulled out his blade in one hand, and handcuffs in the other, which he snapped onto the running man's arms.

"No no no... Balon, this one's for me." He smiled at the pursuing swordsman, and opened his cape to show a glint of the Bounty Hunter's medallion. "This one's mine."

Balon grumbled.

"Guild rules." Tywin tittered.

Balon's thrust stabbed into Tywin's right breast. "F--- the Guild."

Tywin fell, blubbering blood. Balon stepped over him, grabbed handcuffs and dragged the man to his feet. Then he spat on Tywin's corpse. "I'm independent."[/ic]


[ooc=How to Play]
1. Character/Hunter Creation
First, you create 2 Bounty Hunters (See Creating a Bounty Hunter section, below)
Second, you create Your "Stable Master", who controls the money, divvies out assignments and orders the hunters around. This is your alter-ego (See Creating a Stable Master section, below)
Third, you choose your 3d bounty hunter from a list of those who are looking for work. (See For Hire Below)

2. Once The Game Has Started
Turn Actions:
Each turn/week, each Bounty Hunter may take 2 Simple or Advanced actions. (See Below in this Section).
The Stable Master may also take an unlimited amount of Corporate Actions. (See Below in this Section).
That's it. It's that simple.

SIMPLE ACTIONS
Simple Actions are explained below in the ACTION section of this thread.
1. Hunt Quarry (Choose when you are in the same city as the quarry)
-----When you hunt a Quarry, an Event and a Complication will happen. A Complication, which is negative, is avoided through Research.
-----More Complications occur when you hunt a more difficult Quarry.
2. Research a Quarry
3. Travel (travels to a city) (an Encounter may happen on the way unless Geography is researched).
4. Shop For Magic/Grafts/Tattoos/Potions/ Rare Weapons-Armor. Look for a particular rare item or a group of less rare items.
5. Training Train a skill under an expert.

ADVANCED ACTIONS:
1. Harass Another Bounty Hunter (Must be in the same city)
   - Your Clever v. Their Perception (Roll v. Roll)
            - A win on Clever v. Perception: (Delays the other Bounty Hunter).
2. Steal an Item
- Not enabled yet.
- May steal from a NPC or another player.
- Will need Thieves Guild Registration. Without, it you may be waylaid occasionally and your Charterhouse will be assaulted by Thieves more often than normal.

CHARTERHOUSE ACTIONS:
1. Hire a new Bounty Hunter (from the list of Bounty Hunters,if you can afford one)
2. Hire Away. Offer to hire away another Bounty Hunter
- (1) Can the Master meet the cost of a legal Buyout (5000 fee to the losing firm);
- (2) Master determines appropriate bribe (the Hunter's current salary [for generated Hunters, this is 5000/year]+500 is the base purchase price, add an additional 1000 to gain an additional 1 point bonus in stage 3);
- (3) (Your Firm's Notoriety - The Hunter's Loyalty) for the test.
- (*) If a Hunter's Loyalty is greater than or equal to 10, the Hunter cannot be Legally Bought Out/Bribed.
- (*) The Final Hunter may not be hired away from a Stable.
3. Sell Gear
- Gear can be sold for 1/4 of the original price.
4. Advance your Hunters (Experience)
- See Character Advancement Section.

[note]Other inspirations are: Lies of Loch Lamore by Scott Lynch, Great Train Robbery by Michael Crichton, Downton Abbey.

Some influence will likely arise from my GrimDark IdDark, an over-the-top absurdist reaction to Grimdark settings. Other ideas I considered were to create a fantasy setting, or a Planet Stories Burroughs-like piece with steam (pteradon flown and tensile-launched flying contraptions), a steampunk world, my reaction to the New Weird- Gloria, a Sci-Fi Setting, WH40K, Cyberpunk world... but, given the subject matter[/note]
[/ooc]


LD

#1
[ic=Actions Explained]
Actions Explained

[ic=Hunt Quarry]
Hunt Quarry

As a Player, you may choose to Hunt if you have successfully Researched your Quarry's location.

Tell the GM
1. Choose Options for your attack (See Step II.)
2. Choose any contingencies you want to write up in detail for what to do if certain things happen during the attack (See Step II.).
3. Identify whether you plan to Spare or Slay the Target after the Target/Quarry has been acquired. (See Step III.).

If the Hunt is in a city other than the city you are in [on the first turn, this is Macellaria], you must first travel there by using an Action.

If your hunter is in the city where the target is located, you must still first identify, through Research, where your quarry may be located before you may go in search of the quarry. If the quarry has changed its appearance, then you will be unsuccessful in your hunt even if you know where the target is located unless your Luck is high.

Step I. Who Gets the Drop?
Once the target has been tracked down and located, we determine who gets the drop on whom in the encounter.

The GM will make the following tests:
If the Quarry is AGGRESSIVE: GM Tests: Your Perception v. Their Perception
If the Quarry is DEFENSIVE: GM Tests: Your Perception v. Their Conceal

If the Quarry wins its Conceal test, they are hidden.
The Hunter will need to try again to locate them. Keep in mind that the Quarry may have moved after the failed attempt. (So you may benefit from another Research Action).

If the Quarry wins its Perception test, they get the jump on you.

The Person who Gets the Drop on another gains +2 to the primary attack rolls (Aim, Strength, Magic check to hit) in Step II.

Step II. Battle

Declare your Option. (Aim or Strength Attack) AND Defend by (Dodge or Strength)
Declare your Tactic. (IF you choose no tactic, Confront is the default)
Declare Spare or Slay for the Quarry and whether it's a different instruction for any associates of the Quarry who get in the way.
Optional: Declare Instructions (e.g. Flee if at 50% damage).

A. Options are:

1. Attack. Declare that you will attack with your Aim or Strength.

[ooc]i.)-Aim* tests against Dodge
Special Rule for Aim: If the person choosing Aim got the drop on the other person- then they get an extra unopposed round to attack (thus balancing the Aim weapons' greater cost).
Jamming Weapons: Some Gun-based may Jam if your Knowledge was not high enough so you are able to avoid problems with the powder.
On each use there is an x% chance it will jam, see the Aim Weapons sheet for the chance).
Before each encounter the GM makes a Knowledge check for you to see if there is a risk of jams.
If you pass, nothing jams.

ii.)-Strength tests against Strength or Dodge (GMs choice).[/ooc]

Damage. Calculate Damage
Each Weapon does a different amount of Damage (See weapons).

Enemy Attacks.
The enemy will choose either Aim or Strength to attack you, testing against your Dodge or Strength (Declare your preference)

The Flow of Battle
Repeat rolls until one side dies because more Damage was dealt to them than they had HP remaining.
A fight is conducted concurrently, so both opponents could shoot each other dead in the same round.

B. Tactics
Choose a tactic for your Acquisition of the Quarry. IF you choose no tactic, Confront is the default.

[ooc=Tactics]-Conceal. (+2 to Stage III Rolls if success. -2 if Fail) (GM Rolls a Concealment check. Roll under d20= Success).
You hide yourself, then spring out in Attack!

-Confront. (The default) (no modifiers/checks)
A confrontation is a straight up battle. You meet your quarry and attack.

-Trick (+2 to Stage III Rolls if success. -2 if Fail) (GM Rolls a Charm check. Roll under d20= Success).
Befriend the Quarry, then strike when the Quarry least suspects.

-Entrap (+2 to Stage III Rolls if success. -2 if Fail) (GM Rolls a Clever check. Roll under d20= Success).
Set up a trap for the Quarry, then lead them into it.[/ooc]

C. Instructions
Instructions are optional. They are advanced battle tactics. They allow you to plan and react based on actions an enemy may take.

[ooc]A common instruction: Avoid Damage to Non-combantants (This will reduce your Attack statistics depending on the type of non-combatants who are around but it will also reduce the chance that you kill someone who is not your target and for whose death you will not be fined/gain enemies from, etc.)

Eg. "If the enemy dodges my aim, switch to a Strength attack for my next attack." or "After I reach 50% health, I flee". (See Step III for Fleeing Rules).[/ooc]

Step III. Aftermath

1. Spare or Slay. Notify GM whether you Spare or Slay the quarry (and/or the Quarry's associates)?
Default position will be to choose the option that nets more obeloi for the Quarry and to slay all associates.
If you Choose to Spare, the GM will make a LUCK check with your statistics. If you fail the LUCK check, then you have Slain the quarry.

2. Fleeing. If you Fled, an aggressive quarry may attempt to pursue you. A defensive one will not.
The aggressive quarry's Haleness will be tested against yours (roll+hale v. Roll+hale). If the quarry's Haleness is greater, they will have caught up to you and the fight will continue.

3. Complications.
-Complications, or unforeseen events may happen.
GM decides if Complications occur.
Prior Research reduces the likelihood of Complications.
(e.g. extra fees are imposed by a local constable for damages sustained in the barroom brawl capture of a Quarry; the Quarry has an ally who also attacks you; Noncombatants are involved).
[/ic]

[ic=Research]Research
If research is chosen, the GM rolls a 1d100+(Researching Hunter's Knowledge * 5) (The total number can grow higher due to items and rooms)
Each 25 points reached reveals an aspect of the hunt.

[ooc]
Action: Notify the GM what your priorities are for Research.
Example: "I'd like to learn about (3)(1)(2)(5)(6)(7), in that order, depending on how well my character rolls (GM will do the roll and then GM will tell you what you have discovered).

1-Location. Last whereabouts/favorite haunts of the quarry.
A must have. Location Location Location. Without researching this fact, you will not find the Quarry and you will be unable to cash your bounty.

2-Targeted Location Know exactly where the quarry will be when. (May only research if succeed on Location research first)
For certain cases, such as preparing the delivery of poison in food, a more precise study of the target's location is necessary.
Allows for Complete Surprise if you also succeed on Conceal+Clever greater than opponents' Perception+Luck. If failed, opponent gets the jump on you. If you succeed, you get the Drop on the opponent and 1 turn to deliver poison or drugs.

3-Vital Statistics. True vital statistics, weapons, cosmetic alterations and abilities of the quarry.
If the Quarry has changed how it looks, then you will be hard pressed to find it unless you research this category.

4-Allies/Associates. Known associates/relatives of the quarry.
This lets you know if anyone else will be assisting the quarry. will the quarry have allies you need to plan to confront.

5-Local Laws. Local Laws/Regulations/Attitudes (max 2 target areas).
Are there local laws in this city that may affect how you entrap your quarry. Perhaps Skein has a ban on slashing weapons and they will be confiscated at the gate? If you know ahead of time, you can make contingency plans.

6-Competitors. Competitors on the hunt/Rivals/etc. Learn about their weapons and vitals.
If there are competitors or enemies who are also seeking the Quarry, learn about them, lest they beat you to your goal.

7-Local Trade. Local Goods/Equipment/Items for trade (max 2 target areas).
If you are going to another city, this can be useful to gain extra money. Take along special spices to Sonambulon and sell High.
This is different from the Shop option- this refers to trade goods.

8-Geography and Dangers. Geography and dangers of the journey. (max 2 target areas).
If you want to avoid random encounters that will almost certainly lead to peril and absolute death, research this.

9-More Targets. Research more targets/deals in the city where you are located.
If you don't like options available from the Guild, research special deals from third-parties.

9-Enemy's Tactics. Research what the Enemy's tactics are likely to be in the upcoming battle.
Reveals the Enemy's Tactics and whether it will attack with Aim or Strength.
[/ooc]
[/ic]

[ic=Travel]Travel-
Travel to a new city to Hunt.

Action: Tell the GM which city you are heading to
Example: I am heading to Skein. or "Assuming that my Research succeeds, I am heading to the LOCATION of the Quarry."

You may have encounters on the way unless you research the Geography and Dangers. Encounters are rarely good. This is the CE, after all.
[/ic]

[ic=Shop]Shop

Attempt to acquire a rare artifact, or a more common one.

Items are listed under Gear.

[ooc=Common Shops]
Just some names...
The Odditorium - Odd Items/Relics
Abernathy's Alliterative Apothecary - Potions
Petulant Potions - Potions
Carver's Den - Grafts/Tattoos
[/ooc]

[ooc=Rare Artifact]
These are quests. Not enabled yet. Are enabled through a Room in the Charterhouse.
[/ooc]

[/ic]

[ic=Training]Training
Enabled through a Training Room in the Charterhouse.

Train under an expert and improve a Hunter's statistics.
[/ic]

[/ic]

LD

#2
[ic=Creating a Bounty Hunter]
Creating a Bounty Hunter

[ic=Character Type Advice]I want a Spell Caster!
-Invest in Magic, Clever, and Luck

I want a Gunslinger!
-Invest in Knowledge and Aim

I want a Fighter!
-Invest in Strength and Dodge or Haleness

I want a Rouge!
- Invest in Concealment and Charm or Clever[/ic]

Base Statistics
[ooc=What Do I Do Here?]Each Bounty Hunter's starting base statistics, which can be added/modified.

* Choose a Name, Age, Race, City of Birth.
(Name and Age have no in-game effects)

Races: - Options are explained in detail in a below post.

[ooc=Cities]
Cities you may choose, and their bonuses:

Crepuscle (A city of great rapscallion traders)  May Shop for free as an Action in Crespucle once per Turn.
Dolmen +1 Core Statistic
Erebh  +1 Core Statistic
Lophius  +1 Core Statistic
Macellaria (The city where your charterhouse sits!) +1 Core Statistic
Marainein  +1 Notoriety
Moroi  Immune to 1 type of Drug.
Skein   1 Research is Free per Turns when in Skein.
Somnambulon Immune to effects that negate Magic. (Unless the effect is an Epic effect).
[/ooc]

* Distribute 12 points among the Hunter's CORE STATISTICS only. No category may have 5 more points than the lowest (Thus, 5 is the highest any statistic may be at the start).
* Each Hunter you create starts with 200 obeloi and any wealth that their Master (you) gives them to purchase other items.

* The most important stats probably are: Strength or Aim, Dodge, Luck or Clever. See Post below this for an explanation of what the statistics do/are.
[/ooc]

[ic=Your Hunters]
Name:
Age:
Race:
City of Birth:


HP   (Haleness+10)11
ARMOR      0

DISPOSITION: Aggressive (or) Defensive (choose one)

CORE STATISTICS

Haleness1
Perception1
Concealment   1
Clever      1
Luck      1
Strength   1
Aim1
Dodge   1
Magic1
Charm1
Knowledge1

ATTRIBUTE:

OTHER STATISTICS:
Notoriety   1
Loyalty      2 (Moves up due to rooms...needs to be 5 to avoid negatives)

GEAR:
_______

MAGIC:
(like gear mechanically but limited to carrying as many spells as you have Magic+(Clever/2)) _______

Successful Quarries Harvested
0

Wealth in Hand:
250 obeloi to initially spend Plus whatever is left over from Stable Master

Flavor Text:
[ooc=Flavor Title]Flavor Text[/ooc]
[/ic]

[ic=Creating a Stable Master]

[ooc=]The Stable Master holds all the money and tells the Hunters where to go and what to do.

-Each Stable Master starts with 2 hunters under the Master's supervision+1 who you recruit.
-You previously generated these two hunters.
-You may distribute some of your obeloi to the Hunters to purchase gear for them or for them to hold the money.
-You also need to determine if you keep your money in a bank (determine which below), at the office, or at your residence. (Masters do not keep gold in Hand). [/ooc]

Your Stable Master
Name:
Age:
Race:
Birth City:

[ooc=Cities]
Cities you may choose, and their bonuses:

Crepuscle (A city of great rapscallion traders) 10% less cost on Upgrades to Rooms (not on the servant only upgrades).
Dolmen Lillix hunters at 75% cost. Half cost Webbery.
Erebh Demon-Touched. Special events will occur.
Lophius Half cost Terrari Room and Blood Bath Room. Hagmyn and Leechkin hunters at 75% cost.
Macellaria (The city where your charterhouse sits!) 10% Less Tax/week.
Marainein No upkeep cost for Priests or Acolytes of the Wasting God; begin play with a Shrine to the Wasting God instead of a Utility Room. Begin play with extra 1 Notoriety.
Moroi Purchase Drugs as a Stable Master rather than as a Hunter Event.
Skein +1 extra Defense from up to 4 rooms that grant Defense.
Somnambulon +1 extra Loyalty from up to 4 rooms that grant Loyalty.
[/ooc]

Notoriety:
Hunter Loyalty: (Varies Hunter by Hunter)
Staff Loyalty:
Defense:

Wealth in Bank:
Wealth in Charterhouse:
Total Wealth: 6,000 obeloi

Weekly Costs:
TOTAL: 202/Week


50/Week (Charterhouse Staff)
22/Week (Taxes)
100/Week (Toward Hunting License for Charterhouse in Macellaria)
30/Week (Toward 3 Hunters' License Renewals (10 each))

Long-Term Costs (annualized above) (For reference for both you and the GM:
5200/Year (Hunting License for Charterhouse for Macellaria)
1040/Year (Hunting License for Individuals for Macellaria- License for your Hunters)
520/Year (Hunting License for Individual for Macellaria- Renewal)
1144/Year (Taxes on CharterHouse)

Flavor Text:

[/ic]

LD

#3
[ic=Statistics Explained]Statistics Explained

HP - How many points of damage you can suffer before dying.
ARMOR - "Soak" Damage. Enemy must do more damage than your armor to hurt you (unless they have an armor-bypassing attack or the attack method states something different)

Disposition: Aggressive or Defensive. An aggressive person who is being hunted, does a perception v. perception check. A defensive person does a conceal v. Perception check.

Core Statistics

Haleness - Resistance to Disease and Health Points.
Perception - Chance to detect a hiding opponent.
Concealment - Hide from Sight. Hiding can lead to attack bonuses.
Clever - How "bright" you are. (Must be 3+ to use 2 strength weapons, or 1 non-natural graft in coordination with a strength weapon to fight)
Luck - How lucky you are. Adds a modifier in certain situations.

Strength - How strong you are. (Must be 5+ to use a two-handed weapon)
Aim - How well you can fire/shoot a ranged weapon. (Must be 5+ to use two aim weapons concurrently)
Dodge - How well you can avoid an attack or trap. Traps are present in Complications and in some Events.
Magic- How many spells you may have equipped (also add clever).
Charm - How personable you are. Useful for dealing with Complications and gaining better rewards from Events.
Knowledge - How much you know about ... things. Useful for Research checks.

Other Statistics
These statistics are modified by how you play.

Notoriety - All start with 1. As this grows, you will find some missions easier, you may be given extra special challenges or honors, and you will attract more notice. Notoriety is gained by bringing back quarries fast (1 week successes); by sabotauging your rivals; by writing good story writeups for your successes.

Loyalty - How loyal your hunter is to the cause. Important to keep relatively high so that they are not bribed away by enemy players. Loyalties may be negative.
Base Loyalty is 2

[ooc=Loyalty Chart]
Loyalty of -5 = Leaves your service
Loyalty of -4 to -2 = -3 to all checks
Loyalty of -1 to 1 = -2 to all checks
Loyalty of 2 to 4 = -1 to all checks
Loyalty of 5 to 7 = 0
Loyalty of 8 to 10 = +1 to all checks
Loyalty of 11 to 12 = +2 to all checks
Loyalty of 13 to 15 = +3 to all checks[/ooc]

Wealth: Wealth in Hand can be spent in the city you are in. If you are in a different city than Macellaria, it is the only wealth that hunter can access. Wealth in a residence or an office is generally safe and it can be spent. Wealth in a bank can grow, but it also is more likely to be stolen or lost.

Notoriety (Charterhouse): A notorious Charterhouse will attract better bounties, more bounties, and it will find it cheaper to hire new hunters. Free things will be given to you.
Loyalty (Servants): Important when events are rolled for the home. A Low loyalty can lead to negative repercussions.

[/ic]

[ic=Attributes]
Attributes
Each Hunter has one attribute from the list below.

(Su) Born Under an Evil Sign - 1 More Complication per Mission; Add 3 Core Statistics Points.
(Ps) Drunkard - Costs an additional 50 Obeloi a week to pay for drink and damage. The cost rises as the Hunter becomes accustomed to a higher standard of living; Add 1 Core Statistics Point.
(Ps) Misanthrope - Will not work with anyone else. Only Solos missions; Add 1 Core Statistics Point.
(Ps) Philosopher - +10 to Research; Cannot use STR weapons.
(Ps) Teamster- Will only go on hunts with another; Add 1 Core Statistics Point.
(Ps) Wigged Out - Costs an additional 20 Obeloi a week to pay for drug addiction (free with Opium Den); Occasionally does not Act in a Round When acquiring a Quarry; Add 1 Core Statistics Point.
(--) Unremarkable - No Attributes

Types of Attributes
(Su) = Supernatural
(Ps) = Psychological
(Sk) = Skilled
[/ic]

[ooc=Further Explanation of Core Statistics]
Strength Weapons
Focus on: Hale, Strength, Dodge
Benefits: Riskier, Cheaper

Aim Weapons
Focus on : Aim, Knowledge, Concealment
Benefits : Higher Damage, Modular, Expensive, 1 Extra Attack

Aim, Conceal
-1 Extra Attack

Magic Weapons
Focus On: Aim, Magic, Clever
Benefits: -Nuanced Punches
[/ooc]

[ic=Character Advancement]Character Advancement (Experience)
The Hunters advance based on:
1. Training, which is unlocked by a Trainer from a Training Room.
2. Other special Rooms
3. At GM's discretion, an Advancement may be awarded after every 4th successful Quarry (keep track on your sheet).
[/ic]

LD

u
#4
The Hunters and the Master's Accommodation.
Hunters and the Master live in a Charter House, wherefrom they conduct business and rest their bodies at night. The Master's dwelling is incorporated into the Charter House. Space is at a premium in the City of Bodysnatchers.
The Master will need to carefully manage the money flow so that taxes may be paid. Reckless expansion plans may attract unwanted attention, and they will lead to trouble.

Not Paying Taxes: If taxes cannot be paid, a Hunter will be pressed into Debtor's prison for the next week. If no Hunters are not in the Debtor's prison, then the Master must surrender items sufficient to pay the tax. If that is not possible, then the Master goes bankrupt.
- Once a Hunter is in Debtor's Prison, the Master has a choice:
[ooc]
- Sell the Hunter into Slavery in the Gladiator Pits. (Gain half the Hunter's cost of contract. If the Hunter had no cost of contract, gain 1000 obeloi)
- Permit the Repossession of Items or Fire Servants so as to recover the Hunter.
- Continue permitting the Hunter rot in Debtor's Prison. (A Hunter in Debtor's prison loses 2 Loyalty per week; Loyalty of -5 (see chart above) means they leave your service).

Taxes may eventually be decreased through:
-Bribery of officials
-High Notoriety (they fear and respect you)
-Special Quests unlocked through the Gardens- Private Clearing

STEP 1: Players select where the Hunters' Charter House is located.
Is it in Pulsetown, with the teeming residential hordes, in Hexwarren amongst the arcanery, or in the Skin Markets between the rotting corpses and scrimshawed bones carved by grave-faced ghuls and collected by discerning travelers. (See Location, Location, Location, below).

STEP 2: Players incorporate the floorplan onto their character sheets. Floorplans may be changed.

---

STEP 1: Location, Location, Location
The house's location will affect what types of special opportunities are available to the Hunters.

Hexwarren Chapters are safer, but they will be more expensive. (10% upkeep premium) (negative events likelihood only once in every 10).
Pulsetown Chapters have no modifiers either way.
Shanties or Resurrection Gate Chapters are riskier and bounties will pay less because who trusts a chapter that doesn't spring for good digs, but your Charterhouse will be cheaper. (10% upkeep discount) (10% less obeloi for bounties) (likely to be attacked/assaulted/have money stolen once every 2-3 turns).
Skin Markets Chapters have a damper on morale and loyalty due the foetid smells that drift within. (-1 Loyalty to all except Hagmen who gain an additional +2 Loyalty and Ghuls who are unaffected). (10% discount on Drugs).
Velveteen Circus Chapters earn more income from Red-Light-inspired rooms; but Defense will be 2 Lower.


STEP 2: Floorplans.
-Below is a suggested Floorplan.

[ic=Where The Hunters and the Master Live]

This is the suggested starting floorplan.
- Players may use a different floorplan than the suggested one below.
- The Master gains Obeloi equal to the amount of each room the Master decides to not build.
- Below the suggested Floorplan are upgrades to rooms and additional rooms that may be constructed.











Room NameNotorietyLoyaltyDefenseSpecialPrerequisiteTaxUpkeepCost
Armory, Basic0 1 1 (Shop for Normal Weapons as Stable Master instead of individual hunters; May store spare weapons)None 2/week 0/week 2000 (new) 1500 (convert)

[note=Optional Upgrades (Not Added)]

(II) Improved0 1 1 2/week 5/week (Steel Polisher) 2000
(III) Refined1 2 1 3/week 0/week 5000
[/note]
Hunter Room (1)0 0 0 If houses 2 Hunters, both lose 2 Loyalty.Privies 1/week 0/week 500 (new) 200 (convert)

[note=Optional Upgrades (Not Added)]
Personal Valet  (Servant) (Limit 1/Hunter) 0 1 (to 1 hunter) 0 0/week 10/week 200
Night Companion (Limit 1/Hunter) 0 2 (to 1 Hunter) 0 0/week 50/week 1000 to Hire
Cleaning Maid/Made (Male Version) (Limit 1/Room) 0 1 (to the Hunters) 0 0/week 10/week 200
Tier II (Decent) 0 1 (to Hunter) 0 1/week 0/week 2000 Obeloi
Tier III (Merchant-Class) 0 1 (to Hunter) 0 2/week 20/week 4000 Obeloi
Tier IV  (Noble-Class) 0 1 (to Hunter) 0 5/week 50/week 10,000 Obeloi
Tier V  (Opulent) 0 1 (to Hunter) 0 5/week 100/week 25,000 Obeloi/td]

[/note]
Hunter Room (2)0 0 0 If houses 2 Hunters, both lose 2 Loyalty.Privies 1/week 0/week 500 (new) 200 (convert)
Hunter Room (3)0 0 0 If houses 2 Hunters, both lose 2 Loyalty.Privies 1/week 0/week 500 (new) 200 (convert)
Kitchens  0 0 0 None(Pantries, 1 per kitchen) 1/week 20/week (Head Chef) 1500 (new) / 1400 (convert)
[note=Optional Upgrades (Not Added)]
Scullery Maid/Made  (Servant) (Limit 1/Kitchen Tier) 0 0 0 0/week 10/week 200
Chef's Assistant (Servant) (Limit 1/ Kitchen Tier) 0 0 0 0/week 10/week 500
Tier II (Remarkable Kitchen) 0 0 0 1/week 100/week 5000 Obeloi; Scullery; Chef's Assistant
Tier III (Noted Kitchen) 0 0 0 1/week 400/week 10,000 Obeloi; 2 Scullery; 2 Chef's Assistant
Victuals, Tier II (Decent) 0 1 0 0/week 60/week 1000 Obeloi
Victuals, Tier III (Good Quality) 0 2 0 0/week 120/week 2000 Obeloi;  (II);Remark. Kitchen
Victuals, Tier IV  (Fine Dining) 0 2/(3 Staff) 0 0/week 300/week 5000 Obeloi; (III); Noted Kitchen
Victuals, Tier V  (Opulent) 1 2/(4 Staff) 0 0/week 600/week 12,000 Obeloi; (IV); Noted Kitchen
[/note]
Library, Individual's0 0 0 (Permits Research to be Done)none 1/week 0/week 1000 (new) / 600 (convert)
[note=Optional Upgrades]

(II) Merchant's0 0 0 2/week 0/week +10 Research 2000
(III) Noble's2 0 0 5/week 0/week +15 Research 5000; (II)
(x) Mage's0 0 0 5/week 40/week (Archivist) +20 Research 4000; (III)
[/note]
Master's Chambers 0 0 0 (Req. for Master)None 1/week 20/week (Butler) 1000 (new) / 500 (convert)
Master's Bath  0 0 0 (Req. for Master)None 1/week 0/week 1000 (new) / 800 (convert)
Master's Entryway0 0 0 (Req. for Master)None 2/week 0/week 500(new) / 400 (convert)
Meeting Room, Basic0 0 0 (Required to Hire 3 or More Hunters)None 1/week 0/week 500 (new) 400 (convert)
[note=Optional Upgrades]
II (Decent) (Required to Hire 7+ Hunters) (Includes Footserf)0 0  0 1/week 10/week 1500 Obeloi
III (Merchant-Class) (Required to Hire 14+ Hunters)0 -  0 1/week 10/week 4000 Obeloi;  Furnishings Tier II
IV  (Noble-Class) (Required to Hire 25+ Hunters)0 0 0 1/week 10/week 10,000 Obeloi; Furnishings Tier III
V  (Opulent) (Required to Hire 50+ Hunters)0 0  0 1/week 10/week 20,000 Obeloi; Furnishings Tier IV
[/note]
Pantries and Coal Room  0 0 0 Req. for KitchensNone 1/week 0/week 400 (new) / 200 (convert)
Privies  0 0 0 (Required to Hire 1 or 2 Hunters)None 1/week 0/week 400 (new) / 200 (convert)
Reception Room, Basic1 0 0 (Permits Chapterhouse to take Personal Missions)None 1/week 10/week (Low Footserf) 500 (new) 400 (convert)
[note=Optional Upgrades]
Receptionist 0 0 0/week 10/week 500 Obeloi (Unlocks item quests)
[/note]
Servants' Bunkroom0 0 0 (Required to Have 1 Servant; Houses 10) None 1/week 0/week 500 (new) 500(convert)
Staircase0 0 0 (1 Required to build the 11th, 21st, etc. Rooms) None 2/week 0/week 500 (new) 500(convert)
[note=Optional Upgrades]
II (Grand Staircase) 1 0  0 0/week 0/week 2500 Obeloi
[/note]
Utility Room (1)  0 0 0 (Can be converted into any other type of room)None 1/week 0/week 400 (new) / 100 (convert)
Utility Room (2) 0 0 0 (Can be converted into any other type of room)None 1/week 0/week 400 (new) / 100 (convert)
Utility Room (3) 0 0 0 (Can be converted into any other type of room)None 1/week 0/week 400 (new) / 100 (convert)
TOTALS 11 1 (x)None 22/week 50/week x

[ooc=Notes]Notes
To Hire 1 or 2 Hunters, you need Privies.
To Hire More than 3 Hunters, you need a Meeting Room, Basic

To Build More than 11 Rooms, you need a Staircase.

To Hire more than 11 Servants, you need another Servants' Bunkroom and a second Kitchen (for the servants).[/ooc]

----
Room Descriptions

-Armory, Basic
An armory provides a convenient location for your Hunters to place their weapons and it provides a convenient array of weapons for your servants to take up in defense of the Chapter when it is assaulted.

-Hunter Room 1,
Sparsely furnished, but hey, it's a private room.

Kitchens
Provides Sustenance for the mighty horde. Comes with a Head Cook.

-Library (Pauper's)
For Research. This room is lightly stocked with tomes.
It likely contains an atlas, a couple of dictionaries, an encyclopedia, and an assortment of travelogues, including "Dare an' Back- a Cutpurse's Guide to Skein" and a few popular works of dubious worth to your current work, such as "I-Jatayi"- a book about a one Sir Richard Barton's masquerade as a wing-damaged Jatayi on the twice-in-a-century heyji, or pilgrimage-gathering of Jatayi.

Master's Bath
The Master's Bath is where the master draws water and relaxes.

Master's Bedroom
The Master's Bedroom provides a place of quite retreat for the Charterhouse master. It also comes with a High Footserf who doubles as a Valet and Butler.

Master's Entryway and Receiving Hall or Stair
Where the Charterhouse transitions to actual house.

-Meeting Room (Small), with Table
The Meeting Room, though small, provides the Hunters a place to plan, to meet, either amongst themselves, or with customers.

Pantries and Coal Pile Room
A place for storing food and fuel.

Privies
Simple Privies (Toilets).

-Reception Room, Basic with Low Footserf
A reception room is a necessary part of a Chapterhouse; without it, customers could not be kept separate from the rest of the Chapterhouse.
Without a reception room, the Chapterhouse cannot accept personal Hunts. A Low Footserf, or (receptionist) is necessary to take care of guests' needs.

-Staircase, Simple
A Staircase provides access to additional floors, which are necessary for additional rooms in this cramped metropolis.

-Utility Room,
A Utility Room can be converted into any other type of room.


[ooc=House Description]
Describe the Exterior:

Describe the Interior:

[/ooc]
[/ic]

Upgrades/New Rooms

List of Rooms



Room NameNotorietyLoyaltyDefenseSpecialPrerequisiteTaxUpkeepCost
Apothecary0 1 0 (Add 3 HP to all Hunters)None 2/week 20/week 2000 (new with Arcane Well & Hedge Witchery); 4000 and Hedge Witchery and weekly upkeep is 40/wk (without Arcane Well)
Arcane Portal1 0 -3 (Additional 10% discount on magic)None 1/week 0/week 5000 (new); Arcane Well
Arcane Well of Mystery0 0 0 (10% discount on Magic)None 1/week 0/week 2500 (new)
Hottub Room with Sauna0 1 0 xNone 1/week 5/week 2000 (new) 1000 (convert); Furnace
[note=Optional Upgrades]

Open to Clients1 0  -1 0/week 5/week 1 Att./2 Companions
Attendant0 0  0 0/week 8/week 200 Obeloi;
Companion0 1  0 0/week 40/week 500 Obeloi
[/note]
Bar, Full1 2 -3 (Open to the Public)None 10/week 20 EARNED/week 1500 (new) 1000 (convert); Deep Cellars
Blood Bath Room (Leechkin)0 0 0 (Required for a Leechkin Hunter; Reduce upkeep by 10/week if exsanguinate per 1 target a week [include in orders])None 1/week 30/week 2000 (new) 1000 (convert)
Bordellaire 1 2 -2 (More Events Threatening your Charterhouse)None 0/week (6 Servants) ADDS 10/week 5000 (new); 2nd Privies
Cages0 0 0 (Each Houses 10 Creatures)None 1/week 10/week (Gaoler-cost is only for first Cages) 1000 (new)
Clocktower1 0 0 (Adds 3 Loyalty to Jatayi)None 1/week 10/week 2000 (new)
Crypt0 0 0 Add Loyalty +1 after burying the first fallen hunter (Burial Cost 1000 obeloi)None 0/week 0/week 1000 obeloi
Deep Cellars (Wine)0 1 -1(More Events Threatening your Charterhouse; Access to Cestoids)None 0/week 30/week 1000 (new)
Dissectionary0 0 0 (For each race sample brought back, gain a +1 Aim against that race)None 1/week 10/week (Vivisector) 500 (new)
Fountain, Wide0 0 0 (+1 Hagmyn and Leechkin Loyalty)None 0/week 1/week 500 (new); Gardens
Furnace0 0 0 None 1/week 5/week (Pantries and Coal Room) 600 (new)
Gaming Haven1 1 -2 (More Events Threatening your Charterhouse)None 0/week (4 Servants) ADDS 4/week 4000 (new); 2nd Privies; Deep Cellars
Gardens0 1 0 (x)None 5/week 10/week (Gardener) 2000 (new) (Counts as 0 Rooms)
Gardens- Private Clearing0 0 0 (Access to Lucrative Cloak/Dagger uests)None 0/week 0/week 200 (new); Hedge Maze (Counts as 0 Rooms)
Hall of Statuary0 1 1 (x)None 2/week 1/week 2000 (new)
Hatchery0 -2 OR +40 (+4 Loyalty to Lillix; -2 all non-Lillix)None 5/week 30/week 4000(new);Webbery.
Healer's Room0 1 0 (A contractor's office where a healer comes; fully heals 1 Hunter each week per 10 upkeep paid (advance by upgrading upkeep cost)None 1/week 10/week (Healer) 500(new)
Hedge Maze0 0 0 (Adds 1 HP to all Hunters)None 0/week 10/week (Gardener) 500(new); Gardens (Counts as 0 Rooms)
Hedge Witchery0 0 0 (Adds 1 HP to all Hunters)None 1/week 10/week 2000 (new)
Infusionary0 0 0 (+2 to each's  Haleness)None 1/week 5/week 1000 (new); Apothecary
Inventor's Workshop0 2 (For Mantids) 0 (+2 to each's  Research)None 1/week 2/week 2000 (new)
Laundry, Onsite0 0 1 (x)None 1/week 10/week 500 (new)
Library, Specialty0 0 0 (+2 each's Research)None 1/week 1/week 500 (new); Library (Individual's)
Lightning Spire1 0 -1 (+1 each's Luck; Increased chance of Fire)None 0/week 0/week 3000 (new)
Magical Experimentation Room0 0 0 (+1 Magic all Hunters & Each rare Magical Sample unlocks 1 bonus Magic for 1 Hunter)None 3/week 20/week 1500 (new)
Mushroomery0 0 0 (Reduce Terrari Room upkeep to 5/week)None 0/week 0/week 800 (new); Terrari Room
Opium Den1 1 -1 (More Events Threatening your Charterhouse)Deep Cellars; 2d Privies 0/week (3 Servants) ADDS 2/week 3500 (new); 2nd Privies; Deep Cellars
Pool, Interior1 2 0 (Additional +1 Loyalty and +1 Core Stat to Hagmyn, Leechkin)None 5/week 20/week 4000 (new); (counts as 4 Rooms)
Pool, Exterior2 2 0 (Additional +1 Loyalty and +1 Core Stat to Hagmyn, Leechkin)None 10/week 20/week 8000 (new); (counts as 0 Rooms, may only build in Shanties or Pulsetown)
Potion Stores0 0 0 (Purchase Potions as a Stable Master instead of an action)None 0/week 5/week 500 (new); Apothecary
Pit Fighting Arena 1 1 -2 (More Events Threatening your Charterhouse)None 0/week ADDS 5/week 2500 (new); 2nd Privies; Cages
Printing Press1 0 0 (Publish broadsheets of your accomplishemnts)None 1/week ADDS 3/week 3000 (new)
Prison Cells0 0 0 (Hold quarries for later retrieval or eternal capture)None 1/week 20/week (gaoler) 2000 (new)
[note=Optional Upgrades]

Magic Warded1 0  2 0/week 10/week 5000 Obeloi
[/note]
Protective Hexes0 0 1 (Only take Once)None 0/week 5/week (Renewal) 2000 (not a room)
Recreation Field0 0 0 (Dodge +1 for all Hunters)None 0/week 1/week 2000 (new);  (counts as 0 Rooms, may only build in Shanties or Pulsetown)
Rumpus Room0 0 0 (Dodge +1 or Str +1 for all Hunters that have less than 3 Dodge or Str, respectively)None 0/week 1/week 800(new)
Room of Curiosities0 0 0 (Clever +1 for all Hunters)None 0/week 0/week 1000 (new);  Need to recover or purchase at least 4 extra special curiosities
Sewer Entrance0 0 -2 (Hagmyn and Leechkin Loyalty +1 and +1 Core Stat)None 1/week 1/week 200 (new)
Shrines0 2 (To Hunter Who Worships the God) 0 (More Events Threatening your Charterhouse)None 1/week 0/week 1000 (new); 500 (convert)
[note=Optional Upgrades]

Priest0 1  0 0/week 30/week 1500 Obeloi;
Acolyte0 1  0 0/week 10/week 500 Obeloi; Priest
[/note]
Sitting Room1 10 (Artist paints/sketches your exploits)None 0/week 20/week (Artist) (1000 (New)
Spinnery0 00 (Make money during downtime)None 0/week 5 EARNED/week (Spinner when Lillix Hunter is in Macellaria- 2/week cost when not) 2000(new); 1 Lillix Hunter to earn Income when in same city; Webbery.
Target Room0 0 0 (+1 Aim to each Hunter)None 1/week 1/week 600 (new) 200  
Taxidermy0 0 0 (Trophies of dead targets may be sold if they are 'rare' races)None 2/week 10/week (Taxidermist) 2000 (new) 1000 (convert) (1/2 cost in Skin Markets, Upkeep also 1/2 in Skin Markets)
Terrari Room (Hagmyn)0 0 0 (Required for a Hagmyn Hunter)None 2/week 15/week (Special Maintenance) 2000 (new) 1000 (convert)
Thieves' Door 0 0 -2 (Unlocks Thieves Guild Quests if you are a member)None 0/week 0/week 1000 (new) ; (Deep Cellars)
Torture Room 1 0 0 (Question prisoners)None 0/week 5/week 1000 (new) (Prison Cells)
Treasury Room 1 0 1 (Stores Obeloi More Discreetly)None 1/week 0/week 2000 (new) / 1400 (convert)
Vault 0 0 2 (x)None 1/week 0/week 2000 (new)
Webbery0 0 (2 to Lillix Only); -1 to others(Required for Lillix Hunters)None 1/week 0/week 3500 (new)
Whittlemaestro's Workshop 0 0 0 (Unlocks Some Cheaper Weapons)None 0/week (Pays for own taxes) ADDS 1/week (WhittleMaestro) 2000 (new)
Workout Room 0 0 0 +1 Strength to each HunterNone 1/week 0/week 1500 (new)
Wyrdwitch Lair2 0 0 (Unlocks Some Cheaper Magic)None 3/week 50/week (WyrdWitch) 5000 (new); Hedge Witchery and Arcane Portal

Apothecary
Offering cures and mystic roots, the Apothecary can make your Hunters feel refreshed.

Arcane Portal
A portal to the lands of hell.

Arcane Well of Mystics
The Arcane Well of Mystics pulses with a bulbous and strange magick. This magic can be bottled and traded to Witches for a discount on the spells they craft.
10% discount on Magic spells.
The Well may sometimes cause strange magical effects on your Charterhouse.

Blood Bath Room (For Leechkin):
Key for keeping Leechkin Hunters and Masters happy. A room for relaxing; the tub can be filled by IV units and the Leechkin can sup and relax. The Blood Bath has a high weekly upkeep due to drainage fees related to problems coordinating with the Guild of PlumberSerfs, and PipefitterCestoids (520/year).

Bordellaire
A room for drunken debauchery, filled with a delectable selection of the flesh. The Bordellaire earns income from the outside, but the profit making opportunity comes with threats. Defense is lowered and more events threatening your house will arise. But your Hunters will love the easy access to a variety of delights.

Cages
For criminals, or for holding cells for beasts diseased and frightening. Each cages holds 10 creatures.

Deep Cellars
Age wines, preserve cheeses and more in these constantly cool cellars that are nicely nestled in the sod. The cellars cost no taxes because none need know that they exist; however there is a cost in the taxes section due to the need for constant replenishment. The cellars provide more and better wines to your hunters, increasing their Loyalty.

Gaming Haven
A place for people to play bones

Hedge Witchery
A simpler, but less well stocked or staffed Apothecary.

Inventor's Workshop
Increases the happiness of Mantids.

Opium Den
A place perfectly calibrated to appeal to the hunter looking to relax. Thrum, smoulder, lush, they're all available to sate the thirst.

Shrine (Specific)
Choose a god for each shrine. Mechanically, there's one god for each race of creatures. Your hunters who worship at the shrine will feel inspired.

TerrariRoom
A wet room for Hagmyn.

Treasury Room
Contains the safe; doubles as a protected fall-back position for the House.

Vault
The ultimate panic room.

Webbery
A room for Lillix.

Workout Room (Masshall)
Pump some steel, sock a sand-filled cestoid.
+1 Strength to each hunter.

Whittlemastro's Workshop
The Whittlemaestro works, sawing logs and transforming them into expert weapons of death. The Whittlemaestro reduces the cost of certain weapons, unlocks new, deadlier weapons, and produces 1 Obelus a week.

Wyrdwitch Room
A room for your own personal Witch to do its own personal Wyrd Rituals. The Witch recieves a stipend, a cauldron, and an assortment of the latest potions alchymical and magickal.


LD

#5
Races
Different races can use different weapons, armors, grafts and they may have different special natural weapons.

[note=On Attacks]On Attacks
All Hunters may have at most 2 weapon-based attacks. If, however, they have multiple appendages like the Lillix, they can attack with all their natural attacks and 2 weapon-based attacks.
[/note]

More information on the races can be found in Steerpike's thread


Cestoid
Hybrids of giant centipedes and tapeworms, with long segmented bodies, chitin exoskeletons and soft underbellies.
[ic=From Steerpike's Thread]
Despite their monstrous appearances cestoids once ruled a vicious and expansive empire established by the hideous entity called Hirud the Ravager-Worm, a dark, animalistic god and possibly sire of the entire race.  For nearly a millennia after the Pallid Decimation the cestoids held power over much of the Cadaverous Earth, enslaving lesser races for their own purposes, ruling from the subterranean city of Riquis-Erebu, capitol of their Imperium.  They communicated their desires through human interpreters trained in comprehending their opaque language and devoured all who resisted them.  After Riquis-Erebu fell - brought down by an alliance of rebel states spearheaded by the Witch Army of Moroi during the height of that city's power - the Imperium collapsed and the cestoids were scattered.  Many were killed in a genocidal scouring campaign, hunted to near extinction.

Though still distrusted today, the remaining cestoids have reintegrated somewhat over the long ages as the world died and history withered.  They are a dwindling, pariah race tolerated in the Twilight Cities but pushed to the margins, usually underground.  They often dwell in sewers, or the maze-like tunnel systems that riddle most of the old cities, subsisting on garbage and filth.  Those few who rise above this degradation are usually merchants of some variety or mercenary warriors - cestoids are incredibly terrifying combatants, wielding numerous melee weapons at once, gnashing at enemies with their maws while blows bounce off their armoured hides.[/ic]

[ooc]Tough Hide (1 AC)
[/ooc]


Ghul
-Once humans, the Ghilian (sing. Ghul) live their not-quite life in a mummified existence, incapable of reproducing, but capable of satiating a carnal hunger for raw meat and whatever other earthly desires exist.

[ooc]Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)[/ooc]

Hagmyn
-Essentially anthropomorphic eels. " Their upper bodies are more humanoid, including a pair of long, bony arms and vaguely human heads, albeit with vertical mouths with many teeth, beady eyes (though not blind, hagmyn have poor eyesight), and whisker-like barbs; they often sport a mane of shaggy hair that looks like swampy vegetation, especially if a hagmyn submerges itself in water, a common hunting tactic."

[ooc]2 Extra Core Statistic Points
[/ooc]

Human
-Self-Explanatory

[ooc]2 Extra Core Statistic Points
[/ooc]

Jatayi
[ic=From Steerpike's Thread]
"The avian jatayi (singular: jatayu) are a dwindling race of fablers who roam the skies of the Cadaverous Earth.  Once many tribes of this species are said to have flown the skies: now only one [major organized] tribe remains, a few hundred winged humanoids passing from settlement to settlement, singing for their suppers. "

" Physically jatayi resemble humans with enormous feathered wings emerging from their shoulder blades, similar in shape and colouration to a vulture's.  They also have avian eyes, allowing them to see at great distances and to detect ultraviolet light and magnetic fields ("the earthsong"), the perception of which influences the tribe's cyclic migratory patterns.  They are necrophagic, eating carrion they find in the waste and what food they can buy or earn in the towns and cities of other creatures."[/ic]

[ooc]2 Extra Core Statistic Points
[/ooc]

Leechkin
[ic=From Steerpike's Thread]
"Leechkin are hairless humanoids with green or black skins, bloated torsos (which shrivel if the leechkin hasn't fed), and long, spindly limbs.  Their faces are rudimentary: leechkin have almost no neck, their ears are mere holes, and they have no mouths on their faces - only three pairs of small yellow eyes and a set of nostrils.  Instead, they possess two individual mouths on their palms, each resembling a lamprey's maw with many serrated teeth.  While hermaphroditic like the hagmen, leechkin do not possess the shifting mutability of gender of that species: instead they are essentially sexless, with individuals assuming the role of male or female in a temporary fashion during procreation (the 'male' grows a sperm-sac which the "female' consumes, impregnating 'herself').

Leechkin are haematophagic, consuming a diet entirely of blood."[/ic]

[ooc]Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Tough Hide (1 AC)
2 Less Core Statistics[/ooc]

[ooc=Requirements]
Requires a Bloodbath Room.
[/ooc]

Lilix
[ic=From Steerpike's Thread]
the lilix are spiderfolk, a race of anthropomorphized arachnids, each possessing eight limbs and eight eyes.  Other than these obvious differences the lilix are essentially humans with grayish, sometimes hairy skins.  They are further distinguished by their ruthlessly matriarchal culture, their appetite for blood, and their capacity for artistic, political, and intellectual intricacy.  Those few lilix that live in cities other than Dolmen tend to be advisors, architects, artists, and spymasters.[/ic]

[ooc]Fangs, Advanced    Concealable, Legal   2 to Strength   4 Dam (Extra Attack for Strength Users)
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
4 Less Core Statistics Points; Requires Webbery
[/ooc]

[ooc=Requirements]
Requires a Webbery.
[/ooc]

Mantid
[ic=From Steerpike's Thread]
[Mantids] are more human than insect, with green flesh of varying shades and an additional pair of arms that terminate in chitinous, scissor-like claws.  After entering puberty all mantids develop large wings that extend from their backs, allowing for limited flight.  Mantid faces are the most insect, with a pair of glistening mandibles - they are a carnivorous race - and bulbous compound eyes, usually a shade of vivid crimson; an extremely flexible neck means that they can also turn their heads one hundred and eighty degrees around. [/ic]

[ooc]Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)[/ooc]

Zerda
Miniature foxfolk, somewhat less intelligent on the average than humans.

[ooc]2 Extra Core Statistic Points
[/ooc]

LD

#6
[ic=Gear]Gear

There are several types of gear. Although certain gear may seem better than others, keep in mind that if a type of weapon is not legal, there will be complications in possessing it.
A being with two arms may have 2 Gear on them, one for each hand. (See Statistics above for rules on using 2 weapons or a 2-Handed Weapon in a fight; Clever and Strength are important Attributes)

Legal- You can wear this on the street. No one will stop you or question you. People often go armed in the Cadaverous Earth and no person is denied the ability to defend themselves.

Semi-Legal This weapon is technically illegal but most people violate the ban on the weapon and carry it. A member of the guard can confiscate this weapon if a complication arises. It is strongly suggested you also carry a Legal weapon to guard against this possibility. Confiscated weapons may be returned by a Charm check by the same Hunter on the following week. Alternatively, you might have standing orders to bribe any guards who want to confiscate the weapon. In that case, a certain obeloi/week fee will be deducted each week that the Semi-Legal weapon is carried.

Illegal- This weapon will be confiscated if discovered. You may have standing orders to bribe any guards who want to confiscate the weapon. In that case, a certain obeloi/week fee will be deducted each week that the Semi-Legal weapon is carried, but even with those standing orders you may find yourself in battles to defend your right to carry the weapon- battles which will drain resources come the time to reach your Quarry. Alternatively, your standing orders could be to attack on sight any who attempt to confiscate the weapon.

License- Those possessing a registered license may carry the weapon. Weapons are licensed at the Guild of Bountyhunters, at the Cathedral of the Effaced Skull or at the Town Guardhall, near the howling Watchdogs. Alternatively, if you wish to avoid all possible problems, you may license the weapon at both locations. License costs are variable; they generally range from 5 to 50 obeloi a week.

Concealable If a weapon is concealable, yet illegal, you can make a Concealment check when the Complication of weapon confiscation arises.

Semi-Concealable- A more difficult Concealable check.

Open- This weapon is too large to conceal. It is worn in the open.

Contact (Hard)- Effect is delivered by an injection, a pinprick.

Contact (Soft)- Effect is delivered by mere touch.

Olfactory- Must be smelled to have an effect.

Ingested- Must be consumed or drunk to have an effect.

[/ic]

Strength Weapons
To use two Strength Weapons concurrently, you need Clever of at least 5.







Fists Concealable, Legal-1 to Strength 1 Dam.Free
Gauntlet Concealable, Legal 0 to Strength 1 Dam. 30 Obeloi
Brass Knuckles Concealable, Legal0 to Strength 2 Dam. 50 Obeloi
Club Semi-Concealable, Semi-Legal 0 to Strength 2 Dam. 50 Obeloi
Quarterstaff Open, Legal 0 to Strength 2 Dam. 50 Obeloi
Chainclubs (Nunchucks) Concealable, Semi-Legal 0 to Strength (Two Handed) 1 Dam./ 1 Dam. (Second Atk.) 50 Obeloi
Dagger Concealable, Semi-Legal0 to Strength2 Dam.50 Obeloi
Hand Axe, Mstwk. Concealable, Legal1 to Strength3 Dam.150 Obeloi
Whip Concealable, Legal1 to Strength2 Dam. 150 Obeloi
Sai (Pair) Concealable, Semi-Legal0 to Strength2 Dam. (Adds 2 HP deflection bonus)200 Obeloi
Quarterstaff, Oak-Hewn Open, Legal 1 to Strength 2 Dam. 200 Obeloi (Specialty Item) or 10 with a WhittleMaestro
Club, Studded Semi-Concealable, Illegal1 to Strength3 Dam.250 Obeloi
Quarterstaff, Yew-Hewn Open, Legal 0 to Strength 3 Dam. 300 Obeloi (Speciality Item) or 50 with a WhittleMaestro
Short Sword Semi-Concealable, Semi-Legal 2 to Strength 3 Dam. 300 Obeloi
Spiked Knuckles Concealable, Semi-Legal1 to Strength; add 1 HP (temp) when used to represent soak4 Dam.300 Obeloi
Whip, Lacerating Semi-Concealable, Legal1 to Strength4 Dam. 350 Obeloi
Mace, Light Semi-Concealable, Illegal 2 to Strength; bypasses 1 armor 4 Dam. 500 Obeloi
Long Sword Open, Semi-Legal 3 to Strength 5 Dam. 600 Obeloi
Wytch's Rod (Staff, Enchanted) Open, Semi-Legal 1 to Strength 2 Dam.; Heals 2 per Encounter 750 Obeloi; Requires WyrdWitch Contact or Room
Cane Short Sword Concealable, License 2 to Strength 3 Dam. 750 Obeloi
Axe Open, Semi-Legal 3 to Strength; bypasses 1 armor 5 Dam. 900 Obeloi
Mace, Heavy Open, Illegal 3 to Strength; bypasses 1 armor 6 Dam. 1000 Obeloi
Great Axe Open, Illegal 4 to Strength; bypasses 1 armor; (2-Handed) 6 Dam. 1300 Obeloi
Greatsword Open, License 4 to Strength; (2-Handed) 8 Dam. 2000 Obeloi

Grafts/Natural Weapons


Claw (Replacing hand) Concealable, Legal1 to Strength, per pair 2 Dam, each 500 obeloi (each), Haleness of at least 5
Tentacle Graft (Replacing Arm) Concealable, Legal 2 to Strength 1 Dam 500 obeloi, Haleness of at least 5
Fangs Concealable, Legal1 to Strength 2 Dam (Extra Attack for Strength Users) 2000 obeloi; Haleness of at least 5
Tentacle Graft (Extra Arm) Concealable, Legal 2 to Strength 1 Dam 5000 obeloi, Haleness of at least 7

Nonviolent Weapons


Net (Dog sized)Open, LegalAim v. Dodge +1 to your Aim. Captures on Success 50 obeloi
Net-Trap (Human sized)Open, Legal Concealment+Clever v. Dodge+Perception+Luck (a specialty-Requires an extra Research spent on the best place to lay the trap after 1 Research to locate the Quarry) Ensnares for 7 Turns minus their Clever or Strength (Min 1) 400 obeloi

Aim Weapons
Unless otherwise noted, Aim Weapons are two-handed.
To use two Aim Weapons concurrently, you need Aim of at least 3 and Clever of at least 5.






Slingshot Concealable, Legal 0 to Aim (rest after 2nd shot) 1 Dam. 10 Obeloi
Dart Concealable, Legal (no rest) 0 to Aim (no rest) 1 Dam./1 Dam. (2 attacks/round) 10 Obeloi [10/use for darts); 2 Strength to Use
Javelin Open, Semi-Legal (1 Handed) 1 to Aim (rest after 2nd shot) 3 Dam. 50 Obeloi [50/use for javelins); 3 Strength to use
BlastCannon Open, Semi-Legal -1 to Aim (rest after 1st shot) (Jam 50%) 3 Dam. 50 Obeloi [20/use for bullets)
Short Bow Open, Legal 1 to Aim (rest after 3rd shot) 2 Dam. 100 Obeloi [10/use for arrows]
Musket Open, Illegal 1 to Aim (reload after 2nd shot) (Jam: 40%) 6 Dam. 250 Obeloi [50/use for bullets]
Longbow   Open, Legal 2 to Aim (rest after 2nd shot) 6 Dam.   300 Obeloi [10/use for arrows] (Req. Aim 3+ and Str 3+ to properly use)
Shuriken Concealable, Legal (no rest) 1 to Aim (no rest) 2 Dam./2 Dam. (2 attacks/round) 300 Obeloi [20/use for stars); 3 Strength to Use
Propelled HookChain Open, Illegal 3 to Aim (reload after 1st shot) (Jam: 40%) 4 Dam. 350 Obeloi [no ammunition; hook retracts]
Pistol, Dueling Wheellock (1 Handed) Concealable, License 1 to Aim (reload after 1st shot) (Jam: 30%) 3 Dam. 350 Obeloi [30/use for bullets]
Pistol, Flintlock (1 Handed) Concealable, License 1 to Aim (reload after 1st shot) (Jam: 30%) 5 Dam. 400 Obeloi [30/use for bullets]
Jatayi Wing-Crossbow Concealable, Semi-Legal 2 to Aim (reload after 2nd shot) 5 Dam. 500 Obeloi [40/week for bolts] (Jatayi Only) (Req. Aim 4+ to properly Use)
Crossbow   Open, Semi-Legal 2 to Aim (reload after 2nd shot)   4 Dam. 500 Obeloi [20/use for bolts] (Req. Aim 3+ to properly Use)
Crossbow, Master's   Open, Semi-Legal 4 to Aim (reload after 2nd shot)   4 Dam. 800 Obeloi [20/use for bolts] (Req. Aim 5+ to properly Use)
Pistol, Repeating (1 Handed) Concealable, Illegal 1 to Aim (reload after 6th shot) (Jam: 40%) 4 Dam.   1000 Obeloi [30/use for bullets]
Longbow, Mstwk.   Open, Legal 2 to Aim (rest after 2nd shot) 8 Dam. 1000 Obeloi [10/use for arrows] (Req. Aim 6+ to properly use)
Rifle Open, License 2 to Aim (reload after 1st shot) (Jam 20%) 8 Dam. 1300 Obeloi [40/use for bullets]
Blunderbuss Open, Illegal 1 to Aim (reload after 1st shot) (Jam: 30%) 3 Dam./3 Dam./3 Dam./3 Dam. (4 targets)   2250 Obeloi [40/use for bullets]
Repeating Rifle with Sights Open, License 4 to Aim (reload after 6th shot) (Jam 20%) 9 Dam. 2500 Obeloi [40/use for bullets]
Blunderbuss, Dual Barrelled Open, Illegal 1 to Aim (reload after 2nd shot) (Jam 20%) 3 Dam./3 Dam./3 Dam./3 Dam. (4 targets) 4000 Obeloi [40/use for bullets]

[ic=Ammunition]
Advanced Ammunition
Some advanced ammunition will be needed, particularly if the enemy wears a type of armor that repels Aim weapons.


Separating Bullet BulletAdds 2 Damage 50 Obeloi per Hunt
Piercing Bolt BoltAdds 1 Damage; Penetrates 1 Armor150 Obeloi per Hunt
Exploding Bullet BulletAdds 1 Damage; Penetrates 1 Armor150 Obeloi per Hunt
Agony Bullet BulletAdds 4 Damage 250 Obeloi per Hunt
Devastating Bullet BulletAdds 1 Damage; Penetrates 2 Armor400 Obeloi per Hunt
Enchanted Bolt Bolt (Magic)Adds 1 Damage; Penetrates 2 Armor400 Obeloi per Hunt
Horror Bolt Bolt (Magic)Enemy Loses Their Next Turn400 Obeloi per Hunt; If have access to a WyrdWitch (200/Hunt)
[/ic]

[ic=Magic]
Magic
-Magic will fail/fizzle if magic+luck is lower than a d20 roll.
-Spells are learned, not consumed.
-You may only have a number of spells prepared equal to your Magic+Clever.

0th Order (Minimum 1 Magic)


Fireflare -2 Aim 1 Dam. (Fire) 50 Obeloi
Close Wound Heals 2 HP (Magic) 50 Obeloi

1st Order (Minimum 2 Magic)


Magic Arrow +1 Aim 4 Dam. (Magic) 400 Obeloi
Summon Miniature GoreFly Swarm4 Aim for Creature (3 Rounds, starts NEXT Round)1 Dam. (Creature) 400 Obeloi
Acid Splash +1 Aim; damages up to 3 adjacent enemies 3 Dam. (Acid) 600 Obeloi
Hands of Flame +1 Aim; damages up to 3 adjacent enemies 3 Dam. (Fire) 600 Obeloi
True Aim +2 Aim to Ally or Self for Future Round (Magic) 800 Obeloi
Enfeebling Ray Reduces enemy's Strength to 0 for next 3 Rounds, not the Round the enemy is Zapped (Magic) 800 Obeloi
Gorgondaze Temporarily blinds one enemy. Enemy loses next turn- Resists by Dodge+Luck v. your Magic+Aim (Magic) 1000 Obeloi


2nd Order (Minimum 4 Magic)


Color Spray Temporarily blinds up to 3 enemies. Enemy loses next turn. Resists by Dodge+Luck v. your Magic+Aim (Magic) 3000 Obeloi
[/ic]

[ic=Armor]
Armor


Street Clothing 0 Armor xxx Free
Tough Hide 1 Armor xxx Free for Certain Races
Fleshcoat Temp +2 HP xxx 400 Obeloi
Leather Armor 1 Armor Hale or Strength of 2+ 600 Obeloi
Studded Leather Armor 1 Armor; Temp +2 HP Hale or Strength of 3+ 800 Obeloi
Leather Armor, Mstwk. 1 Armor; Repels Aim Weapons of 1 Dam and Lower unless they have a modifier (eg. Fire, Magic) Hale or Strength of 3+ 2000 Obeloi
Chain Mail Armor 2 Armor; Repels Aim Weapons of 1 Dam and Lower unless they have a modifier (eg. Fire, Magic) Hale or Strength of 4+ 4000 Obeloi
Plate Armor 4 Armor; Repels Aim Weapons of 2 Dam and Lower unless they have a modifier (eg. Fire, Magic)   Hale or Strength of 6+ 10,000 Obeloi

Grafts/Natural Armor


Chitin Plates Partially-Concealable, Legal2 Armor Cannot Wear Other Armor 4000 obeloi, Haleness of at least 6
Squamous Skin Partially-Concealable, Legal 2 Armor; Repels Aim Weapons of 1 Dam and Lower unless they have a modifier (eg. Fire, Magic) Cannot Wear Other Armor 5000 obeloi, Haleness of at least 6
[/ic]

[ic=Shield]
Shield


Buckler 1 Dodge Free Hand and Dodge of 2+ 250 Obeloi
Light Shield, Wooden 1 Dodge; Temp +2 HP Free Hand and Dodge of 3+ 400 Obeloi
Medium Shield, Wooden 2 Armor Free Hand, Dodge of 4+, Str or Hale of 3+ 600 Obeloi
Light Shield, Steel 1 Armor Free Hand and Dodge of 3+ 1000 Obeloi
Medium Shield, Steel 2 Armor; 2 Dodge Free Hand and Dodge of 3+, Str or Hale of 4+ 2000 Obeloi
[/ic]

Miscellaneous Items

[ic=Drugs]

Ophidian Opiate Concealable, Legal, Olfactory Causes Target to slumber if smelled-Delivered by Censor or Cigarette 25% Chance 100 Obeloi per dose

[/ic]

[ic=Poisons]
Paralytic Concealable, Legal, Ingested Paralyzes Target if consumed 50% Chance 200 Obeloi per dose
Ophidian Opiate Concealable, Legal, Olfactory Causes Target to slumber if smelled-Delivered by Censor or Cigarette 25% Chance 100 Obeloi per dose
Waspsting Concealable, Illegal, Contact (Hard) Delivered by a pinprick, May cause death within 24 hours-remember to recover the corpse. 30% Chance 500 Obeloi per dose

[/ic]

[ic=Tattoos]
N/A
[/ic]



[ic=Creation Rules]
General Rules for Crafting a New Weapon
What is X worth?






1 Damage 30 Obeloi
2 Damage 50 Obeloi
3 Damage 150 Obeloi
4 Damage 250 Obeloi
5 Damage 350 Obeloi
6 Damage 500 Obeloi
7 Damage 800 Obeloi
8 Damage 1200 Obeloi
1 Strength 100 Obeloi
2 Strength 200 Obeloi
3 Strength 400 Obeloi
4 Strength 800 Obeloi
1 Aim   150 Obeloi/10 Upkeep
Bypass 1 Armor 100 Obeloi
Concealable Varies
20% Miss Reduce by 10%
[/ic]

LD

#7
[ic]Bank Options[/ic]
-You will want to invest some funds in a bank. Your base can be robbed. A bank is (usually) a far safer depositary for your funds. And the money can earn interest. Choose well.


The Depositary
A Ghilian bank.
Interest: 0.2% interest/week (e.g. put in 1000 obeloi, get 2/week)
Minimum to Receive Interest: 5000 obeloi.

Skaver's
A human bank.
Interest: No interest.
Minimum: None.

Downsiders
A leechkin bank.
Interest:  0.2% interest/week (e.g. put in 1000 obeloi, get 2/week)
Minimum to Receive Interest: 5000 obeloi.
Notes: Deposit blood of one being legally killed for 100 obeloi if you have an account with a minimum investment of 2000 obeloi. You must show a legal writ authorizing the execution.

Odo's
A human bank. The owner may be skimming and/or investing in questionable endeavours.
Interest: 0.8% interest/week (e.g. put in 1000 obeloi, get 8/week)
Minimum to receive Interest: 2000 obeloi.
Notes: 100 obeloi fee to reduce account below 2000 obeloi.
Warning: There is a slight chance that some of your money might "disappear" each week it is deposited at Odo's.

LD

#8
Hunters for Hire

[ic=Moan, "The Draining Death"]
Name: Moan, "The Draining Death"
Age: Middle Years
Race: Leechkin
City of Birth: Macellaria (+1 Statistic)

HP   (Haleness+10)   15
ARMOR      1

DISPOSITION:
Aggressive

CORE STATISTICS
Haleness   5
Perception   5
Concealment   1
Clever      1
Luck      2
Strength   3
Aim      1
Dodge      2
Magic      1
Charm      1
Knowledge   1

ATTRIBUTE:
(Su) Blood Debt: Moan's insatiable appetite requires it to suck blood from his quarries with each capture. A Haleness check will be made for Moan per each quarry who you choose to save. If Moan fails its Haleness check, itsucks all the blood out of a quarry, slaying the creature.

OTHER STATISTICS:
Notoriety   1
Loyalty      2

GEAR:
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Tough Hide (1 Armor)

MAGIC:
Null

Wealth in Hand: 0
Cost of Contract: 2000 obeloi and Blood Bath Room.

Flavor Text:
[ooc=Moan in the Darkness]
Moan the Leechkin stalked alleys in search of animals; Moan never found itself satisfied by the Toll, the offering of blood as a pity-offering, as charity. Moan also never lay in rest. Moan's hunger propels Moan to seek blood. When Moan killed the man in the alley that night- Moan was a murderer. Until the Guard delighted in seeing the face of the corpse as the man who was, or who at least had a countenance similar to a villain, wanted for the murder of twelve-the Dodecagon-he was, the dread killer who drew the image in the carcass of those whose lives he tossed away. Then Moan was lauded. Rewarded. And deputized. To hunt. To kill. The dregs fear Moan. But Moan's hunger cannot be sated through the sanguine taste of merely Macellaria's villains, so Moan has been licensed. Now. Moan the bounty hunter thirsts; and Moan, the Draining Death seeks a patron.
[/ooc]

[/ic]

[ic=Lady/Lord of the Flies]
Name: Lord/Lady of the Flies
Age: Ancient
Race: Hagmyn
City of Birth: Lophius (+1 Stat)

HP   (Haleness+10)   11
ARMOR      0

DISPOSITION:
Aggressive

CORE STATISTICS
Haleness   1
Perception   1
Concealment   1
Clever      5
Luck      1
Strength   1
Aim      5
Dodge      1
Magic      5
Charm      1
Knowledge   4

ATTRIBUTE:
(Su) MagicCursed: (All weapons fire when change gender. Go inert for 3 rounds thereafter. Cannot worship at a Shrine). See Flavor for explanation.

OTHER STATISTICS:
Notoriety   1
Loyalty      2

GEAR:
Null

MAGIC:
Fireflare    -2 Aim    1 Dam. (Fire)   50 Obeloi
Close Wound   Heals 2 HP    (Magic)    50 Obeloi
Miniature GoreFlySwarm (4 Aim, 1 Dam.) (Creature) (3 Rounds) 400 Obeloi
Magic Arrow   +1 Aim    4 Dam. (Magic)    400 Obeloi
Acid Splash   +1 Aim; damages up to 3 adjacent enemies   3 Dam. (Acid)    600 Obeloi

Wealth in Hand: 0
Cost of Contract: 3000 obeloi and Terrari-Room.

Flavor Text:
[ooc=Endless Quest]
The Lord of the Flies' relatives have died, his friends have died. She killed them. The Lady of the Flies changes gender as do all of her race. But when she changes gender, her magic fires. He goes inert for 3 Rounds and then wakes to see what chaos has been wreaked. This happened again and again in an orgy of flame after He denied the Goddess of the Sea her due. He changed to her and awoke to sounds of screams, feared the conversion was wrong, then changed again, then again, then again in a horrible spiral of confusion. Now she shrieks in pain, but she can control her change. She fled to Macellaira after her crime and she is likely being hunted herself...which is why no other stable has hired her yet...but as far as you know there isn't a price on her head...
[/ooc]
[/ic]

[ic=Naxtor, The Muse]

Name: Naxtor, The Muse
Age: Middle Years
Race: Mantid
City of Birth: Macellaria (+1 Stat)

HP   (Haleness+10)   11
ARMOR      0

DISPOSITION:
Defensive

CORE STATISTICS
Haleness   1
Perception   3
Concealment   5
Clever      1
Luck      1
Strength   1
Aim      4+3 (with gear)
Dodge      1
Magic      1
Charm      3
Knowledge   3

ATTRIBUTE:
(Ps) Effete: Naxtor demands the best in everything. He adds an additional 10 upkeep a week and he demands Gardens, a Wine Cellar, and an Upgraded Room, although he will permit you to wait up to 4 weeks before upgrading his room, he understands you have other expenses.

OTHER STATISTICS:
Notoriety   1
Loyalty      2

GEAR:
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Propelled HookChain Open, Illegal 3 to Aim (reload after 1st shot) (Jam: 40%) 4 Dam. 350 Obeloi [no ammunition; hook retracts]
Chainclubs (Nunchucks)   Concealable, Semi-Legal    0 to Strength (Two Handed)   1 Dam./ 1 Dam. (Second Atk.)    50 Obeloi

MAGIC:
Null

Wealth in Hand: 0
Cost of Contract: 2000 obeloi and Gardens or Wine Cellar. (-2 Loyalty unless both are built)

Flavor Text:
[ooc=The Limericist]
Mantis Fisher of Beasts and Urbane Character. The Tuxedo-garbed Mantoid enjoys Sherry, strolls through an exquisite Garden, and a good read after a day spent upbraiding malefactors and recovering runaways. Often sprouts Poetry from the Fallen Hecatomb Cities and Limericks from the Firesong Marches, which he argues date back to the Mantid Striking Age, their Glory Days of Dominion as an Empire that were cut short by the explosion of the Unwound Clock. One of his favorite Limerick is: "There once was a nasty Lillix Lass / Who peppered her words with Sass / A mantid thought and did craft/ Plans he Wrote and did draft / An in her mouth he placed a Pass." Most beings are a bit confused at the last line, ascribing it to Mantid addlery and a total lack of understanding of what a limerick is supposed to be, but if asked to explain, Naxtor elaborates that a Pass is Mantid slang for Pacifier.
[/ooc]
[/ic]

[ic=The Hunger]

Name: The Hunger
Age: Middle Years
Race: Ghul
City of Birth: Macellaria (+1 Stat)

HP   (Haleness+10)   11
ARMOR      0

DISPOSITION:
Aggressive

CORE STATISTICS
Haleness   1
Perception   2
Concealment   1
Clever      1
Luck      4
Strength   1+1 (with gear)
Aim      5
Dodge      2
Magic      1
Charm      1
Knowledge   5

ATTRIBUTE:
(Ps) Wigged Out - Costs an additional 20 Obeloi a week to pay for drug addiction (free with Opium Den); Occasionally does not Act in a Round When acquiring a Quarry.

OTHER STATISTICS:
Notoriety   1
Loyalty      2

GEAR:
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)

MAGIC:
Null

Wealth in Hand: 0
Cost of Contract: 2000 obeloi and Gardens or Wine Cellar. (-2 Loyalty unless both are built)

[ooc=The Addict]
A corpulent Ghul with an addiction to everything that can kill. This hedonist shambles and careens from side to side, filling every hall and doorway with his mass. Many a mark has laughed at the creature's mass before falling dead to his skill with a rifle.
[/ooc]
[/ic]

[ic=Odd Amy]
Name: Odd Amy
Age: Twenties
Race: Human
City of Birth: Macellaria (+1 Stat)

HP   (Haleness+10)   13
ARMOR      0

DISPOSITION:
Aggressive

CORE STATISTICS
Haleness   1
Perception   3
Concealment   1
Clever      4
Luck      3
Strength   5+1 (with gear)=6
Aim      1
Dodge      5
Magic      1
Charm      1
Knowledge   1

ATTRIBUTE:
(Ps) Collector : Odd Amy feels a compulsion to collect a trophy from each quarry. If she does not (order her ahead of time to not), her loyalty will decrease by 2 for the next mission. The trophies she demands are, a digit, an ear, an eye, etc.
(Ps) Graveborn-Protector: Odd Amy will only kill a Ghul or any other Graveborn in self-defense. She will not take the unlife of a Graveborn.

OTHER STATISTICS:
Notoriety   1
Loyalty      2

GEAR:
Fleshcoat    Temp +2 HP    xxx    400 Obeloi
Whip    Concealable, Legal   1 to Strength   2 Dam.   150 Obeloi
Hand Axe, Mstwk.    Concealable, Legal   1 to Strength   3 Dam.   150 Obeloi

MAGIC:
Null

Wealth in Hand: 0
Cost of Contract: 500 obeloi; but (add 300 cost to room for an oversized bed and reduce Defense by 1 due to the large amount of "guests" that she attracts).

[ooc=The Collector]
Odd Amy gathered pieces of dead plants when she was five, placing them around her bed, then weaving them into her sheets, then weaving them into her clothes. Then, she discovered dead insects and bedecked herself with them similarly. Later, she found pleasure only in splattering herself with viscerea of dead animals. Now that she's grown, she collects both trophies from the dead and she collects the dead themselves. She has a collection of Ghul lovers of both genders (add 300 cost to room for an oversized bed and reduce Defense by 1 due to the large amount of "guests" that she attracts).
[/ooc]
[/ic]

[ic=The Noble Fabler]
Name: Ilya-Go-Fartha (The Noble Fabler)
Age: Older
Race: Jatayi
City of Birth: ??? Wherever the Tribe was wandering at the time. (+1 Stat)

HP   (Haleness+10)   12
ARMOR      0

DISPOSITION:
Defensive

CORE STATISTICS
Haleness   2
Perception   5
Concealment   4
Clever      1
Luck      1
Strength   1
Aim      5
Dodge      4
Magic      1
Charm      1
Knowledge   1

ATTRIBUTE:
(Su) Addled: The lie is the truth, and Ilya has panic attacks that manifest in bizarre ways. Occasionally, she will ignore your orders and approach a situation how she intends (likely the exact opposite of what yo order). These panic attacks can be kept under control somewhat by the addition of an Opium Den and they can be fully managed by the addition of an Apothecary.

OTHER STATISTICS:
Notoriety   1
Loyalty      2

GEAR:
Jatayi Wing-Crossbow    Concealable, Semi-Legal    2 to Aim (reload after 2nd shot)    5 Dam.    500 Obeloi [40/week for bolts] (Jatayi Only) (Req. Aim 4+ to properly Use)
Jatayi Wing-Crossbow    Concealable, Semi-Legal    2 to Aim (reload after 2nd shot)    5 Dam.    500 Obeloi [40/week for bolts] (Jatayi Only) (Req. Aim 4+ to properly Use)

MAGIC:
None.

Wealth in Hand: 200
Cost of Contract: 1000 obeloi.

[ooc=The Lie is the Truth]
Jatayi are not dying. There are millions of them. High. Up in the sky. Above the Shadowglass Steppes. No. Hidden within the Fecunidty... Deep within the Suppuration. They're waiting. For the right moment. To Pounce. To Revenge. To take control. So you best treat Jatayi with the best of respect. Give to the Tribe. Honor the caravan. Mend a Wing.

Why is she a bounty hunter? Who's to say she is. Maybe she's just researching tales. Maybe she's a dilettante. She's rich really. Doesn't need the money. Has a rich Uncle in Crepsucle. Owns the maze he does. He invented the mazeborn. Makes a killing from their prophecies, he does.

The Noble Fabler tells a tirade of half-truths such that it is difficult to divine reality from fiction. Titillating though her tales may be, even more impressive is her skill with Jatayi Wing Crossbows.
[/ooc]
[/ic]

[ic=Gholam, the Witch]

Name: Gholam
Age: Early Adulthood
Race: Lillix
City of Birth: The Suppuration, Essentially (+1 Notoriety)

HP   (Haleness+10)   11
ARMOR      0

DISPOSITION:
Defensive

CORE STATISTICS
Haleness   1
Perception   2
Concealment   2
Clever      1
Luck      1
Strength   5
Aim      1
Dodge      2
Magic      4
Charm      1
Knowledge   1

ATTRIBUTE:
(Ex) Plodding: Gholam, the slow, calculating, demented, and meditationg Lillix, can only take one action per turn.

OTHER STATISTICS:
Notoriety   2
Loyalty      2

GEAR:
Fangs, Advanced    Concealable, Legal   2 to Strength   4 Dam (Extra Attack for Strength Users)
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)
Claw (1 to Strength per pair); (2 Damage, each)

MAGIC:
Acid Splash   +1 Aim; damages up to 3 adjacent enemies   3 Dam. (Acid)    600 Obeloi
Enfeebling Ray   Reduces enemy's Strength to 0 for next 3 Rounds, not the Round the enemy is Zapped   (Magic)    800 Obeloi

Wealth in Hand: 500
Cost of Contract: 1200 obeloi; Webbery


[ooc=The Collector]
I WAS DEAD. BUT NOW I AM ALIVE.
GHOLAM THE WITCH IS NOT HUMAN, YOU SAY? I SAY MORE THAN HUMAN.
WHAT OTHER HUMAN HAS MORE THAN TWO LEGS? WHAT OTHER HUMAN HAS FANGS? I HAVE TRANSCENDED HUMANITY!

Gholam the witch is actually a Lillix. Or a Human that looks like a Lillix. Gholam the Witch is what happens when an adventuring party of idiots decides that there is a hoard of treasure hidden within the Suppuration... and walks back alive. Gholam has a human torso and essentially looks like a traditional Centaur; except one with a Lillix body and with a number of arms. Gholam has little memories of her, or is it he-the Witch seems to think she's a man, past. What Gholam does know is that Gholam needs an income. Starving on the streets does not suit Gholam, and Gholam has a vague half-remembered recollection of the Guild of Bounty Hunters, so, half-starved, she sought them out in Macellaria. They directed her toward your Chapterhouse as one that might be hiring.
[/ooc]
[/ic]

LD

#9
x.

Locations

Notes for self:

Webways of Upper Macellaria.

LD

#10
Quarries.
Quarries are the Bounties you hunt.
Below are the available Bounties.

[ic=Ways to Unlock Quests]
Quests can be unlocked in a variety of ways:

Bounty Hunter Guild - Public Quests Available to All.
Complications/Events - May unlock new Quests.
Hunter Present in Different City - Sometimes unlocks new quests
Notoriety Increases - Specific Quests unlocked due to your fame.
Race Specific Hunters - Unlocks certain quests.
Research - A successful Research option can grant Quests.

Hedge Maze (Room) - Lucrative Cloak/Dagger Quests
Reception (Room) - Small Quests.
Thieves' Door (Room) - Thieves Guild quests
[/ic]

[ooc=Threat Levels Explained]Threat Levels Explained!

0 (Lowest) ------Reward: 50-200 ------ No Complications
1 (Minimal) -----Reward: 200-600 ----
2 -----------------Reward: 500-1000
3 -----------------Reward: 1000-2000 (About the highest recommended to send a beginning character to Solo)
4 -----------------Reward: 2000-5000--------- (Possibly Multiple Complications)
5 -----------------Reward: 5000-10,0000----- (Multiple Complications)
6 -----------------Reward: 10,000-25,000---- (Multiple Complications)[/ooc]

[ic=Posted by the Guild of Bounty Hunters]

[ooc=Religious Incubus]
Case of the Religious Incubus

Hear Ye. Hear Ye, a proclamait hath been issuefh:

-The Sanguine Church of Pulsetown, a glittering glass citadel of worship, was visited by this incubus, this eidolon, this malefactor who came trading its wares and seducing at least one high in the Striga's hierarchy, who, quite regrettably because his youth had been remarked on quite significantly, aged past his time and fell dead before a group of outsiders who gossiped most foully about what type of bargains that one must have made and about how Striga's embrace must not be as desirous as they once had considered.

Avenge this insult.

Track the Eidolon incubus to his hideout, then bring him back to the Church for questioning.

ALIVE
Reward: 4000 obeloi alive; 400 obeloi dead
Danger: High (5)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Jolly Orange Giant]
Case of the Jolly Orange Giant

Hear Ye. Hear Ye, a proclamait hath been issuefh:

Oranje Julius, the Anthraphagoi hath kilt a Human in single combat.
The Human's friends wish to see Oranje Julius dead. They want him to suffer
Kill him up close, cutting him with a Sai or a Dagger and see bonus Obeloi.

DEAD
Reward: 0 obeloi alive; 2000 obeloi dead (1000 bonus for close carving action)
Danger: Elevated (4)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Blood Donor]
Case of the Blood Donor

Hear Ye. Hear Ye, a proclamait hath been issuefh:

Sommat hath been splicing tranfixtionth of bloodth into Orphans, infeting them wifth the Red Rain.
Dis is bad bufithness for all involfed for wifouth Orphans who have no skills and nowhence to go, who wfoudth fill our Bordellaires and serve at our Opium Denth?

DEAD OR ALIVE
Reward: 1000 obeloi alive; 1000 obeloi dead
Danger: Elevated (3)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Ripper of Slimesquallor]
Case of the Gutted Ghoul

Hear Ye. Hear Ye, a proclamait hath been issuefh:

Der Ripper of Slimesquallor hath struck again.
Ghuls hafth been left gutted in der streets.
Why? The Relatives ask!
Why die again before their times!
The guard kant do nofthink.
The Ghuls think the killer do be a Cestoid because of the Bites. Perfhaps there iffth some sfthrange ritual afhoot.

Mog-Dahn at the Charterhouse of the Foetid Fiends is on the trail already. Can you beat him?

DEAD
Reward: 0 obeloi alive; 1000 obeloi dead
Danger: Somewhat (2-3)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Hagmyn: Interrupted]
Case of the Outraged Hagmyn

Hear Ye. Hear Ye, a proclamait hath been issuefh:

The Hagmyn, Chester, who never changes to female was haraffthed at night, chained to his bed and by means of pheromes and drugs organick forced to change to a Hagwyman, outraged most vilelly, then slain. Chester's family seeks the killers.

DEAD: Multiple Targets (1-2 a mission)
Reward: 0 obeloi alive; 1000 obeloi for each dead (unknown number of assailants)
Danger: Somewhat (2-3)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Hanged Man]
Case of the Hanged Ghul

Hear Ye. Hear Ye, a proclamait hath been issuefh:

Novos Keght, the Ghul hanged for forcefull Ghulization of several people, the Ghul who shocked the streets of Macellaria by feeding pieces of his dangly bits to his partners, has been seen near the Beggar's Gate. Several have already succumbed unwillingly to Ghulization! The Committee for the Preservation of the Living has posted a reward to stop this madman.

DEAD
Reward: 200 obeloi alive; 400 obeloi dead
Danger: Minimal (1)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Bad Doggy]
Case of the Shopping Puppy

Hear Ye. Hear Ye, a proclamait hath been issuefh:

A chitinous hellhound has been seen clattering through the streets of the Curio Bazaars district, frightening customers. Kill it.

DEAD
Reward: 0 obeloi alive; 250 obeloi dead
Danger: Minimal (1)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]

[ooc=Addled Witch]
Case of the Addled Witch

Hear Ye. Hear Ye, a proclamait hath been issuefh:

Svastas-Tahn, WyrdWitch of Hexwarren has disappeared.
Most would welcome this event.
Except.
He left a strange apparatus running in his home.
That none know how to operate. And that many fear to operate.
Find him before it blows.

ALIVE (Timed 3 weeks remaining)
Reward: 500 obeloi alive; 0 obeloi dead
Danger: Minimal (1)
City: Macellaria
Contact: Vraxtor Malsaith, Guild-Warden
[/ooc]



[/ic]

[ic=Personal Quests]
Personal Quests
These are only available if you have the Reception Room, which grants access to Personal Quests.

[ooc=The Misplaced Corpse]
Case of the Misplaced Corpse
Deep in the catacombs, there was a corpse, you see.
I visited it often, verily.
Not a ghul, o wearily.
But a corpse, dessicating clearily.
That corpse I loved so beauteously
My one, my only, Annabel Lee.
And now, she's gone. She's free.
As free, floating, as the sea.
My one, my only, Annabel Lee.
Find her please, for me.
My one, my only, Annabel Lee.


The obvious question to ask the picayune ivory-skinned man standing in the Reception Room is How Much? The answer...his entire savings... below.
The next most obvious question, you ask, as the man removes his bowler-hat, worrying it between his hands, is- why wasn't the corpse kept closer to home for easy viewing. The answer- oh so simple- the man's progenitors did not look kindly to keeping a rotting corpse in their reception room, and he could not afford to place her in a more suitable place.

ALIVE?
Reward: 2000 obeloi alive; 0 obeloi dead
Danger: Somewhat (2-3)
City: Macellaria
Contact: Phu^l, Devoted Lover in Shambles[/ooc]

[ooc=Farewell to Arms]
Case of the Missing Pieces

A middle aged man, his head hung low, shuffles into your office
Misters, Missuses, I gots tha saddest story in the world. He starts. Yeah right. You've heard that one before. Then he holds up his armless seven-year old son and explains himself.

Little Dory's arms were repossessed by a debt collector. Now his father has clawed back enough coin to recover the arms from the pawnshop. Only trouble is the shop sold them to a Witch who wanted a child's arms attached to his midriff for some odious reason. Your mission: repossess the arms. You've been given inertia gas to put the Witch under while you do your work, and pickling juice for preservation of the arms, but you must first subdue the witch. Old Dory would prefer that the witch is killed so it does not seek revenge, but he cannot afford to pay more than the 200 he's already offering for the arms.

Only detail is... as the man's leaving, he mentions that the arms are child-sized tentacles that will grow with the child. Little Dory had been born armless and had been using a special graft-the cheapest and most malleable.

DEAD OR ALIVE
Reward: 200 obeloi alive; 200 obeloi dead; or, you know, you could keep the tentacles and get them attached to you for a fraction of the price.
Danger: Minimal (1)
City: Macellaria
Contact: Old Dory
[/ooc]

[ooc=Lost Doggie]
Case of the Missing Pup
Bernice Berthilde has lost her precious Ghilian hound, which has been in her family since it first lived 40 years past when she was young. She does not have a great deal of money to find the hound, however.

Note: The hound will need to be restrained in a non-violent manner, such as by a net or by drugs.

ALIVE
Reward: 100 obeloi.
Danger: None (0)
City: Macellaria
Contact: Bernice Berthilde[/ooc]

[ooc=Slake Root]
Slake Root

Events like this are Available if Reception Room has a Receptionist Upgrade

This rare root can only be found near the Suppuration or in Crepsucle. Acquire it by shopping or entering the suppuration.

ITEM
Reward: 100 obeloi (net)- who knows how much the item will cost.
Danger: None (0) or (4)
City: Suppuration or Shop
Contact: Vox Dram[/ooc]

[ooc]Secret One to be unlocked by built room[/ooc]


[/ic]

LD

#11
When you hunt a Quarry, an Event and a Complication will happen. The Complication, which will be negative, will be avoided through Research.

Event
Some events are complications and some are boons. Others are neutral.

Example:
Boon or Neutral (if you wanted the Quarry alive) - A passing Ghul comes to your aid in the battle, helping tear your Quarry apart in a feverish display of wrath.

Complication
A negative event.

Example:
Your Illegal weapon is confiscated.

LD

#12

[spoiler=OLD Housing System]
The Starting Bounty Hunter Charterhouse consists of:


-Reception Room, Basic with Low Footserf
A reception room is a necessary part of a Chapterhouse; without it, customers could not be kept separate from the rest of the Chapterhouse.
Without a reception room, the Chapterhouse cannot accept personal Hunts. A Low Footserf, or (receptionist) is necessary to take care of guests' needs.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Permits Chapterhouse to take personal Missions)1 0 0 1/week 10/week 500 (new) 400 (convert)

-Armory, Basic
An armory provides a convenient location for your Hunters to place their weapons and it provides a convenient array of weapons for your servants to take up in defense of the Chapter when it is assaulted.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(x)0 1 1 2/week 0/week 2000 (new) / 1500 (convert)

-Meeting Room (Small), with Table
The Meeting Room, though small, provides the Hunters a place to plan, to meet, either amongst themselves, or with customers.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Required to Hire 3 or More Hunters)0 0 0 1/week 0/week 500 (new) / 400 (convert)

Privies
Simple Privies.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Required to Hire 1 or 2 Hunters)  0 0 0 1/week 0/week 400 (new) / 200 (convert)

-Staircase, Simple
A Staircase provides access to additional floors, which are necessary for additional rooms in this cramped metropolis.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Required to build more than 10 Rooms)  0 0 0 2/week 0/week 500 (new) / 500 (convert)

-Utility Room,
A Utility Room can be converted into any other type of room.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Can be converted into any other type of room)  0 0 0 1/week 0/week 400 (new) / 100 (convert)

-Utility Room,
A Utility Room can be converted into any other type of room.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Can be converted into any other type of room)  0 0 0 1/week 0/week 400 (new) / 100 (convert)

-Hunter Room 1,
Sparsely furnished, but hey, it's a private room.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Permits Hiring of 1-2 Hunters)  0 0 0 1/week 0/week 500 (new) / 200 (convert)
Each Hunter Room may house up to 2 Hunters. Each additional Hunter in a room lowers both hunters' Loyalty by 2. Loyalty may be negative.

-Hunter Room 2,
Sparsely furnished, but hey, it's a private room.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Permits Hiring of 1-2 Hunters)  0 0 0 1/week 0/week 500 (new) / 200 (convert)
Each Hunter Room may house up to 2 Hunters. Each additional Hunter in a room lowers both hunters' Loyalty by 2. Loyalty may be negative.

-Hunter Room 3,
Sparsely furnished, but hey, it's a private room.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Permits Hiring of 1-2 Hunters)  0 0 0 1/week 0/week 500 (new) / 200 (convert)
Each Hunter Room may house up to 2 Hunters. Each additional Hunter in a room lowers both hunters' Loyalty by 2. Loyalty may be negative.

-Library (Pauper's)
For Research. This room is lightly stocked with tomes.
It likely contains an atlas, a couple of dictionaries, an encyclopedia, and an assortment of travelogues, including "Dare an' Back- a Cutpurse's Guide to Skein" and a few popular works of dubious worth to your current work, such as "I-Jatayi"- a book about a one Sir Richard Barton's masquerade as a wing-damaged Jatayi on the twice-in-a-century heyji, or pilgrimage-gathering of Jatayi.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Permits Research to be Done)  0 0 0 1/week 0/week 1000 (new) / 600 (convert)

Master's Bedroom
The Master's Bedroom provides a place of quite retreat for the Charterhouse master. It also comes with a High Footserf who doubles as a Valet and Butler.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Req: for Master)  0 0 0 1/week 20/week 1000 (new) / 500 (convert)

Master's Bath
The Master's Bath is where the master draws water and relaxes.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Req: for Master)  0 0 0 1/week 0/week 1000 (new) / 800 (convert)

Kitchens
Provides Sustenance for the mighty horde. Comes with a Head Cook.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(xxx)  0 0 0 1/week 20/week 1500 (new) / 1400 (convert)

Master's Entryway and Receiving Hall or Stair
Where the Charterhouse transitions to actual house.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(Req. for Master)  0 0 0 2/week 0/week 500(new) / 400 (convert)

Pantries and Coal Pile Room
A place for storing food and fuel.


SpecialsNotorietyLoyaltyDefenseTaxUpkeepCost
(xxx)  0 0 0 1/week 0/week 400 (new) / 200 (convert)
[/spoiler]

Rose-of-Vellum

I definitely like the concept of the game (and obviously approve of the setting choice). The complexity of the rules (i.e., managing stable master, HQ, multiple 'PCs', each with different mechanics) is the only thing that makes me hesitate jumping in to play. I'll have to reread the rules more closely, since my initial impression might be off. Very exciting concept though -I look forward to seeing it progress, regardless of whether I'll be a participant or spectator!

EDIT: I also love the first mission. Incubus hunt for Strigan templars. Very cool.

Xathan

I'll throw in a "I'm in", with the caveat I need to finish characters for GG and BB First. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]