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Clockwork Abattoir: A Cadaverous Earth campaign

Started by Rose-of-Vellum, January 25, 2014, 08:56:38 PM

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Rose-of-Vellum

SH,

No worries.

Ghostman,

Post is up.

MG,

Here's a format-tweaked copy. Overall, Hadric looks great. As with the others, I have a couple of question/issues:

1. You had listed an expertise in Athletics. Where did that come from?
2. Jumping wouldn't automatically count as running/swift movement. Swift-movement tasks would include things like chasing down someone, running ahead of a rolling boulder, leaping through a closing trap-door, etc.. So if the task focuses on the distance of the jump, you just have expertise. If the task focuses on the swiftness of the jump, you'd have mastery. I'll let you know when it's the latter situation.
3. Leaf-blade. I'd like to develop this a bit more. If you have extant ideas, let me know; otherwise, I'll pitch some ideas as to its origin and nature (e.g., it was harvested from the Fecundity, or looted from a Screamwood blightling).
4. Rosenhound -how big is the bulb -and the predatory stage? From my reading, it does not appear you have any automatic control over the thing. Is that intentional? Granted, you have your Placate Plant ability, but the answer will help me determine how long the level 1 plant creature 'lasts'.
5. Paralytic -I 'translated' the name (Qaun=14, Devu=2). N2 sounded (to me) a little too modern/sci-fi-ish. I also added the actual mechanics. Let me know if they seem to jive with your intended flavor.
6. live ardlilly coat (medium armor). I'd like to make this a bit more CE-ish, if possible. Meaning, a bit more grotesque. For instance, what if we made the armor a floral version of vampiric plate. For example, you've managed to graft and cultivate a tangle of pulsing crimson leaves and lashing tendrils from Molehk-Tree/Bloodwood saplings/cuttings. Or perhaps the graft is like a translucent cocoon, as if the thing is entirely trying to devour/birth you, requiring your continual pruning.

Otherwise, mechanics are reviewed and approved. I need to go through the backstory again to finalize those details.

[ooc=Hadric Beyam Phel-Nirian]Frenetic Male Sheevra Warrior (Phytology) 1
XP: 0; Benefits Gained: none
Grit: 1
Pools (Edge): Might 13 (1), Agility 14 (1), Intellect 9 (0); Damage Track: Hale

Defenses: Intellect vs witchcraft-produced effects (expertise); AC: 2, Might Cost: 0, Agility Penalty: 1
Recovery Rolls: 1d6+1; Rolls Left: 4

Languages: Shambles, Hellspeak, Hextongue
Lifestyle: Decent. Property and majority of remaining assets currently held under attachment pending court decision vis-a-vis appeal regarding declaration of death in absentia.
Senses: sight-based perception (expertise), sense witchcraft (expertise). Unhindered by dim illumination.
Skills: botany (expertise), identify witchcraft (expertise), initiative (expertise), jumping (expertise), persuasion (expertise), running & swift movement (expertise)

Weapons:

  • My Leaf-Bladed Kneaf (heavy bladed weapon)
  • Grent & Grisham Special Eight Revolver (medium ranged weapon)

Combat Maneuvers & Esoteries:

  • Gutter-Witchcraft (1 Intellect point): Hadric can perform small invocations: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. He can't use gutter-witchcraft to harm another creature or object. Action.
  • Hexsight (2 Intellect points): This invocation causes Hadric's eyes to glow more brightly, but allows him to perceive and potentially identify aetheric auras. Scanning an item or creature requires concentration, and each use of this ability can last up to one minute. Scanning a target reveals whether it can perform witchcraft, and if so, its level. It also reveals whatever facts the GM feels are pertinent about the aether in that area. Many materials and eldritch fields prevent or resist this hex. Action to initiate and sustain.
  • Lugent Vessel (2 Intellect points):  Although Hadric's skin and eyes constantly produce dim illumination in the immediate distance surrounding him, he can temporarily amplify and even transfer some of this radiance to another object, person, or place. To do so, Hadric must touch the intended target. If successful, the target sheds bright illumination up to a short distance for ten minutes. Action.
  • Pierce (1 Agility point): This is a well-aimed, penetrating ranged attack. Hadric can make an attack and inflict 1 additional point of damage if his weapon has a sharp point. Action.
  • Placate Plant (2+ Intellect points): With a successful roll, Hadric can convince a plant that is within immediate distance to refrain from attacking him for one minute. Instead of applying Grit to decrease the difficulty of this esotery, he can apply Grit to protect more targets, with each level of Grit causing the affected plant to ignore up to two additional targets. Hadric must be able to see and speak with said targets to provide this protection. Action to initiate.
  • Thrust (1 Might point): This is a powerful melee stab. Hadric can make an attack and inflict 1 additional point of damage if his weapon has a sharp edge or point. Action.

Flaws:

  • Drowsy: Hadric requires large amounts of sleep. He requires twice as much time to rest in order to make recovery rolls (i.e., 2 rounds, 20 minutes, 2 hours, and 16 hours of rest to make his daily first, second, third, and fourth recovery roll, respectively).
    • Jittery: Staying still or quiet for extended time (defect).
    • Radiant: Hiding (debility). Hadric has slightly luminous eyes and skin, making it hard to conceal themselves
    • Tremulous: balancing & steady movements (defect).

    Other:
    • Fey: Sheevra occupy a liminal space between mortals and oneiroi. Consequently, effects designed to specifically target mortals or oneiroi may affect sheevra, whether for good or ill.
    • Omnivorous: Sheevra can digest both meat and plant matter, but also draw nourishment from emotions, dreams, and other esoteric substances.

    Items:

    • Eldritch Oddities: 

      • Cybille's Locket: A silver locket given to Hadric by his mother when he was a boy, and one of the few remaining mementos of his childhood. The locket holds two tiny daguerreotype portraits: one of his father, and one of his mother. His mother's portrait is evidently ensorcelled by some means, rendered in living motion - flashing a smile or blowing a kiss, or simply reading a book (almost always Rest for the Wicked, and other stories of treachery and romance by Skien's own Vibius Beeze]. Cybille's portrait has spoken to Hadric on some few occasions, whispering words of caution, advice or love when he has needed them most. His father's portrait -a dark and blurred profile against a hazy background- seems to have been captured unknowingly, and has so far proven itself to be nothing more than an ordinary daguerreotype.
      • The Magnificent Lens: A small lens of hardy glass mounted in a bronze frame. Catching a strange glint out of the corner of his eye while wandering the markets of Crepuscle, Hadric purchased this oddity from a trinket-vendor who seemed unaware of its unusual eldritch properties. The world transforms when seen through the Magnificent Lens, superimposing a bizarre and surrealist landscape over the mundane, a landscape peopled by a tiny and mischievous folk possessing large teeth, bright clothes, and strange hats. The folk seem to be aware of Hadric's attention and often wave or wink at him, or huddle in small groups while throwing the occasional glance his way. The lens seems completely ordinary to anyone else that Hadric has had peer through it, who report only a slight magnifying effect. Hadric has come to suspect the Magnificent Lens to be an artifact of Ker-Iz, or to have otherwise been crafted by another Sheevra. A source of occasional amusement or inspiration.
    • Theurgic Devices:

      • Rosenhound Bulb: A desiccated and peeling bulb smelling of cardamom and vinegar. Hadric cultured several specimens of this plant during his time in the laboratories of Shann-Irim, and this one has at last reached maturity. When the inner flesh is exposed to light, a startling transformation is initiated. Petaled stalks twist from within, quickly forming themselves into the semblance of a squat quadruped. A thorny maw glistening with sap juts from one end, its head-petals arranged into the floral mockery of a grinning predatory visage. A Rosenhound will viciously attack and consume any nearby organic matter, heedless of its own safety, until it has filled its belly. It blossoms for a few brief moments, shedding pollen. Its lifecycle completed, a rosenhound will wither and die, leaving an immature bulb behind.
      • Qaun-Dveu: A fine grey powder kept tightly sealed in a small vial. The second iteration of the fourteenth entry in a long series of pesticidal compounds developed by Hadric. This level 2 poison enters through the breathing apertures of a given arthropod, thereby infiltrating the hemolymph of the affected creature. Through a method still poorly understood by Hadric himself, the compound hinders or prevents entirely any muscle contraction in arthropodal species, effectively paralyzing affected victims for 1d6 rounds. Effect on the locomotion of molluscs is mild by comparison (dazed for 1 round), and requires further study. Rendered inert in mammalian or other body systems.
    Mundane Possessions: My Leaf-Bladed Kneaf, Grent & Grisham Special Eight revolver (12 rounds board #8), live ardlilly coat (medium armor), clothing, phytologist's tools, stainless steel canteen, pouchfull of oat cakes, leather coin purse, 40 crowns. 
    [/ooc]

TheMeanestGuest

1. I just wrote athletics instead of 'swift movement', as I wasn't quite sure what it entailed.
3. We can go with the leaf-blade being cultivated from some kind of cutting taken from the Fecundity.
4. The bulb would be a rough handful, maybe the size of your average spanish onion. The Rosenhound itself I was imagining being the size of a moderately large dog, hence how it earned its name. You are correct that I wasn't intending Hadric to have any sort of direct control over it.
5. The name is good, much better than N2.
6. A floral version of vampiric plate is good with me. I'd prefer it actually continue to have flowers, however, as opposed to being cuttings from a tree or what have you. I was imagining it as being a a tangle of flowering vines, essentially. Primarily white blossoms, but occasionally yellow.

I'll post Hadric in the character thread once you're through with your background review.
Let the scholar be dragged by the hook.

Rose-of-Vellum

Big private message sent you way, MG, relative to PC background.

TheMeanestGuest

Character posted with discussed changes incorporated.
Let the scholar be dragged by the hook.

MysterMe

#139
Hello everyone! Is there any room left in this game? I love the Cadaverous Earth setting; it (and the rest of Steerpike's stuff) was a big part of what brought me to this site. I don't know all the details of the world and Penumbra is all new to me, but I'd love to play if I can. Anyway, I've taken the liberty of writing up a character sheet and background, though I am of course willing to adjust anything you want me to. I think I've followed all the rules, but it's entirely possible I've missed something, so let me know if anything's wrong with my build. I've made up a tentative tier for a new focus (Oneiromancy), and I've tried to make it both flavorful and useful without being overpowered, but don't really understand the intricacies of the system, so any feedback would be appreciated. Thanks! Anyway, here it is:

[ooc=Somnus]
Erudite Male Sheevra Theurge (Oneiromancer)

XP: 0 Benefits Gained: None Grit: 1
Pools (Edge): Might 8 (0), Agility 8 (1), Intellect 16 (1)
Damage Track: Hale Recovery Rolls: 1d6 + 1 (2 Actions) Rolls Left: 4
AC: 0 Defenses: Expertise in Intellect rolls vs. Witchcraft

Languages: Shambles, Hex-tongue / Witch-speak, Hellspeak

Lifestyle: Affluent

Senses: Sight based perception. He can see in dim light, has Hexsight, and his eyes always glow.

Skills: Erudite: Oneiric, Aetheric, and Witchcraft Lore, Sheevra: Divination, Persuasion

Flaws: It is harder for Somnus to hide, since his skin and eyes glow with an amber light.

He is always drowsy, and sleeps for at least nine to twelve hours a night, plus many catnaps throughout the day, and requires more time to recover.

He is less adept at social situations due to his otherworldly dreaminess and tendency to yawn and nod off.

His Oneiric blood and nomadic lifestyle result in some discrimination in Skein, among other areas.

He not only needs to breathe and drink and eat and sleep (a lot), but also needs to feed on a steady diet of the dreams of other beings. Preferably, fresh from a sleeper's psyche, but he can eat a person's dream as long as they still remember it. This does have benefits. When he eats a dream, he experiences it instantaneously as though he had dreamed it himself. He can also eat stories, fantasies, hopes, myths, memories, legends, and even tales made up on the spot can nourish him. But they're a little like the appetizers and sauces for the entree: there's nothing like a good dream. Because he can consume dreams, he is sometimes asked to eat a client's nightmares. He usually offers this service pro bono: he likes to help people, and besides, nightmares are the delicious savory contrast to the sweeter dreams.

Items:

Mundane Items: Clothing (Loose and earth-toned, mostly silk, with some cotton and a little leather). A blackthorn walking stick with a brass handle. His father's fountain pen.

Eldritch Oddities and Theurgic Devices: A Book of Dreams (A leather-bound notebook containing spells, notes, sketches, poems, and records and interpretations of his own dreams and those of others). Three Dream Bottles (can capture and store dreams for later use or consumption, and can even trap some Oneiric entities). Lastly, his Library, which is stored within his main Theurgic item: a winged caravan, which is also his home.

Weapons: None, really, except his walking stick.

Esoteries

Sheevra

Hexsight/Dreamsight (2 Intellect points): This invocation causes Somnus' eyes to glow more brightly, but allows him to perceive and potentially identify aetheric and oneiric auras. Scanning an item or creature requires concentration, and each use of this ability can last up to one minute. Scanning a target reveals whether it can perform witchcraft, and if so, its level. If the target is asleep, it reveals how deeply and whether it is dreaming. If it is dreaming, it supplies some information about their dream: important images and emotional content. It also reveals whatever facts the GM feels are pertinent about the aether or oneiros in that area. Many materials and eldritch fields prevent or resist this hex.

Gutter-Witchcraft (1 Intellect point): Minor telekinesis and telepathy, various practical prestidigitations, cantrips, glyphs, sigils, charms, hexes, wards, transmutations, conjurations, divinations, and obfuscations. This also includes sleight-of-hand and mundane "magic" tricks and mental manipulation techniques, supplemented by some spells. Somnus mostly learned this magic from his mother, a Gutter (and Hedge) Witch.

Lugent Vessel (2 Intellect points): Although a Sheevra's skin and eyes constantly produce dim illumination in the immediate distance surrounding them, they can temporarily amplify and even transfer some of this radiance to another object, person, or place. To do so, a sheevra must touch the intended target. If successful, the target sheds bright illumination up to a short distance for ten minutes.

(Oneiromancy - Witchcraft and/or Psionics): Tier 1

Lullaby (1 Intellect point): This functions like a Mind Strike, except that the effect of a success is that the target falls asleep instantly, though if they are in the middle of a battle, they will likely wake up again quite quickly. At higher tiers, it can affect many people simultaneously, and the sleep can become much deeper, even permanent.

Daydream (1 Intellect point): This allows the Oneiromancer to create illusions, and is again a type of Mind Strike. These phantoms can be much more complex and detailed than those created by Gutter-Witchcraft, and can also draw on the subject's subconscious mental material to add realism and emotional impact. They can even fill and obscure the target's entire visual field and/or deafen him with phantom voices. However, they are always temporary and can affect only the visual and auditory senses (because they are insubstantial). This power can also be used to alter the Oneiromancer's appearance, and to make them invisible, both achieved by altering not the caster's own form but the way they are perceived in the minds of others. However, impersonating specific people is still quite difficult, and an invisible Oneiromancer can still be detected by other means.

Dreamwalking (1 - 3 Intellect points): This has several effects. First, it allows the Oneiromancer to dream lucidly at will. Second, they may move quickly and easily through the Oneiros. Finally, they may enter and alter (though not completely control) the dreams of another person. However, altering dreams costs more Intellect points depending on the degree of change, and to enter the dream of a particular person, they must physically touch the sleeping body (though this is not necessary at higher tiers).

The Gates of Horn (2 Intellect points): This gives the Oneiromancer limited oracular abilities. In waking life, they can read fortunes and divine answers to questions with relative reliability, through various methods of augury. And while asleep, occasionally (and unpredictably) they will have prophetic dreams.[/ooc]

Somnus is a very tall man, at a hair over seven feet, with long, willowy limbs and a large but slim head and torso. He face is well-sculpted, yet there is something uncanny about the length and lines of his limbs and face, an impression which is strengthened by the soft golden glow of his tawny skin and his eyes, which look like twin pools of molten amber. But what is strangest about Somnus is his genuine kindness and happiness. Even though he lacks many social graces, and often drifts off in the middle of people's sentences, and even while awake often seems to be lost in a world of his own, even though he is often preoccupied with the Oneiros and his own thoughts over the everyday world, he doesn't have a malevolent bone in his body. He's no fool, but his good nature, so out of place in the Cadaverous Earth, has gotten him both into and out of trouble many times before. Most people assume he must be putting up a front, or working some angle, but he isn't. He's just a sincerely nice, generous person. Bizarre, huh?

Not that Somnus hasn't been through his share of hardship. He was an orphan, found on the streets of Somnambulon and adopted by another Sheevra, a fortune-telling gutter-witch, who gave him his name after the city and the fact that he was fast asleep in a trash-filled gutter when she found him. He was raised by her and a band of travelling performers, tinkers, and traders, who travelled between cities and settlements, scraping by on what they could scavenge and sell and steal, surviving the myriad dangers of the wild. Until they didn't. One day, as they were crossing the Slaughterlands, they were beset by abominations. All were killed save Somnus, who escaped in the flying caravan, into which his adoptive mother had pushed him after a thing that looked like the mutant child of a squid, a spider, and a shark had closed its monstrous maw around her legs. Even high above, he could still hear the screams. Sometimes, he still hears them in his dreams.

Somnus is also a very passionate, driven person, as all Sheevra are, although it may not be apparent at first glance. It is simply that all his desire and passionate intensity is focused inward. His purpose and pleasure is to explore the Inner World, and to learn as much as possible about it. He delights in the pleasures of the physical senses, as all do, but his deepest satisfaction comes from seeing and tasting the worlds inside him and all the others around him, the aetheric sea of subconsciousness just on the other side of sleep, from whence all magic flows. Though he also enjoys exploring and learning about the waking world, it is not his home. Somnus feels his true home is the Oneiros, that dreams are just as (if not more) real than the Cadaverous Earth.

Today, in his waking life, he runs a small but somewhat successful business out of his caravan, selling books and various curios and arcane trinkets, and telling fortunes, mostly through interpreting dreams. The caravan is bigger on the inside than on the outside, about seven times bigger, to be precise. It looks like a tiny cottage with a thatched roof and walls made of ancient stone and wood, inlaid with intricate arcane patterns in amber and burnished metals, all partially covered in ivy and lichen. But most of the interior is a huge seven-sided room, big as a cathedral, and with similarly vaulted ceilings, these painted with images of the Oneiros and Ker-Iz. The room is filled to the brim with shelves of books and odd objects, with a single large and chaotically cluttered round table in the center, surrounded by several soft chairs, which Somnus uses for eating, for reading and writing, occasional naps, and for all his transactions and divinations.

There are also a large number of other comfortable chairs, cushions, and couches scattered about the room. Somnus can often be found snoozing on one of these, most often sprawled out over several and partially buried by books and the sphinx-cats that appear in the house and then disappear just as mysteriously, though there are always at least a few slinking around, they come and go as they please. The whole atmosphere of the place is peaceful, sleepy, and even cozy despite the large space; it is partitioned by the many shelves and seats. Dust drifts lazily through colored beams of sunlight refracted through the shining windows. The air smells of ancient paper and spiced smoke and waxed wood. It is almost perfectly silent, the noises of the street dampened by walls and wards, a rare island of tranquility in the cacophony of the city.

Behind and above the shop is a small apartment, with a compact kitchen and bathroom, secure storage areas, and a spacious and comfortable sleeping loft. The caravan but it is well-warded, and it is moved and guarded by an Oneiric spirit, which calls itself, alternately: "Bird Brain", "Baba Yaga", "Four and Twenty Blackbirds" and "The Parliament of Rooks" and "Cat Lady". It can cause the little house to grow large feline or avian legs and wings like those of a raven or a bat, which let it move from place to place. It feeds on the dust, detritus and waste in the house, and so the spirit also keeps the place clean and tidy. The spirit can speak to Somnus and anyone else in the vicinity of the house through the sphinx-cats (who otherwise only ever speak in whispered riddles), and it has a rather... idiosyncratic personality, though it (usually) behaves around guests.

Many of the books and items in the caravan are for sale, but Somnus keeps the relatively rare and powerful tomes and objects in a private section at the back, for perusal but not removal (unless the price is right). Most of the buyable books are either mythology, fiction and folktales, or on the lore of the Other Worlds, the Oneiros and the Aether, as well as other generally Occult and esoteric subjects, though there are rarely any texts at all on techno-thaumaturgy or gearworking.

There is a sign which hangs by the door, words in serifed script formed by gold and amber inlaid on an ebony board:

Somnus

Bookseller and Fortune-Teller.
Divination consultations. First is free. Dreams read, auguries performed.
Dealer in relics, rarities, curios, antiques, and oddities.
Will buy books and arcane artifacts.
Inquire within.

Rose-of-Vellum

This weekend is quite busy for me, so I apologize in advance if I'm slower in replying to messages & posts.

MysterMe,

I'll get back to you as soon as I'm done updating the extant players' threads.

MysterMe

#141
Hey, no problem, I completely understand. Reality is ever so irksome, isn't it?

By the way, I'm aware that Somnus doesn't quite fit the tone of the rest of the characters (or the Cadaverous Earth in general, for that matter). He's just too nice, and would be "Neutral Good" in D&D terms. But I wanted to clarify that this was intentional: I was trying to create an interesting contrast with the party and setting. I'm not sure how he'll get involved with the plots of this motley of rogues and assassins, but it ought to be fun to find out :-D

That said, I also have another idea for a character: an Intuitive Jatayi Rogue who works as a messenger and courier, who would be more dynamic and possibly easier to work into the story. Though that's a lot of Rogues.

Seraph

Not sure about any other considerations, but from a meta-game standpoint, it might be helpful to have a character around who isn't utterly self-serving.  Though I don't know if the rest of the party would want anything to do with a "do-gooder"
Brother Guillotine of Loving Wisdom
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MysterMe

#143
Haha, yes, I thought I'd throw an altruistic monkey-wrench into the proceedings. Speaking of which, perhaps Somnus helps one or all of them out somehow? Or failing that, maybe they walk into his shop, and he recognizes them from a dream? The thing is, he's not exactly a "do-gooder", in that he doesn't seek out situations so that he can do good, and doesn't really even make many moral judgements. Rather, he's just generally kind and helpful to the people he happens to meet, unless they try to kill or torment him, of course. But even then, he's not the vicious or vindictive type, and will just send the person to sleep or distract them with daydreams, while he makes his escape. Anyway, on another note, here's a character sheet for the Jatayu courier. I'm still working on the story, but I can post it when it's finished if you're interested in the character. I'm equally interested in playing either one, and could even potentially play both.

[ooc=Rook]
Intuitive Male Jatayu Rogue

XP: 0 Benefits Gained: None

Grit: 1 Pools (Edge): Might: 10 (0), Agilty: 14 (1), Intellect: 12 (0)

Defenses: Rook has expertise in Agility defense actions when not wearing armor. Due to their nomadic lifestyle, all Jatayi have expertise in Might defense rolls against starvation, exposure to hot climates, and other environmental hazards.
AC: 0 Might Cost: 0 Agility Penalty: 0
Damage Track: Hale Recovery Rolls: 1d6 + 1 Rolls Remaining: 4

Movement: Jatayi can fly with speed and skill, but less so if encumbered.
Languages: Jatayi, Magpie / Shambles, Jangle, Alleyspeak, Flicker / Fingerspeak,
Lifestyle: Indigent. Rook sleeps in various nooks and crannies in the heights of the city, and scavenges for his supper, generally eating what the restaurants throw away, or simply picking up various corpses from the streets.
Senses: Jatayi have avian eyes that can perceive magnetic fields and are not hindered by even very dim light.

Skills: Storytelling, Perception, Persuasion, Discerning, Discovering Deception, Tracking, Navigating, Investigating
Flaws: Rook is Illiterate and Necrophagic, as Jatayi do not read or write, and only eat decomposing meat. Because he values intuition over knowledge, he generally avoids laborious studying; the difficulty of tasks that involve academic discussion, didactic instruction, or rote memorization are one step higher for him.

Weapons: Eldritch bow (all arrows it shoots can mentally controlled by the archer while in flight), with 12 arrows (fletched with my own feathers), and 2 ensorcelled arrows (one explosive, one that will lead me to a named target). An ancestral obsidian knife, which resembles a large black feather.
Items: Light and loose but durable leggings (he goes without armor, shirt or shoes, they just get in the way). Leather quiver and bag strapped over his back, between the wings. 80 Crowns.

Tricks:

Eidetic: Due to a combination of innate qualities and cultural upbringing, Jatayi have memories bordering, if not transcending, the eidetic. They have expertise in tasks that that involve remembering or memorizing things they experience directly. Rook is particularly skilled at this due to his Intuitive Disposition, able to recall every moment of every day of his life with perfect clarity. He also knows many facts and rumors and stories, and knows all the Stories by heart.

Flex Skill: At the beginning of the day, Rook gains expertise in any one skill for the rest of the day.

Pierce (1 Agility point): Rook inflicts 1 additional point of damage with shots from his bow. Action.

Trained Without Armor: Rook has expertise in Agility defense actions while not wearing armor. Enabler.[/ooc]

LD

"Rook is Illiterate"

Good trait for a trustworthy courier :P.


Rose-of-Vellum

Unless mistaken, I'm all caught up with everyone's threads (i.e., MG has an intro post, and everyone else has a reply). Remember, everyone, to please post your rolls (or potentially needed rolls) as well as your current stat pools at the end of every ooc post. Please let me know if any meta issues need resolution.

MysterMe, as promised, I'll respond next to your query/submission. Short answer is yes, a sixth and final slot is open for the game. After that, a wait-list kicks in. Long answer about your character submissions will be forthcoming.

MysterMe

#147
OK, fair 'nuff. Thanks; I eagerly await your reply :-)

Rose-of-Vellum

I have updated all the threads and have sent a pm to MysterMe.

Still no reply from Superbright though.

Rose-of-Vellum

Threads caught up. I'll respond to MysterMe's PMs and MG's rules question next.