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[IRC Event Series] - No Stats Theatre - planning/interest

Started by Lmns Crn, February 20, 2009, 01:05:07 PM

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Polycarp

The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

And while we're waiting, here's a teaser.

[ic=The Palace in the Moors]One month ago, Areth-Ven Ilfan found a secret.

For years, Areth-Ven, a trader in exotic wares and dabbling historian, had possessed an odd piece of parchment.  It was a charcoal rubbing depicting what appeared to be a random pattern of dots.  It had clearly been made from some stone surface, but Areth-Ven had not made the rubbing itself, and did not know where this surface lay.  After all, there are many stones in the forest, and a million secrets shared between them that none save the Artificers have ever known.

Nearly one year ago, the Fifth Netai War ended.  For more than three years, the Netai had been rent by a bitter struggle between the Netai Confederation and the Right Orientation Alliance.  The Alliance was defeated, and over the sea came the returning victorious galleys laden with the prizes of war '" gold and tea, as well as a vast quantity of books, scrolls, charts, and maps looted from the libraries and academies of the Iskite villages of Watzash.  Areth-Ven had a few friends in the Confederation government, and managed to gain access to these materials.  It did not think there was much chance of profit here, but the collection '" never before available to Umbril like itself '" piqued its historical interest.

But then, fate intervened, and a new story was begun in the dusty chambers of the library of Andar.  Areth-Ven was struck by a certain map of the Saltmoor, the banyan-choked stretch of swampy lowlands between the Netai littoral and the Chromatic Plain.  There was something about the map that bothered it, though it could not quite discern what it was.

Areth-Ven returned to its home in Inembran '" and then the answer came to it as it perused its old documents.  The map had indicated, among other things, the placement of known szalkal, ancient Iskite palace-fortresses built in antiquity to copy the glory of the Artificers '" and the pattern of those dots was remarkably like the pattern on its old charcoal rubbing.  Areth-Ven hopped aboard the next ship back to Andar to see the map again, but it was no longer there.  It had been stolen '" it alone, with no others among the priceless works in that wing of the library.  Areth-Ven studied its parchment in frustration, and then realized something: the dots had all matched, save one.  It appeared on the rubbing, but Areth-Ven was sure it had not been on the map.

Areth-Ven quizzed the sages of the library on the matter, but none could recall hearing of a ruin in such a place.  Yet there was the dot, and every other dot had matched a szalk.  Whoever stole the map, Areth-Ven thought, must be after what lies there '" for an undisturbed szalk could hold priceless treasures.  Explorers who found them often became fabulously wealthy.  Areth-Ven knew it had to act fast to make good on its discovery.

And so it was that Areth-Ven hastily gathered a small group of adventurers and mercenaries who sought new opportunities in the fragile post-war peace.  Areth-Ven did not trust these folk, but a journey alone would be suicide.  It knew that there is no reward without risk, and a reward as great as this one could be would not come without great risk indeed.[/ic]

And a repost of the character list for this page, since I don't think anyone's settled on theirs yet.

[ic=Characters]Areth-Ven Ilfan (Umbril)
A merchant of exotic wares hailing from the port city of Inembran. Areth-Ven is a clever businessman and dabbling historian, but knows little of combat, jungle survival, or other 'hands-on' fields. Areth-Ven is reasonably well-known among a certain circle of Netai merchants and information brokers who have an interest in the kind of rare goods he trades exclusively in. A portion of this is probably stolen or otherwise ill-gotten property, but Areth-Ven does not consider itself a thief or a fence '" just a middleman for uncommon goods and antiquities who asks very few questions. Areth-Ven carries the group's only lodestone.

Fens-Ul Thalun (Umbril)
A ballooner and veteran of the Netai Wars from Var Umber. Fens-Ul captained a smokeship during the last war, and has plenty of experience in navigation, flying, and crossbow-shooting. Fens-Ul is confident and cool under pressure, but a bit abrasive, with a military manner not suited for polite company '" especially the company of many of its fellow Umbril, for whom the military is not a very prestigious profession. It has long since abandoned the idea of gaining approval from Evne society at large, preferring the company of the aliens it served with.

Uszkal Tzulan (Ussik Female)
One of the Ussik mercenaries of the Netai Wars, a highly respected (and feared) group of foreign warriors who fought on the side of the Confederation. Originally from distant White Lotus, she's been out of a job since the peace began less than a year ago. Uszkal is a fierce and skilled swordsman with a keen eye (and a fondness for painting that she doesn't talk about much), but is frequently impatient with the customs and society of this new land and its strange inhabitants, which she has not adapted to quickly.

Nialeng (Iskite Male)
A traveling academic and amateur explorer from Scalemount. Nialeng knows a bit about antique Iskite languages, which is why Areth-Ven chose to have him along. He has a stern and meticulous manner, perhaps even an arrogant one, though his time among aliens has cured him of some of the xenophobia that his fellows back in the homeland have. He is conscious of the deep resentment his local kindred have for the Netai Umbril and their Confederation, but believes it best to maintain a scholarly detachment from such matters.

Kunetze (Iskite Female)
A clockmaker and mechanical specialist from Anath who Areth-Ven invited chiefly on the basis that 'there might be traps.' Unknown to the rest, Kunetze was a sympathizer with the Right Orientation Alliance and spied for them during the wars, an action that entailed significant personal risk (to be precise, the risk of torture and execution). She harbors no exceptional hatred for aliens, but believes that the Evne and their alien lackeys have already plundered enough of her kindred's land and treasure and would rather see any relics of the szalk in the hands of her people. She is bright and opinionated, but tries to keep her potentially dangerous political leanings under wraps.

Akan Yika Meeran (Gheen Male)
An old acquaintance of Areth-Ven who also hails from Inembran; despite the fact that he was a smuggler for some time, he's the only one of the group Areth-Ven maybe trusts. He's a bit of a black sheep among his large and influential family back in Inembran, the last descendents of a Gheen royal house from Chalicewood who fled their homeland because of the expanding Mosswaste generations ago. Though he's never really had an 'employer,' he has done a few other jobs for Areth-Ven over the years, often involving deals with people that Areth-Ven 'doesn't want to know about.' He resents his wealthy and powerful family and tries very hard to make a name for himself as an individual.

Tulthan (Tahr Male)
A skilled tracker from the Great Mire. Tulthan is both curious and combative, which got him into trouble with his blood's patriarch (who he bickered with incessantly). Without many prospects at home, he left the Mire to work as a caravan scout on the Rainbow Road between the Netai and Scalemount. He's a proficient outdoorsman and survivalist, but his tendency to join any argument has caused him to bounce around a bit. Tulthan is a strong-willed and honorable person, but has trouble suffering those who disagree with him.[/ic]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

Would anyone be interested in a follow-up session to the no-stats Tempter game at some point over the next little while?  Could be with the same characters, or with different ones, or with the same group plus a couple of others...


Polycarp

Quote from: SteerpikeWould anyone be interested in a follow-up session to the no-stats Tempter game at some point over the next little while?  Could be with the same characters, or with different ones, or with the same group plus a couple of others...
I would certainly be interested - but because I'm working now (as opposed to last time), I could probably only make it on a weekend.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

TheMeanestGuest

I'd definitely like to do another Tempter game.
Let the scholar be dragged by the hook.

Nomadic

I can if it waits for a week or two since I am in finals right now.


Steerpike

The characters - again.  Two new demons have been added - Legion (an insect-themed demon with multiple personalities and a possession ability) and Nyx (a regal demoness skilled at infiltration and interrogation, and also a Mammonian - previously an unrepresented faction).  The characters don't need to be the same as the ones from last time, though returning players are very welcome to reprise their roles.  It would be great if Samael could be included since he has a fantastic ending line from the previous session that suggests that "now it's personal."

Since this is a No Stats Theatre game, Tempters don't have the five regular statistics of the pentagram.  They do, however, each have three unique powers that expend 'Energy' '" two lesser powers, which expend one point of Energy each, and one greater power, which expends two points of Energy '" as well as a power or set of powers useable at will, without Energy expenditure.  Each Tempter begins the session with five points of Energy, having just manifested from Hell.

All Tempters can manifest their true forms in the mortal plane for thirteen minutes by expending a point of Energy.

[ic=Namaah]A sensual, guileful demon of Belialian affiliation, Namaah revels in entrapping mortals through seduction and deception.  Appearing as an androgynous human usually garbed in an immaculate white suit, with porcelain-white skin and large violet eyes, Namaah can switch its sex at will, emphasizing either female or male characteristics while always maintaining an edge of sexual ambiguity.  Sophisticated and ruthless, Namaah is a calculating creature with a capacity for subtleties.  In its true demonic form Namaah is a grotesque hermaphrodite with exaggeratedly prominent genitals and other sexual characteristics, including a long, serpentine beard and massive, pendulous breasts, a hybrid of fertility goddess and tumescent satyr.  Famously, Namaah seduced Noah and gave birth to the half-demon Ham.

Powers

Namaah can change its sex at will without Energy expenditure.  Namaah can also always predict the result of a die roll or discern the suite and number of a card without seeing it.

Soulsuck: Namaah can drain a mortal's Essence through coitus, and severely weaken them (to the point of unconsciousness) through a mere kiss.  Protective talismans can safeguard against this ability.  This ability uses one point of Energy.

Caress: If Namaah can touch a mortal's skin it can charm that mortal supernaturally, enthralling it and captivating it.  While a mortal thus charmed is not an automaton they are instantly sympathetic to Namaah's suggestions.  Protective talismans can safeguard against Namaah's caress.  This ability uses one point of Energy.

Deadly Beauty: Namaah can enhance its allure to induce violent ecstasy in all that view it.  It can moderate this effect to produce physical pain or even death, as its victims hearts' pump too quickly.  Protective talismans or eyewear can safeguard against this attack.  This ability uses two points of Energy.[/ic][ic=Samael]A moody, brooding demon, Samael was once the Authority's Angel of Death, a role now belonging to the Archangel Azrael, for whom Samael reserves an intense, simmering hatred.  Samael generally appears as a tall, pale, sinewy youth with long, white-blonde hairl, dressed in black jeans and hoodie, his eyes concealed by opaque, totally reflective black sunglasses (behind which his eyes are black voids).  When required to 'dress up' he wears a black suit and tie with a heavy leather coat.  In his true form he is a faceless, cadaverous figure swathed in a tattered black robe.  Now a soldier of Hell, Samael's politics can be most closely aligned with Moloch's, though in general he prefers to follow orders rather than to lead.  In battle he wields a numinous weapon called the Scythe, which can assume the form of any weapon '" in modern times, often a gun of some variety.

Powers

Samael's Scythe can become any weapon wieldable by an individual warrior (i.e. it can become a sword or pistol, but not a nuclear bomb, a bazooka but not a tank).  If the Scythe becomes a firearm it has infinite ammunition, though its bullets can still be deflected by sufficiently heavy armour or similar protection; Samael can, however, execute incredibly intricate trick shots.  Samael is also a master of every conceivable mortal weapon, from a katana to a rocket-propelled grenade to a boomerang.

Gaze: Samael can kill with a mere glance if he wishes.  By removing his glasses and making eye contact he can instantly slay any mortal.  Protective talismans or eyewear may guard against the Gaze.  This ability uses one point of Energy.

Speak with Dead: Samael can temporarily bring a soul back to its body, though only if the soul went to Hell.  This ability uses one point of Energy, but cannot be used on any corpse on which Last Rites have been said.

Reanimate: Samael can infuse a corpse with a measure of his Energy to create an undead Revenant that obeys all of his instructions.  The Revenant is very difficult to destroy; even decapitating it will not stop it.  This ability uses two points of Energy, but cannot be used on any corpse on which Last Rites have been said.[/ic][ic=Cagnazzo]Taking the form of a small, deceptively adorable French Bulldog with a gleam of sinister intelligence in his eyes, Cagnazzo is diminutive but vicious, a sly, sometimes cantankerous demon skilled in the arts of deception and infiltration.  With a penchant for fine cigars, cognac, and explosives, Cagnazzo is far more dextrous than most canines and can grip objects (such as pistols or keys) in his paws, and can talk.  He also professes a taste for canine females, regularly making lascivious comments on seeing one.  In general he is a sardonic, wise-cracking curmudgeon, a stalwart Beezlebubian known for his caustic wit and his predilection for obscenity.  In his true form Cagnazzo appears much as the mythical Cerberus '" a slavering, three-headed monstrosity of gigantic size, with glowing red eyes and massive fangs.

Powers

Cagnazzo's small size allows him access to certain areas other fallen might find inaccessible.  He can urinate and defecate at will, and can also conjure a cigar or a mickey of cognac without expending Energy.

Blasphemy: Calling on the fell powers, Cagnazzo can bark a dreadful blasphemy that temporarily stuns and permanently deafens any mortals who hear it.  Protective talismans or ear-wear can safeguard against this effect.  Blasphemy uses one point of Energy.

Safe-cracker: Cagnazzo can expend one point of Energy to discover the combination to any safe or any electronic password.

Hellfire: If Cagnazzo drinks the entirety of a mickey of cognac he can let out a massive belch of sulphurous Hellfire, incinerating any mortals and flammable materials in a broad swathe and potentially knocking down walls or blowing open doors as well.  Protective talismans or wards, or flameproof clothing, may guard against Hellfire.  While in his true form all three of Cagnazzo's heads breathe Hellfire.  This ability expends two points of Energy.[/ic][ic=Abyzou]Preferring the guise of an enfant terrible culled from Japanese horror movies '" scraggly black pigtails, pinafore dress, an obscene giggle, and sunken, flashing eyes '" Abyzou is a demonic mischief-maker and trickster who thinks of mortals only as playthings (or snacks), delighting in violent and usually gory pranks.  Other demons tend to consider her something of a loose cannonball, even a liability; she is more or less apolitical, preferring simply to run amok on the mortal plane than to debate in the Infernal Parliament.  In her true form, Abyzou resembles a statuesque woman with writhing black tendrils for hair and clawed hands.

Powers

Abyzou can commune telepathically at a distance of up to one hundred feet (note that this does not allow her to read minds, only communicate psychically, though those she contacts can speak back mentally).  Protective talismans cannot block Abyzou out, though they may protect against her Mental Violation ability.  Abyzou's size may allow her access to areas others find too small to enter.

Mental Violation: Abyzou can project disturbing hallucinations into mortal minds, potentially driving them into fits of madness, depending on the creativity and imagery of the illusion.  The mortal must be in range of her telepathy.  Protective talismans can safeguard against this effect.  Mental Violation uses one point of Energy.

Psychokinesis: By focusing on an object Abyzou can move it with her mind; she must be able to see the object to manipulate it.  While this ability can be used as a weapon or to levitate team-mates Abyzou cannot pick herself up using it.  Protective talismans or wards may safeguard against this ability.  Psychokinesis uses one point of Energy.

Cannibalism: Abyzou can devour a mortal enemy whole, distending her jaw horrifically like a serpent.  By doing so she gains access to the memories of anyone she eats.  Protective talismans do not safeguard against this ability '" though they do give Abyzou a case of wicked heartburn.  Cannibalism expends two points of Energy.[/ic][ic=Pazuzu]A slick, animated storm-demon, Pazuzu appears as an unusually tall man, almost stretched seeming, with storm grey eyes and somewhat tanned skin.  He is commonly dressed in a black pin-striped suit and a matching fedora. Pazuzu ascribes to a Beezlebubian philosophy. He is quick to compromise when he sees that it is to his benefit, but will react with frenzied wrath when all other options have been exhausted. His true form is that of a massive, obsidian gargoyle about which lightning and obscuring shadows play.

Powers

Pazuzu can cause any electrical device to malfunction or otherwise behave unusually at will. In addition, he can exert control over any nearby live electrical current.

Eldritch Thunder: By harnessing his innate power, Pazuzu can create a burst of intense light and noise that permanently blinds and temporarily deafens nearby mortals. Protective talismans and ear or eye-wear can safeguard against this effect. This ability uses one point of Energy.

Enshroud: Through the expenditure of one Energy point Pazuzu can call up an unnatural, viscous, concealing fog that seems to move as of its own will. Pazuzu has a vague sense of all that occurs within the confines of the fog. Protective talismans can burn off the fog in a localized area.

Demoniac Lightning: Pazuzu can let fly an arcing stream of powerful demoniac lightning from his outstretched arms, charring flesh and halting neural activity. This lightning can jump across multiple targets, unless it encounters a protective talisman in which case the lightning dissipates. This ability requires two Energy points to use.[/ic][ic=Legion]Erratic and unpredictable, Legion is regarded by other demons with nearly as much suspicion as Abyzou.  Driven insane by the Fall and subsequent aeons of exile in Hell, Legion has developed multiple personality disorder and refers to itself as 'we.'  In its mortal form Legion generally appears as a slightly pudgy, balding man (prone to whistling through his teeth) with thick horn-rimmed glasses, whose eyes dart to and fro frenetically.  Beneath its husk's flesh, Legion's true form '" an amorphously shaped swarm of locusts '" squirms and eructates, betraying the demonic presence within to a careful observer.  Broadly speaking, Legion is actually Belialian in political affiliation, in that it longs painfully for lost Paradise, but in practice its warped mind lacks the subtlety and sophistication of most followers of Belial.  It does possess a certain twisted, predatory cunning, however.

Powers

Wherever Legion moves, plants rapidly wither and die; this effect cannot be repressed.  While in its true form Legion can inveigle its way through any space big enough for a locust by changing the shape of its 'body.'

Fission: Legion can expend one point of Energy to split itself into two identical halves which can act independently and communicate telepathically.  These duplicates can later use the same ability again if they wish, though this expends another point of Energy: Legion and its duplicates share a common Energy pool.  Multiple iterations of Legion can remerge without Energy expenditure.

Blight: By touching a mortal's bare skin Legion can cause accelerated decomposition: the victim's flesh withers, putrefies, and atrophies, killing them if the contact is prolonged.  This ability expends one point of Energy.

Possession: Legion can spend two points of Energy to spit forth a small swarm of locusts from its mouth.  These locusts can then force their way into a mortal's body, assuming control of them; Legion can send the possessed individual irresistible telepathic commands.  Protective talismans (or facial protection, such as a gasmask) can protect against possession, and possessed individuals can be exorcised.[/ic][ic=Nyx]Hard-hearted and coldly beautiful, the demoness Nyx was worshipped by a few remote Greek cults as a primordial goddess centuries ago.  She appears as an elegant ebony-skinned woman with flowing midnight hair and is typically clothed in a sumptuous velvet dress.  Nyx prefers to remain in her Palace of Darkness in the Abyss, but does occasionally venture forth into Creation.  She possesses typical Mammonian politics: disdainful of mortals and their pallid world and unwaveringly dedicated to the Infernal project, Nyx would prefer to build the Republic of Hell into a realm fit to rival Paradise, rather than attempting to storm the gates of Creation.  In times of need, however '" or when more mortal souls are needed for additional labour '" Nyx manifests on the mortal plane on certain moonless nights.  In her true form she appears to be a regal, shadowy figure with massive tenebrous wings and the lower body of a serpent.

Powers

Nyx can instantly dim or extinguish any light source she can see, electrical or natural, or summon a black cloud to obscure the moon.  She can blend into darkness perfectly, becoming effectively invisible so long as she does not move; in her true form she can move invisibly, as well.  She can also see perfectly even in complete darkness.  However, none of Nyx's powers function in daylight, and she is trapped in her mortal form while the sun shines.

Eyes of Night: By looking into a mortal's eyes Nyx can peer into their soul, uncovering what the mortal believes to be their deepest and darkest secret.  Protective eyewear or talismans can block this ability, which uses one point of Energy.

Animate Shadow: Nyx can invest a humanoid shadow with uncanny life, freeing it from the shackles of its owner.  The shadow becomes a quasi-corporeal wraith, able to fight and kill; weapons, however, pass harmlessly through it.  Any powerful light source, such as an electric torch, or direct sunlight, dispels the wraith.  This ability uses one point of Energy.

Slumber: By murmuring a word of blasphemous power Nyx puts mortals to sleep.  Any who hear the word fall instantly into a potent eldritch slumber until dawn.  Protective ear-wear or talismans can safeguard against this ability, which expends two points of Energy.[/ic]

TheMeanestGuest

Let the scholar be dragged by the hook.

Nomadic

I'll take Aby again... she's just so adorably psychotic.

Ghostman

Could be a lot of fun to join in, even if I am a slow typist. Really depends on the time of the day if I could make it though. Weekends would work best.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Nomadic

Quote from: GhostmanCould be a lot of fun to join in, even if I am a slow typist. Really depends on the time of the day if I could make it though. Weekends would work best.

Agreed here. Best for me would be friday or saturday

Steerpike

Okay, maybe a Saturday in a couple of weeks would work.  How would the 27th of March work for people?

Incidentally, if anyone wanted to invent their own character following the templates outlined above (Light Dragon had a kind of slime demon he mused about in the last session's log, for example), that's fine too.

Nomadic