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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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Rhamnousia

I'm thinking of playing a roguish, eclectic bravo and former corsair originally hailing from the City of the Lamprey, who's wandered north to Skein in search of fresh opportunities for fucking and fighting. Definitely channeling such charming sociopaths as Isabela from Dragon Age II and Bronn from Game of Thrones. In game terms, she's a Graceful Rogue; Trained Without Armor gives her an incredible edge when it comes to dodging attacks bare-breasted, and Gutter-Witchcraft hints at a talent for sorcery that she's very keen on honing. She typically fights with a basket-hilted broadsword in one hand and a revolver in the other, so I'm keen on hearing more about the Way of the Blade & Pistol Focus.

Rose-of-Vellum

Ask and ye shall receive...

Artifice, Bloodletting, and Way of the Blade & Pistol are now posted for your viewing pleasure. Let me know if they work for you. If not, let me know why, and we can see what other foci might better fit your intended concept.

Steerpike,

I had already drafted Bloodletting's mechanics before your PC pitch, so I was really surprised to see how well they fit (at least from my perspective).

SH,

Both concepts are great, and both work equally well with a Skein-based campaign. That said, I'd suggest reading over the Artifice focus before making a final choice, just for comparison's sake. Either one is equally excellent for my purposes.   

Superbright,

Likewise a nice concept. I can see some interesting interactions between your bravo-corsair and SH's ghul & Steerpike's ex-slave. Let me know what you think about the posted focus. Eventually (tier 3), you'd be able to use a broadsword and revolver at the same time without penalty, but not at tier 1. You could, however, with the focus use a derringer/snubnose revolver/holdout pistol/mousegun and a lighter blade (or even a broken broadsword you intend to fix). Or you could stay with using a broadsword and revolver from the beginning, either switching between rounds or accepting penalties).  If that doesn't suit you, let me know what concept(s) might (e.g., piracy, libertinism). 

Depending on your interest and your PC's age, she could have fought in the Adumbral War between Skein and Crepuscle. Skein hired a mass of corsairs -most of which were defeated by Crepuscle's own mercenaries (specifically the Order of the Mandrake). The war could have been what brought you to Skein. Your crew/captain/ship might have been one of the many that were decimated in the war's decisive battle. Since then, you could have worked as a river-bandit or psuedo-privateer against Crepuscle ships along the Radula and Sinew.

Such connections might better tie you to the Clockwork City, rather than [ijust[/i] traveling there to rut and kill new people.

Which is something I'll reiterate to the rest of the gang as well. When drafting your character, please try to come up with one or two reasons why your character is in Skein and likely to stay (or return) there. The campaign events will certainly add other reasons, but pre-existing ones are helpful.

Seraph

[ic]You strain your eyes through the gloom, unsure of what you saw.  Was that a man?  You can't be sure.  You stare into the inky streets of the Ebon Ward, straining your eyes for your contact.  "It's looking for us, isn't it?"  You almost gag as the smell of halitosis assaults you, overpowering even the stench of necrosis that clings about the gravespawn.  Spinning round, you see a black tricorn hat perched over an unadorned black half-mask that obscures most of the more telling facial features, though you can see the edges of old scars along his jaw.  A black silk cravat protrudes from the front of a high-collared black frock coat which covers most of his body.  Only his hands are visible, and they are covered with many intricate scars--very distinctive ones at that: Arcane-looking sigils of no code you are aware of, and what looks like a word in hellspeak, but he folds them neatly behind his back before you can read further.  So this is him, then: your contact.  Were his ensemble more colorful, he might have been among the nobility, but this monochrome darkness of his dress and lack of ornamentation shows him for what he is: a nobody.  The Nobody, to be precise.  No one knows his real name, and many say he does not know it himself.  They call him "Mr. Nix."

"It doesn't know where else to turn, so it looks for us in dark allies."
"Are you Mr. Nix?"
"It can call us that if it wants."
"I have a job for you."
"We know."[/ic]

The man called "Mr. Nix" does not know his name.  The ghul-transformation erased his memory of his former life, but sudden flashes of insight, and the grim diary scrawled into his skin provide him clues.  Many of them are clearly in some diabolical code worked out by his former self--symbols operating on metaphors and shorthand; acronyms, riddles, and pictographs that contain volumes of information waiting to be unlocked--if the voices in his head don't drive him to raving madness first.

Mr. Nix is tormented by demons.  They worm their way into his mind, to which they seem to have ready access--why?  None of the other Ghilan in the Ebon Ward have this affliction.  Or they are lying to him.  He can't be sure.  He certainly doesn't trust them.  Perhaps they are responsible for his present condition.  Maybe that was the message he had tried to leave himself.  Or perhaps not.  Nevertheless, there are answers here in this city.  That's what it said.  "Skein." He'd carved it into his own skin (anyone with sense would know those wounds were self-inflicted) so it must have been important.  What secrets is this city hiding from him, with its decadent ways? 

His only ally is a hellhound familiar called Vex, whom he simultaenously loves, hates, fears, and abuses.  In his mind it is an entity trying to control him, even while he commands it.  Vex is his avenue to infernal power--his intermediary with the dukes of hell who grant him power.  Vex has been with him for as long as he can remember--manipulating him, helping him, and steering him towards either his destiny or his doom.  Or both.  He often acts out against the demon's advice, though he is always afraid the beast is more cunning than he, and is playing him.

Every so often, Mr. Nix feels the wracking pains of the eternal torture of hell, having hung on to the barest piece of his soul in undeath.  Most often, however, he feels crushing ennui, and disconnection with the world and even more horrifyingly, from himself.  His driving impulse is to discover himself: his past, his identity, and his soul. 

[ooc]The following is currently my best estimate on stats, but this will be subject to change between now and the game beginning as I understand the system better.[/ooc]

Mr. Nix
Furtive Ghul Theurge with a focus in Diabolism


Might Pool: 7
Agility Pool: 12 (Edge 1)
Intellect Pool: 15 (Edge 1)

Grit: 1

Skills
As grave-spawn, ghilan have mastery in defense rolls against diseases and poisons.
You have expertise in one of the three main categories of theurgy (i.e., witchcraft, technothaumaturgy, and psionics) can attempt to understand and identify its properties.
You also have expertise in tasks to perceive, identify, and persuade demons. Enabler.
You have expertise in all stealthy tasks.
You have expertise in all interactions involving lies or trickery.
You have expertise in all esoteries or special abilities involving illusions or trickery.

Dowse (2 Intellect points): You scan an area equal in size to a 10-foot (1-meter) cube, including all objects or creatures within that area. The area must be within short range. Successfully dowsing a creature or object reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of orpiment and ivory. You might learn that a glyph-scribed glass cylinder is full of poisonous gas, and that its copper stand has a voltaic field running through it that connects to a clockwork apparatus in the floor. You might learn that the creature standing before you is a grave-spawn. However, this esotery doesn't tell you what the information means. Thus, in the first example, you don't know what the orpiment and ivory device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. Many materials and eldritch fields prevent or resist dowsing. Action.
Mind Strike (1 Intellect point): You attack a foe using energies that assail his mind. To use this esotery, you must be able to see your target. This mental attack inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to this variant. Action.

Familiar: A level 2 demon of your size or smaller accompanies you and follows your instructions. You and the GM must work out the details of your familiar and you'll probably make rolls for it in combat or when it takes actions. The familiar acts on your turn. As a level 2 creature, it has a DC of 2, 6 health, and inflicts 4 points of damage. In addition, your familiar has expertise in any skill of your choice and has one of the following attributes: AC 1, a short-distance ranged attack that deals 2 points of damage, a level 2 poison, or flight. Its movement is otherwise based on its anatomy (e.g., fins, legs, vermiform body, etc.). If your familiar dies, you can summon and bind a new one in 1d6 days (i.e., the time required to collect the necessary powders, unguents, and so forth for the ritual). Enabler.
Infernal Scholar: You have fluency in Hellspeak. You also have expertise in tasks to perceive, identify, and persuade demons. Enabler.
Brother Guillotine of Loving Wisdom
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Rose-of-Vellum

SH,

Thanks for posting your PC!  I love the IC flavor blurb. More specifically, I really like the inclusion of his rancid breath, monochromatic attire, and his Gollum-esque manner of speaking (sans precious). I also very much like the name. And as said before, but which bears repeating, his race, nature, history, and habitat will work wonders for the first adventure.  

A couple of questions (that don't need including in your character 'sheet'), but would help me further picture Mr. Nix:
1. The half-mask -besides being black and unadorned, what is its shape? For instance, many Skein masks, as worn by nobles, are shaped to resemble something (e.g., a quilled owl, mutated spider, five-eyed mephit). Granted, his mask could be more plain, like a black Phantom of the Opera, zorro mask (sans bandana), or venetian long-nosed mask. Regardless of the answer, I'd love to know.

2. Vex. Could you describe what it/he/she looks like? Any distinguishing features, mannerisms, appetites? (e.g., has a still-attached, gangrene-ridden umbilical cord that it wraps around its neck like a shawl, quotes poetry, and drinks hellcream from a tea cup painted with commemorative scenes of failed uprising).
Mechanically, which skill and which ability (i.e., flight, ranged attack, poison, AC) are you choosing for Vex?  
Finally, I might suggest that Vex is a moniker you have given the demon, and that it's original name would be something more along the lines of Caarcinolas, Marchosias, etc.

I'll comment more on the stats, but many of my remarks are likely to be generally applicable, so I'll first do the blow-by-blow on Bartleby.

Thanks so much for posting your character -he's awesome!


Rhamnousia

Rose, do you think I can trade in one of my character's starting weapons for some heavier medium armor?

Rose-of-Vellum

Absolutely. Just make sure to note the Agility reduction and Might cost/hour.

Seraph

Quote from: Rose-of-Vellum
SH,

Thanks for posting your PC!  I love the IC flavor blurb. More specifically, I really like the inclusion of his rancid breath, monochromatic attire, and his Gollum-esque manner of speaking (sans precious). I also very much like the name. And as said before, but which bears repeating, his race, nature, history, and habitat will work wonders for the first adventure.  

A couple of questions (that don't need including in your character 'sheet'), but would help me further picture Mr. Nix:
1. The half-mask -besides being black and unadorned, what is its shape? For instance, many Skein masks, as worn by nobles, are shaped to resemble something (e.g., a quilled owl, mutated spider, five-eyed mephit). Granted, his mask could be more plain, like a black Phantom of the Opera, zorro mask (sans bandana), or venetian long-nosed mask. Regardless of the answer, I'd love to know.

2. Vex. Could you describe what it/he/she looks like? Any distinguishing features, mannerisms, appetites? (e.g., has a still-attached, gangrene-ridden umbilical cord that it wraps around its neck like a shawl, quotes poetry, and drinks hellcream from a tea cup painted with commemorative scenes of failed uprising).
Mechanically, which skill and which ability (i.e., flight, ranged attack, poison, AC) are you choosing for Vex?  
Finally, I might suggest that Vex is a moniker you have given the demon, and that it's original name would be something more along the lines of Caarcinolas, Marchosias, etc.

I'll comment more on the stats, but many of my remarks are likely to be generally applicable, so I'll first do the blow-by-blow on Bartleby.

Thanks so much for posting your character -he's awesome!


For the mask, I am currently trying to choose between
and
Both looks are pleasing to me. 


As for Vex, imagine a big emaciated hairless dog, with visible entrails, an exaggerated bone structure, and no skin on its grinning muscle-and-bone face, which is constantly dripping blood.  It's eyes burn a phosphorescent green.  It's three rows of shark-like teeth contain a deadly venom.  When "Vex" bites, one of the teeth typically breaks off into the victim, releasing the toxin into the wound.  Mr. Nix has forgotten Vex's real name, and hasn't bothered storing it in his long term memory.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
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Rose-of-Vellum

Either mask-style is fine by me. Steerpike might be able to add if there is any significance the choice might create.

Thanks for describing Vex's appearance and ability. Looks good (in a CE way). Does Vex have any notable mannerisms or endorsed gender?

Xathan

Just wanted to comment that I'm still planning on playing, working my way through the CE material that I've been stalling on, and then I'll get a character up.
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[/spoiler]

Ghostman

If there's not too many players already, I'd also like to join this game. I'm interested in playing a human assassin, possibly a member of one of the crime syndicates of Skein.
¡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]

Rose-of-Vellum

Xathan, thanks for the update. Any thoughts as to what type of PC you'd like to play?

Ghostman, there's definitely still room at the table. A human assassin tied to one of the four crime syndicates would be a great fit. I will work on two focus that might best represent that concept (i.e., assassination and thievery). Do you have a preference for any of the 4 syndicates? That is, Brass Skulls, Orchid-Eaters, Nine Eyes, or Yellow Dragons?

Seraph

The following questions are for both Rose-of-Vellum and Steerpike: I was thinking that Mr. Nix would most likely be trying to fill the void left by his lack of soul.  Would a Ghul get the same experience from drugs as a human quick?  If he were to seek out a drug to either try to reconnect with his soul, or just fill in that emptiness, what CE drug would best fit that bill?
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Xathan

Just FYI, I've decided to withdraw from playing. I hope you all have fun, and if things and Vellum permit, I may join in at a late entry at some point. :)
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

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]


Rose-of-Vellum

#29
From a mechanical perspective, Penumbra rules give ghilan mastery against against disease and poison -with drugs and physiological substance dependency fitting into both. Consequently, ghilan are automatically immune/unaffected by level 3 or lower drugs, poisons, diseases. So a bottle of gin or hookah of hashish isn't going to addle them.

Level 4 or higher level drugs (which includes all the eldritch ones to my knowledge), can affect ghilan -although even then, they are more resistant to them than the quick are.

I thought this reflected the mechanical stance of Blood & Bewitchment, as stated by Steerpike:

QuoteThough many drugs don't work for grave-spawn, just as the majority of poisons don't -arcane or alchemical toxins and drugs still affect most grave-spawn, but grave-spawn still get a +2 bonus to resist deleterious effects and kick addictions.

But to answer your question, SH, about what specific kinds of drugs might affect a ghul, here's a cursory list:

Ghostgrass
Hellcream
Lyssa
Madwine
Nector
Quarinah
Shadowmilk
Thrum

Can't say that any of them immediately strike me as ones that would help Mr. Nix find spiritual stability. Perhaps a specific cocktail or madwine, asherat, and/or mindwrack? Like an alchemical amalgamation of electroconvulsive shock therapy and LSD. But Steerpike might be able to clarify any of the above.

Also, SH, let me know when your stats are ready for review (as checking them mid-revision might be less efficient).