Am I gonna have to add a 'this is not an ork quest' tag?Well, unless something changes, I for one can't wait to attach nitrous injectors directly into our veins and paint ourselves red to make us go Fasta
No need. I've already accepted a new headcanon:Am I gonna have to add a 'this is not an ork quest' tag?
Anyway, I'll be closing the votes later today, so if anyone's been keeping from suddenly turn the tally around, now's your time.
Wouldn't that make more sense to be down the back? Give the kabbalah looks like.
I know what it is, but I figured no parent would let their kid get a huge-ass tattoo covering their whole back, and with the Practice at their disposal it wouldn't have been to hard to find out. So for now let's say the tattoo was the result of tense negotations, good grades and bad decisions when Jack was graduating.This is not the only way. But give how they are formed. I feel the back makes more sense. Given I don't think an Arm would fit it.
Goblins:
Visceral/Natural, Originate from the Warrens.
Easily described as filth given will and form, Goblins are quite possibly the most common type of Other besides the basic spirits that reside in everything. Goblins are bullies by nature; offensive, crude and rude to the point that their names are insults. They love to mock and abuse those they percieve as weak. Like most bullies, they are also quickly scared by bigger and meaner opponents, unless they think they can win.
Their appearance varies, though they usually look at least somewhat anthropomorphic, though with exaggerated features, foreign objects inserted everywhere they shouldn't be and with deformities covering them.
Due to their confrontational and inconvenient nature, Goblins are hard to define, becoming stronger or weaker just to lose their place on a tier. There's a basic of "size=power", but even that can be defied as Goblins have a tendency to use tools. Once thought to be small and weak can suddenly pull out a switchblade that makes wounds that instantly fester, or worse. Another thing to note is that while Goblins tend to be dumb, they have a sort of low cunning that has cost the lives of those that underestimated them.
Related to this tendency to use tools, a Goblin that has been Bound will usually turn into some kind of weapon with an effect related to what tricks that Goblin preferred in freedom.
As Natural beings, they are affected by metal, especially elementally-charged metal (think water pipes or hot iron), making cities hard for them to navigate. Some still adorn themselves with metal piercings, which is kind of an insight into the workings of the Goblin mind.
Goblin Subtypes: Though they hate being defined, there are tendencies. These are the ones you currently know.
* Boss Goblin/Goblin Sage: Big and/or smart Goblins that have enough sway over others to form 'societies'.
* Gremlin: A Goblin that makes and uses weird technology, usually in the form of traps.
* Redcaps: Goblins that bathe their hair in blood to gain strength. Also, they like to fight. A lot. Like, 'pick fights with bigger guys for the hell of it' levels of liking fighting.
Paper Men:
Visceral, Originate from Greater Powers.
What happens when the Self is destroyed, leaving behind only a charred, hardened husk. This tends to happen when Greater Powers start throwing power around, though mundane catastrophes have been known to create Paper Men. Harbingers tend to create them when they use their powers to kill.
They usually look as if they're literally hollow, possibly filled with whatever dealt that damage, or two-dimensional in some fashion.
They are extremely tough and difficult to destroy, as nothing the average Other or Practitioner can throw at them can match what they already survived to be what they are, but they can be contained. They tend to appear in dreams, static, stains on walls, and such in the area around them. They can also send out an ambient effect related to the power that made them, but it's costly for them. They can also absorb power of almost any type.
When they either run out of energy, or gain so much energy that they "burn out", they are reduced to a passive presence - a shadow, a voice in the static, a person visible only from a certain window, etc. They can then reactivate from this hibernating state if given power, whether intentionally, from the attention of Innocents, or simply ambient power from magical activity happening near them.
When they "burn out" after absorbing enough energy it can unleash a burst of power, causing widespread damage, potentially even intense enough to create some more (lesser) Paper Men.
While dormant, they can sometimes be "translated" into a different form - for example, one might take a photo of them and they instinctively follow the attention, moving into the photo. This can form the basis for a binding and allow for summoning them, although they will need a potent supply of power.
They're generally not very fast or intelligent, usually just flailing around causing problems. They tend to consume lesser Paper Men of the same type, meaning they are only found alone or in matched sets. They often leave clues as to the event that spawned them, such as obsessively writing the names of everyone who died alongside them, chanting some relevant term, etc.
Like many Others, they can sense the fires within them slowly running down. They tend to seek out whatever aspects of themselves were destroyed, in a doomed hope of repairing themselves. Alternatively, they may simply seek energy.
Oni:
Type Varies, Originate from Asia.
The anti-Practitioners. Oni have less in common with a species and more with a nationality. They're the remnants of a grand attempt to separate Others from humanity.
The Oni have blended their natures, but individual Oni may have some visual cues as to what it was before becoming an Oni.
Physically, Oni have certain markers they have taken on as a part of their movement, especially high-ranking Oni (whose uniforms can fill entire rooms with their volume.) They may float independently or be carried by subordinates if they are impractical to carry personally. These symbols are: symbols of binding or restriction (cuffs, collars, chains), paper and/or scrolls, old clothing or weapons (pre-1600s), natural weapons (horn, fang and claw) or personal decoration (masks, gloves, tattoos) echoing. They also tend to display cultural blending, and stark contrasts of light and dark.
They don't like humans outside of a few new families and the ones that sided with them in the war.
Very, very good at subverting practice at every level, though their tricks are best pulled out once and then not again for centuries or so.
Vestiges:
Excorporate, Origin Varies.
Vestiges are Others that are incomplete versions of something, usually a human; often compared to shadows. They are less complete and stable than simulacrums or dopplegangers but more than glamours or illusions.
If a human's Self is sufficiently damaged, they may be left as a Vestige. It's also possible to create a Vestige from only a small portion of a person's Self, such as by stealing their shadow or reflection and using it to create a shadow version of them. In this case, the vestige is incomplete from the beginning, an imperfect copy. Vestiges are not limited to being made from humans. Via similar methods, a vestige can be made of an Other.
Revenants:
Undead, Originate from Unjust Deaths.
Revenants are people that were a little too angry to die, or at least faced an end so unfair that even whoever is in charge of Death in their area thought they should get a shot at getting even. Strong, durable, and tend to have abilities related to their deaths.
Revenants take a while to calm down to something resembling sanity, and even then remain inhumanly focused on their task. The amount of time required for this to happen usually means they failed at their appointed task, which means they either keep running until they run out of power or someone manages to bind them. They keep themselves going with 'anchors', physical objects or rituals they do that keep them alive or as close to it as they get.
If you guys make me a mixtape just for this Quest I will love you forever.Well, a good start in my book would be to carry around an old-school boombox on our shoulder most of the time, possibly gutted, rebuilt and modded into a case for limited Practice-related trinkets and tool storage. But that's probably more of a story suggestion.
In terms of stuff we could do as players without distracting our QM, what about a 12-track mixtape or CD plan? What's Jack's Awesome Mix Vol 1?
Well wait. I don't remember when we are. Ah @Dr Heaven M.D. when does this take place?Well, a good start in my book would be to carry around an old-school boombox on our shoulder most of the time, possibly gutted, rebuilt and modded into a case for limited Practice-related trinkets and tool storage. But that's probably more of a story suggestion.
In terms of stuff we could do as players without distracting our QM, what about a 12-track mixtape or CD plan? What's Jack's Awesome Mix Vol 1?
I think we might be a bit limited at first, but only short term, since our focus is going to need to be the Harbinger thing, and I suspect we already know enough for minor stuff at this point. There's a fair bit of shamanism (and law magic) kinda baked into practice as a whole. There is a certain degree of... pigeonholing, I guess, to practice once you go far enough down certain roads, and some of them are pretty much entirely incompatible, but being a Harbinger shouldn't close us off from most forms of magic, including shamanism, AFIAK, unless we're trying to work with say, nature or wildness spirits specifically, since our patron is a machine god. General stuff that draws on ambient spirits should be fine.I never got far enough into Pact or Pale to run into a Harbinger (or I might just have forgotten) can we still do the handy little stuff with Shamanism? Specific Runes and symbols to get the ambient spirits to do as we ask?
Or are we mostly limited to the Patron to start with?
I was thinking of using the Machine God thing. Becaues of that and or Cyberpunk thing. I thought of the idea of well a hacker, call on more modern spirits and things, and explore the Internet. Becaues with our nature it makes sense to have links to any spirts in there. All the while picking up music and seeing if we got a talent for being a DJ.I think we might be a bit limited at first, but only short term, since our focus is going to need to be the Harbinger thing, and I suspect we already know enough for minor stuff at this point. There's a fair bit of shamanism (and law magic) kinda baked into practice as a whole. There is a certain degree of... pigeonholing, I guess, to practice once you go far enough down certain roads, and some of them are pretty much entirely incompatible, but being a Harbinger shouldn't close us off from most forms of magic, including shamanism, AFIAK, unless we're trying to work with say, nature or wildness spirits specifically, since our patron is a machine god. General stuff that draws on ambient spirits should be fine.
This is the last reply I'll make in a while since I'm working on the next update, but mucking about with modern stuff is its own school of magic (Technomancy) and even then, it's stuck about three decades back at all times, requiring constant updating of your outdated wardrove and tech.I was thinking of using the Machine God thing. Becaues of that and or Cyberpunk thing. I thought of the idea of well a hacker, call on more modern spirits and things, and explore the Internet. Becaues with our nature it makes sense to have links to any spirts in there. All the while picking up music and seeing if we got a talent for being a DJ.
Its not like I expect Cyberpunk cybernetics. I meant more on style there.It's not bad to try to work machinery into our style, but think less cyberpunk and more steam engines and vintage cars, at most.
Yeah, I got that. But I'm giving you an example of the most advanced tech that the Practice gets along with. If you try to be too futuristic, you'll end up crippling yourself. It still has a place in Jack's personal style, but not in their mystic stuff.Its not like I expect Cyberpunk cybernetics. I meant more on style there.
That is fair and makes sense. But it has me ask. Give what our patron is. Does that impact it at all? Or rather effect how we see tech and the internet.Technomancers, for example, have a rule of thumb: "Weak, short-lived, fragile. Pick two." They have some things they're good at, but they're very different to what a Harbinger is for.