Once, you were a thing of youth, vigor, joy and the unending innocence of life. Then, the Easterners came with their bronze swords and their armor made of stone and earth. Sacking the village of your people, you grew weak - forgotten and in time, less than even that.
Now, you dwell where all lost things must dwell: in the forsaken demesne known as the Abyss. A strange, malicious world, it has eaten at your body and your soul until you've been twisted into something different, something uglier, something poisoned.
You are Charshel, broken god of Murdered Innocence, and soon? You will be free of this place.
Only one thing remains in your way: you must be remembered by the people. Thus, after passing beyond the Larval Pits where the goblins and the revenants dwell, you approach a minute opening a mortal showed you in exchange for his life.
Regrettably, the passageway is too small for you to ever fit your existence through; however, if you restrict yourself to a metaphorical 'finger?' It becomes feasible. And so, after wading through the viscous muck surrounding your cracked and bloody feet, you break off a small portion of your soul and feed it into the gate.
It passes across the gap with only the meanest of resistance. Soon, it will exit into the world above and form a connection with your greater self.
After that? All you must do is grow.
[ ] Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[ ] Take stock of the favors owed to you by the denizens of the Abyss in preparation for making your move (+25 Exp to Congregation)
[ ] Examine your own existence to see how much of yourself has been corrupted by your environs (+25 Exp to yourself)
Ok, needless to say I got bored and decided to throw together a quest. Here's how things are going to work: there's you, the amorphous spirit in the Drains; there's Revy your unsuspecting herald; and then there's your peers, the other denizens of the Abyss. Depending on where you focus will determine how you level up - in other words, if you have Revy murder a bunch of Nazis? She'll get a bunch of points. If you choose to put her on auto-pilot, so you can go make a deal with a demon, it'll be your congregation that gets all the experience. Maybe a debuff too; it is a demon, after all.
Anyway, rolls will be done on a standard 1D100 system and will be slipped into the narrative when appropriate.
Now, let's have some fun.
Stats: (click tabs to expand)
Revy
Firearms 3: +30 combat modifier to rolls that make use of any guns (stacks with Pistols and other guns)
Pistols 4: +40 combat modifier to rolls which involve Revy's Berrettas
Rifles 2: +20 combat modifier to rolls in which Revy uses a rifle
Melee 2: +20 combat modifier to any rolls done in melee (stacks with both Pistols and other guns)
Unarmed 2: +20 combat modifier to rolls with your bare hands (stacks with Melee bonus)
Knife 1: +10 combat modifier to rolls which involve a knife (stacks with Melee bonus)
Explosives 1: +10 to rolls involving incendiaries or other bombs (may stack with firearms in the case of things like RPGs)
Movement 1: +10 to rolls involving acrobatics, stamina and the like
Transportation 1: +10 to rolls involving planes, boats or other motorized vehicles
Sense 1: +10 to rolls involving detecting hidden objects/enemies
Intimidation 2: +20 to rolls in which you attempt to persuade by force
Congregation, your friends and allies:
Fuckcunt, the goblin: Fuckcunt is a truly loathsome example of his species; however, his nature resonates with your own and that gives you something of an in. Should you choose to, you may cultivate this connection in the hope that he will lend you his aid.
Sarah, the ferry-girl: an abused youth raped and left for dead, she fell through the cracks in the system and has found herself trapped in the Drains. Navigating the uncertain currents which separate the Larval Pits from the human village above, you have lent a supportive ear to her woes and profited by it in return. (+10 bonus to avoiding local dangers; +25 when in her presence; ally can be killed in combat.)
Rotten Bone Dragon: deep in the muck between the Larval Pits and the passage to the world outside lies the Abyss' appointed guardian. A mammoth creature born from the demesnes' forsaken energies, it will attack all who dare approach, though some more quickly than others. (experienced with avoiding the Bone Dragon; +10 to stealth checks against it. Should you and another be detected, increased chance it will prioritize your companion/enemy.)
Charshel, god of Murdered Innocence:
Aspect 1: you are able to intuitively track and recognize people who fall within your purview. Range is 10 kilometers; grants +10 to social combat/knowledge rolls regarding such individuals
Blighted Presence 2: due to your poisonous nature all combat rolls made against your person are done with a -20 combat modifier.
Spiritual Presence 2: you are not a mortal being, and your nature reflects that. Unless a weapon is explicitly magical it is incapable of harming your person. Should something dispel your physical form you will often (though not always) have the option to re-materialize following a hit to your personal experience. Should you not be able to do so, you die and the game is over.
Twisted Form 1: you were once a being of youth, innocence and vitality... now that is no longer true. Due to alterations by the Drains your form is muddied granting you limited control over how you appear to others. May take the form of any of your worshipers and adjust small details regarding your physical appearance (hair, height, eye color, so on)
Upgrades: (Choose one per tree)
Notice: general categories (Firearms, Melee, etc) may only be leveled up to rank 5 without resorting to supernatural influence. Sub-catgeories (pistol, rifle, etc) share the same rule with the additional restriction that they cannot be raised to more than one level over the general category. (For example, because Firearms is at level 3, Pistols cannot be raised to level 5. Should Firearms hit level 4, Pistols may level up accordingly.)
Notice 2: in the event exp exceeds the cost of a desired upgrade, the remainder will be banked until your next turn.
Revy:
[ ]Firearms 4: +40 combat modifier to rolls that make use of any guns (stacks with both pistols and other guns) (0/80)
[ ]Rifles 3: +30 combat modifier to rolls in which Revy uses a rifle (0/40)
[ ]Melee 3: +30 combat modifier to any rolls done in melee (stacks with both Pistols and other guns) (0/40)
[ ]Knife 2: +20 combat modifier to rolls which involve a knife (stacks with Melee bonus) (0/20)
[ ]Explosives 2: +20 to rolls involving incendiaries or other bombs (may stack with firearms in the case of things like RPGs) (0/20)
[ ]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20)
[ ]Stealth 1: +10 to rolls in which you try to pass unnoticed (0/10)
[ ]Intimidation 3: +30 to rolls in which you attempt to persuade by force (0/40)
Congregation:
[ ]Blood and Filth: use your contracts with Fuckcunt to spread your influence to the other goblins (0/10) unknown effect
[ ]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
[ ]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[ ]Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (0/10) unknown effect.
[ ]All the Lights in the Sky are Stars: even here, spirits exist in all their myriad forms. Offer some small favors to the local spirits in order to build up your karmic balance. (0/5) +10 to any three rolls of your choice, works on a charge system (3/3), can only be done in the Drains (for now) and must be declared beforehand.
Charshel, god of Murdered Innocence
[ ]Aspect 2: you are able to intuitively track and recognize people who fall within your purview. Range is 20 kilometers and grants +20 to social combat/knowledge rolls regarding such individuals. You are now able to get vague flashes of such individuals' past and history. (0/20)
[ ]Curse 1: afflict target creature with a debilitating malediction. The next 3 rolls by that creature makes are done so with a -10 modifier. Takes several minutes to cast. (0/10)
[ ]Spiritual Presence 3: you are not a mortal being, and as such your nature reflects that. Unless a weapon is explicitly magical it is incapable of harming your person. Should something dispel your physical form you will often (though not always) have the option to re-materialize following a hit to your personal experience. Should you not be able to do so, you die and the game is over. With the upgrade to rank 3, you are now able to also shrug off rank 1 spells. (0/40)
[ ]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[ ]Twisted Form 2: you were once a being of youth, innocence and vitality... now that is no longer true. Due to alterations by the Drains your form is muddied granting you limited control over how you appear to others. May take the form of any of your worshipers and adjust small details regarding your physical appearance (hair, height, eye color, so on). With rank 2 this ability grows and now stretches to include those races close to - or based upon humans (elves, goblins, boogeymen, revenants, ogres.) Mass and size are still limited. (0/20)
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation formaking your move (+25 Exp to Congregation) [X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
Get some influence with the humans. A chance to get worshipers.
[X] Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[X]Sense 2: +20 to rolls involving detecting hidden objects/enemies (0/20)
[X]Stealth 1: +10 to rolls in which you try to pass unnoticed (0/10)
[X]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[ ] Examine your own existence to see how much of yourself has been corrupted by your environs (+25 Exp to yourself
[ ]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[ ]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation for making your move (+25 Exp to Congregation) [X]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20) [X]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
Other voters, some of these votes don't seem valid or are questionable given the rules, may want to recheck those. One targeted upgrade per tree!
As for what to pick, my suggestions are along the lines of: Revy doesn't need much more help shooting things at the moment, but buffs to keeping up with a monster like Meido instead. And I think scoping out the area is the most important because we know practically nothing going in (secure yourself, then expand). MR1 is an all-purpose defensive ability and seems safer to pick than anything else--Curse 1 isn't useful until we have a specific threat we're gearing up for, for example.
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation formaking your move (+25 Exp to Congregation) [X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
[x] Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[X]Firearms 4: +40 combat modifier to rolls that make use of any guns (stacks with both pistols and other guns) (0/80) [X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect [X]Spiritual Presence 3: you are not a mortal being, and as such your nature reflects that. Unless a weapon is explicitly magical it is incapable of harming your person. Should something dispel your physical form you will often (though not always) have the option to re-materialize following a hit to your personal experience. Should you not be able to do so, you die and the game is over. With the upgrade to rank 3, you are now able to also shrug off rank 1 spells. (0/40)
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation for making your move (+25 Exp to Congregation) [X]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20) [X]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
Um...uh..um...what? What? At least it's not Madoka Magica.
[X]Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[X]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20) [X]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation for making your move (+25 Exp to Congregation) [X]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20) [X]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[X] Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[X]Sense 2: +20 to rolls involving detecting hidden objects/enemies (0/20)
[X]Stealth 1: +10 to rolls in which you try to pass unnoticed (0/10)
[X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[x] Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[X]Firearms 4: +40 combat modifier to rolls that make use of any guns (stacks with both pistols and other guns) (0/80) [X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect [X]Spiritual Presence 3: you are not a mortal being, and as such your nature reflects that. Unless a weapon is explicitly magical it is incapable of harming your person. Should something dispel your physical form you will often (though not always) have the option to re-materialize following a hit to your personal experience. Should you not be able to do so, you die and the game is over. With the upgrade to rank 3, you are now able to also shrug off rank 1 spells. (0/40)
Pact: the fantasy magic horror novel that manages to be more upbeat, lighthearted, and encouraging than the superhero novel of the same author. It also has a happier ending. And a mermaid*. Read at your own risk.
*This user is not liable for any death, burns, dismemberments, or wounds-that-will-not-heal incurred from attempts to touch the mermaid.
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation for making your move (+25 Exp to Congregation)
[X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[X]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20)
[X] Track your essence to determine where it emerges in the world above (+25 Exp to Revy)
[X]Sense 2: +20 to rolls involving detecting hidden objects/enemies (0/20)
[X]In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (0/10) unknown effect
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10)
[X] Take stock of the favors owed to you by the denizens of the Abyss in preparation for making your move (+25 Exp to Congregation)
You watch the wisp of essence almost completely fade from your sight. Pulled into the gravity of a like-minded individual, your shard can handle itself without the need for further micromanagement.
The beings you share a home with? Not so much.
Amorphous spirits of knowledge and other more gruesome purviews - most are infinitesimal and barely worth the attention. That being said, they are also numerous, useful and the jury which governs karmic balance. For some that might mean curses waiting in their future; however, your conduct has not been so crass, and it's time to recoup your losses. Thus, after pulling on the power which some would consider your due, you glance into the aether and search for one debt in particular.
There: in the human village beyond the Larval Pits.
Once upon a time, a man - little more than a boy, really - came to you seeking knowledge of the goblins and their ilk. Created from those loathsome remnants of human flesh and fluid, you satisfied his hunger for knowledge and are now owed recompense in return. Following the gossamer-thin connection which the spirits bring to your attention, you step through the loathsome earth and return to where Sarah is waiting.
"Ah... did it go well?"
The youth stands in the bed of her canoe, her bare feet scarred from several splinters. An ugly boat, both moldy and thick with disease, the fragments will likely fester and rot, allowing spirits to seep into her wounds. From there, there are a number of possibilities which could afflict her soul - the least of which would be her death; however, more likely, she will be dragged to the bottom of the river or else become entwined with the head of her vessel. Either way, you have informed her of the dangers involved and she has resigned herself to the loss. In thanks, the dark-haired waif has opened up her own stores of knowledge and promised to guide you through these waters.
...in light of that her question deserves an answer. "Perhaps," you explain, as you step onto the water-slick boards. "I am... optimistic."
And it is true - as all such things must be; your shard will find a home unless acted on by an external force, and while such a thing is certainly possible, the chances of it are low.
Putting the thought out of your mind in favor of far more pressing issue, you glance over to meet the teen's gaze and tilt your head to the side. "Will we be heading back now, or is there something you still need to do?"
Shaking her head, Sarah brushes a strand of hair away from her tired eyes. Then, sticking her oar into the murky water, she begins to shove the boat up stream.
All in all, it is a quiet ride as the two of you make your way north. More so, than you might have expected thanks to the experienced teen at the helm. Avoiding the subtle currents hidden just beneath the surface, there is a nervous moment or two, when you spot a revenant in the water; however, it floats along like a corpse and doesn't pay the two of you mind.
Local Danger check: 70 (roll) + 25 (Sarah's Personal Aid) = 95 Success
Soon, you reach the pier which extends from the human village. Attached to the rear of the settlement, near the house of the Old Witch, the spinster guards the ram-shackled edifice in exchange for aid when she has reason to call for it.
Needless to say, that is not terribly often. A gnarled practitioner, she is the cautious, careful sort and rarely picks unnecessary fights.
"Ah," she rasps out from a chair at the edge of the water. "I've been expecting you."
Much to your consternation you find that she is correct; the debt - which you expected to lead you to the young man - is instead drawing you here. Pointing at the old witch with unflinching certainty, you feel your face shift in confusion, before settling in an irritated frown.
The woman matches it, her hands buried in her thread-bare robe. "You seem upset. Please, come sit down and have a cup of tea with me. I'm told good food can often ease a troubled mind."
It is an offer of hospitality, an implicit request for truce; should you accept and break it, the consequences could prove dire. More so if she speaks in good faith. It isn't likely she will, since she appears eager to avoid your wrath; however, you came here to collect a debt, and walking away now would prove fruitless.
Your stance betrays your aggravation.
"I'll... I'll go now. Should you need a ride, I assume you know where to find me." Directing her statement towards the both of you, Sarah disengages from the pier and floats into the center of the stream. Then, after steering towards the far bank and the croaking frogs in the distance, she flees the developing confrontation at a speed which is barely polite.
Social Combat: 94 (roll) vs 75 (witch's roll) = Success
"I... accept," you inform the crone, taking a few steps forward. Shifting between the whine of a young girl and the pout of her older brother, the words could almost be called cute, if there wasn't something harsh lurking in their depths. Indeed, the admission sounds like a butchered ewe, and as the high squeal abruptly cuts off, the witch appears severely disturbed.
"R-right," she answers hesitantly, before motioning you towards her home. "In that case, this way. I'll put the tea on."
Leading you under the eve which separates her house from the rest of the pier, the practitioner's abode is a misshaped tee-pee with shaggy blankets thrown over the rails. Stretching across broken boards and the remains of a gnarled tree, the edifice is squat despite two floors of height and must be navigated with care.
The witch doesn't have any problems. Familiar with which planks are stable enough to bare her weight, the crone picks her way through the mess, while you are careful to follow in her wake.
"Here," she calls back after ducking into the kitchen. Setting a melted, plastic cup on an uneven table before you, she places a few leaves inside the container, and then pours a measure of water.
You do not drink. A spiritual creature, you find sustenance in other ways and your stomach rarely enters into it. Still, the gesture is more than sufficient and you consume her meager offering.
"Your sacrifice is... adequate," you pronounce, never shifting your gaze from the witch. Startled by your comment and a little worried, you watch her lean back, the pupils of her eyes blown wide.
"...I see," she eventually replies, before chewing on her lower lip. "In that case, perhaps we should move onto business?"
This is agreeable to you, so you simply stand and wait. Poised next to the shelf like an angry falcon at roost, the witch waits for you to respond, but only grows unsettled at the lingering silence. "...I'll just start from the beginning. Some time ago a young man we are both acquainted with came to the edge of the village. Possessing knowledge of goblins as well as how they might be bound, I came to this young man in curiosity and offered a bargain that I might share his boon."
"He declined," she continues, a far off look in her eyes. "Hungry and jealous, he had no wish to part with his power, and having seen such young men before, I knew he meant what he said. Still, I wasn't to be denied, and I told him I would make him an offer, and if he heard it, I would leave in peace."
"I offered to buy his debt," she confesses with a poignant look your way. "Should he agree: he would gain knowledge for free, I would gain knowledge at cost and the spirits would see a debt go paid. All would walk away pleased."
All save you, you silently communicate with your eyes. When you struck your deal with Valeson, you expected to be repaid by a fresh goblin king. Blessed by your knowledge of the creatures, it was likely he would bind one to his will and sacrifice several more in thanks. Instead, you must now get your pound of flesh elsewhere.
"I propose a trade," the old witch quickly concludes. "Knowledge for knowledge. That was the debt owed to you, so that is the one I will pay."
You pause to consider the offer.
[ ] Accept (receive knowledge provided by the witch, unknown effect)
[ ] Decline (attempt to renegotiate for something else, social combat, unknown effect)
[ ] Devour (initiate combat with the witch, unknown effect)
Stats: (click tabs to expand)
Revy (0/0 Pooled/Spent)
Firearms 3: +30 combat modifier to rolls that make use of any guns (stacks with Pistols and other guns)
Pistols 4: +40 combat modifier to rolls which involve Revy's Berrettas
Rifles 2: +20 combat modifier to rolls in which Revy uses a rifle
Melee 2: +20 combat modifier to any rolls done in melee (stacks with both Pistols and other guns)
Unarmed 2: +20 combat modifier to rolls with your bare hands (stacks with Melee bonus)
Knife 1: +10 combat modifier to rolls which involve a knife (stacks with Melee bonus)
Explosives 1: +10 to rolls involving incendiaries or other bombs (may stack with firearms in the case of things like RPGs)
Movement 1: +10 to rolls involving acrobatics, stamina and the like
Transportation 1: +10 to rolls involving planes, boats or other motorized vehicles
Sense 1: +10 to rolls involving detecting hidden objects/enemies
Intimidation 2: +20 to rolls in which you attempt to persuade by force
Congregation, your friends and allies (23/33 Pooled/Spent):
Fuckcunt, the goblin: Fuckcunt is a truly loathsome example of his species; however, his nature resonates with your own and that gives you something of an in. Should you choose to, you may cultivate this connection in the hope that he will lend you his aid.
Sarah, the ferry-girl: an abused youth raped and left for dead, she fell through the cracks in the system and has found herself trapped in the Drains. Navigating the uncertain currents which separate the Larval Pits from the human village above, you have lent a supportive ear to her woes and profited by it in return. (+10 bonus to avoiding local dangers; +25 when in her presence; ally can be killed in combat.)
In the Land Down-under: Sarah has shown that unlike most of the Drain's denizens you are not immediately dangerous to approach. Follow up on this to spread your influence through the human village. (10/10) Still in Progress
Rotten Bone Dragon: deep in the muck between the Larval Pits and the passage to the world outside lies the Abyss' appointed guardian. A mammoth creature born from the demesnes' forsaken energies, it will attack all who dare approach, though some more quickly than others. (experienced with avoiding the Bone Dragon; +10 to stealth checks against it. Should you and another be detected, increased chance it will prioritize your companion/enemy.)
Charshel, god of Murdered Innocence (0/0 Pooled/Spent):
Aspect 1: you are able to intuitively track and recognize people who fall within your purview. Range is 10 kilometers; grants +10 to social combat/knowledge rolls regarding such individuals
Blighted Presence 2: due to your poisonous nature all combat rolls made against your person are done with a -20 combat modifier.
Spiritual Presence 2: you are not a mortal being, and your nature reflects that. Unless a weapon is explicitly magical it is incapable of harming your person. Should something dispel your physical form you will often (though not always) have the option to re-materialize following a hit to your personal experience. Should you not be able to do so, you die and the game is over.
Twisted Form 1: you were once a being of youth, innocence and vitality... now that is no longer true. Due to alterations by the Drains your form is muddied granting you limited control over how you appear to others. May take the form of any of your worshipers and adjust small details regarding your physical appearance (hair, height, eye color, so on)
Upgrades: (Select one from Congregation)
Notice: general categories (Firearms, Melee, etc) may only be leveled up to rank 5 without resorting to supernatural influence. Sub-catgeories (pistol, rifle, etc) share the same rule with the additional restriction that they cannot be raised to more than one level over the general category. (For example, because Firearms is at level 3, Pistols cannot be raised to level 5. Should Firearms hit level 4, Pistols may level up accordingly.)
Notice 2: in the event exp exceeds the cost of a desired upgrade, the remainder will be banked until your next turn.
Revy:
[X]Movement 2: +20 to rolls involving acrobatics, stamina and the like (0/20) [LOCKED IN]
Congregation:
[ ]Blood and Filth: use your contracts with Fuckcunt to spread your influence to the other goblins (0/10) unknown effect
[ ] I-It's Not Like I Like You or Anything!: having shown your face you have made yourself known within the Drains as a spirit that is present, if nothing else. +10 to social checks with the residents of the human village. +1d4 personal experience every turn to yourself due to their attention and regard. (0/20)
[ ]Jareth He is Not: once upon a time, you traded knowledge of the goblin tribes in exchange for a favor down the road. That agreement has come and passed, but the would be king still wanders. Perhaps, you can hunt him down. Unknown effect (0/10)
[ ]Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (0/10) unknown effect.
[ ]Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (0/10) unknown effect.
[ ]All the Lights in the Sky are Stars: even here, spirits exist in all their myriad forms. Offer some small favors to the local spirits in order to build up your karmic balance. (0/5) +10 to any three rolls of your choice, works on a charge system (3/3), can only be done in the Drains (for now) and must be declared beforehand.
Charshel, god of Murdered Innocence
[X]Magic Resistance 1: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +10 when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area or another person. (0/10) [LOCKED IN]
[X] Accept (receive knowledge provided by the witch, unknown effect)
[X] I-It's Not Like I Like You or Anything!: having shown your face you have made yourself known within the Drains as a spirit that is present, if nothing else. +10 to social checks with the residents of the human village. +1d4 personal experience every turn to yourself due to their attention and regard. (0/20)