Cash from Chaos: Magical Revy-chan Gaiden (Pact/Black Lagoon)

Created
Status
Ongoing
Watchers
74
Recent readers
0

Once, you were a thing of youth, vigor, joy and the unending innocence of life. Then, the...
Introductions
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)

[ ]Sense 2: +20 to rolls involving detecting hidden objects/enemies (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)​
 
Last edited:
To the Hamlet We Go
[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.

Sacrificial Tea: +1D10 Congregation exp = +8 points

"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]​
 
Last edited:
Smooth Criminals
[X] Accept (receive knowledge provided by the witch, replace In the Land Down-under with the Telephone Tag trait)



Something within you rebels at the idea of just letting the witch have her way; however, she was in her right to buy the debt and seems like a shrewd negotiator. Giving her another few minutes to stew in uncomfortable silence, you jerk your head up and down in answer and watch as she breathes a sigh of relief.

"Excellent," she replies, a cautious smile on her face. "As you granted Valeson knowledge of something foreign and beyond his experience, it is only just that I pay you in return. I'm sure you know more about revenants, than I'm ever likely to learn; however, having sat here and spoken with you, I can be certain you know little of man."

"Oh?" you pronounce at witch's bold claim. "Then by all means... educate me."

Telephone Tag: gain a +1d10 modifier to social combat rolls against humans = +8 modifier

She does. Describing the people of the hamlet, their interests and their attitude, she moves on to human interaction and the basics of body language. After several hours she impresses you with her aptitude and judging by comparison alone, it seems true that you knew very little.

"Are you satisfied?" she asks, having grown rather hoarse in the throat. Picking up a broken mug, plastered with the image of a duck, she takes a long, slow sip of tea and patiently waits for your answer.

As much as you might wish otherwise? You nod. "This is... acceptable," you tell her, squashing your continued unrest. Then, turning around, you put your new found knowledge to use and silently walk into the street.

Pedestrians stare in askance; others glance over warily. One - a child with a scar running down half his face - rushes out from a dirty alley and tugs on the side of your leg. Poking the desiccated flesh while preparing to flee the scene, you let him indulge his curiosity and refuse to react more than normal. Eventually, he grins and dances back.

I-It's Not Like I Like You or Anything!: 2 (roll) = +2 points of Personal Experience

Pushing the encounter from your mind as a vague murmur builds, you turn your attention to the future and what must be done next.




[ ] Track your essence to determine where it emerged in the world above (unknown effect)

[ ] Attempt to hunt down Valeson (roll 1d10, gain that much congregation experience for Jareth He Is Not. Can be pursued while another upgrade is being researched. Unknown effect)

[ ] Return to Sarah and inform her that hostilities have concluded (unknown effect)

[ ] Examine your own existence to see how much of yourself remains uncorrupted by your environs (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 (3/33 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

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 (0/2 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

[ ] Twas a Dark and Stormy Night: the problem with being a god? People are always asking you for stuff. Someone in the human village is attempting to summon your presence; find out what appears to be so pressing. Unknown effect. (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. +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. (0/5)


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. (2/10) [LOCKED IN]​
 
Last edited:
In Which Things Are Poked
[X] Examine your own existence to see how much of yourself remains uncorrupted by your environs (unknown effect)

I-It's Not Like I Like You or Anything!: + 1d4 points of Personal experience = +4 points

Examine existence: +1d10 points of Personal experience = + 9 points


In the end? It is far past time you took a good, long look at yourself. Mindlessly heading towards the edge of the village while you turn your attention inwards, you trace the flows of power in your body and find yourself frowning in horror.

Truly you have been twisted by the machinations of the Abyss. Marked by the murder of your people and the destruction of your village, your body now resembles a corpse, starved past mortal limits. Clothed in the bright, blue robe which many of your people wore, it would normally be a touching reminder; however, the fabric has long since been ruined. Great, gaping tears; bile and blood on the hem - you look like an emaciated beggar, left to die in the streets.

Reaching up to your face past the gaping rent near your nose, you run your fingers along your cheeks and feel nothing but skin and bones. Stripped of the baby fat a normal child would possess, it is no wonder the witch was disturbed when she saw you standing on the pier.

This... this is intolerable. Shifting your features in an effort to alter your appearance, you imitate faces from the past, but none seem to come out right. Too gaunt; too weathered; this one scarred by violence. You can manage height and color, hair and even gender, but recreating them as they were is well beyond your skill. Saddened, you abandon the attempt and force yourself to dive deeper.

Your command of plants and animals? Gone. The boundless energy which flowed through your veins? Vanished. The only thing even hinting at what you once held as your due is the youth which seems to cling to you, and as you grind your teeth in rage it is all you can do not to scream.

Local Threat check: Charshel 46 (roll) +10 (Sarah) vs ???? 74 (roll) + 10 (stealth 1) = failure

Note: now that we've hit the first combat encounter let me explain how this works. First, combat is usually composed of two characters who engage in a series of rolls to determine which side emerges victorious. Composed of a series of rounds, there will almost always be a minimum of three and a maximum of five. Following the end of each round the opposing side suffers what we're going to call a wound. For each wound incurred that character suffers a global -10 penalty to all of their checks until the injury is healed. Wounds are most frequently dealt with following combat by either making a Medicine or Magic check (depending on the skills available.) Most characters will die after incurring three wounds; however, some can endure several more. In the event that you win a combat against such a rugged character, you have the opportunity to press the engagement or draw back to recover. As of right now, both Revy and Charshel will 'die' if they take 3 wounds.


Combat: Charshel 7 (roll) vs ???? 68 (roll) + 10 (Melee 1) -20 (Blighted Presence 2) = ???? Victory, Charshel takes 1 wound

Charshel 66 (roll) -10 (1 wound) vs ???? 17 (roll) +10 (Melee 1) -20 (Blighted Presence 2) = ???? takes 1 wound

Charshel 87 (roll) -10 (1 wound) vs ???? 38 (roll) + 10 (Melee 1) - 20 (Blighted Presence 2) -10 (1 wound) = ???? takes another wound

Charshel 94 (roll) - 10 (1 wound) vs ???? 56 (roll) +10 (Melee 1) -20 (Blighted Presence 2) -20 (2 wounds) = ???? takes 1 wound, ???? dies​

Victory: gain +1d10 Personal exp = +8 points

Ultimately? Perhaps you should have. If you'd done so, you might have scared away the beast which slammed into your back.

Stumbling forward as your knees quake from the blow, you glance over your desiccated shoulder and see rows of yellow teeth. Sticking out of a narrow maw while flippers pound against the shore, the creature looks a bit like a crocodile, if its mother had been raped by a duck.

Incensed, you focus your irritation upon it and watch its flesh start to blacken.

The monster doesn't seem to care. Scrambling forward, its strength proves too great for your form, and its jaws lock around your leg. Yanking this way and that like the amphibian it resembles, you feel something break beneath the pressure and flinch a bit at the noise.

Then, your vision turns red. Wrapping your hands around its maw, while you trace the edge of its skull, you ignore the scales beneath your fingers and hunt until your digits find flesh. When they do, you shove your nails into its eyes and press down with a spiteful hiss.

Ichor runs down your wrists. Unwilling to let go now that something feels as bitter as you, you gather your lingering malice and press it into the wound. The end result? The creature's struggles weaken. Finally - with one last malicious jerk - you feel bone shatter in your grasp.

Panting quietly as the monster shakes in death, you toss the body onto the ground and feel invigorated by the experience.

Now, what the hell were you doing?




Be Very Very Quiet: Result? Wasn't quiet enough. Choose how to proceed.

[ ] Drag the body back to Sarah in the hope that she can identify it. (Unknown effect.)

[ ] Examine the area for more beasts so you don't get surprised again. (Unknown effect.)

[ ] Use the body as bait to see what crawls out from the muck. (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 (3/33 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

Be Very Very Quiet, There Are More Than Rabbits Down Here: canvas the local area for other threats and dangers. (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 (13/23 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)

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.​






Upgrades: (Select one each from Congregation and Charshel)

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

[ ] Twas a Dark and Stormy Night: the problem with being a god? People are always asking you for stuff. Someone in the human village is attempting to summon your presence; find out what appears to be so pressing. Unknown effect. (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)

[ ] Spooky Scary Skeletons: there must be more than just beasts lurking below in the waters. After all, you remember a revenant floating along in the stream. A former human who has been twisted much like yourself, if you hunt it down, perhaps it would be amenable to a deal. Unknown effect. (0/10)

[ ] Under the Sea : the muck of the Drains is deep indeed if such a gargantuan creature can live there. Dive into its vile depths and discover what lurks beneath. Unknown effect (0/20).

[ ]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. +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. (0/5)


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 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 automatically shrug off rank 1 spells. (0/40)

[ ]Magic Resistance 2: as an ancient and powerful spirit, even magic can crumble in your presence; as a result, gain +20 modifier when rolling to resist another practitioner's working; this does not apply to attempts to dispel something cast on an area nor another person. (0/20)

[ ]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. +10 to stealth checks. (0/20)
 
Last edited:
Steve Irwin Eat Your Heart Out
[X] Drag the body back to Sarah in the hopes that she can identify it. (Unknown effect.)

Wound Recovery: Charshel 75 (roll) - 10 (1 wound) = wound healed; you currently have 0 wounds.

I-It's Not Like I Like You or Anything!: +3 points of Personal Experience



With a sharp twist of something buried inside your soul, you feel your body realign. Scabbing over the damage the beast's teeth left in your leg, the sight is grisly to behold, but it doesn't impair your movement. Relatively healed - save for some cosmetic signs of the fight, you curl your toes once or twice and turn your attention to the creature.

Its death throws have finally ceased. Bleeding out in the mud while the currents lap against its side, you trace the ichor across the pier, and then into the stream itself. That... could prove problematic. Appetizing bait for any nearby predators, you don't want to risk another encounter, but leaving the monster rankles.

You went through far too much trouble to give this thing to the vultures. Thus, after kneeling amidst the sludge, you wrap your hands around its trunk and lift it onto your shoulders. Another threat you have to be wary of until your shard can set you free, you resolve to take it to the ferry-woman, Sarah and press her for more information.

If anyone can identify the remains, it will likely be the driver of the local skiff.


/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\


You find her at the edge of the docks with a rough piece of cloth in her hands. Rubbing at the sides of her boat in order to sand away the mold, her brow is stained with sweat and her attention is focused on her task. Naturally, she doesn't notice your approach until you slam the corpse over the railing.

"The fuck?!" she screams, scrambling back on her hands and knees. Staring at the body with wide, blood-shot eyes, you wait for her to gain her barings, and then gesture at the rotting body. "I was attacked by this creature near the edge of the village. Do you know what it is?"

Holding up her rag like it might shield her from an attack, she licks her lips once or twice, before cursing the world rather thoroughly. "Just - just give me a second, because Jesus Christ, holy hell."

Tossing the fabric to the floor while she carefully climbs to her feet, she begins pacing back and forth, her fingers rubbing her brow. "Ok... ok. You said this thing attacked you? And that you want to know what it is?"

Her response is an accurate summation of events, so you silently incline your head. Watching the dark haired teen as she stoops in front of the beast, she glances between it and you, before deigning to examine its neck. "Fuck. It's... it's not a goblin, that's for sure. It doesn't look like a revenant; it probably isn't a boogeyman. You said you didn't recognize it?"

You shake your head in irritation, your face shifting to match her frown. "Do you know what it is or not?"

Sarah shrugs her shoulders. "Sort of? I mean, it's not like I know its name or have a book on them lying around. It's just... I see them in the shallows sometimes or when they duck up onto the shore. Haven't gotten a good look at one, since they're pretty quick to attack, but seeing this guy up close? Can't say I regret that decision."

Pulling a knife from her pocket with an absentminded gesture, she wedges it into the beast and wobbles the handle of the blade.

The scales refuse to peel loose. Muttering a few curses at the fortitude of the creature's hide, it takes a few minutes of effort, but eventually she slides the skin free. "Fuck, there we go. Now, let's see what we've got. Two hearts; a liver; these look like a pair of book lungs. That's probably a stomach; that's -ew - definitely a spine. I'd be willing to bet it's fairly mortal, but anything else is just a guess."

Sliding her knife closed with a quick flick of her wrist, she wipes both her hands on her pants and looks down at your short form curiously. "So, did you have something planned for this thing?"

The question comes out of left field. "No. Do you want it? It could make for a fair trade."

"For the information?" she asks, staring at the body by her feet. "Maybe. The deal seems a bit uneven, though."

Chewing on her lip while she rests her foot on the rail, you leave her alone with her thoughts until she quietly murmurs her assent. "Alright, I'm game. I'll show you the places where I've seen them, and we'll call the matter square."

Amenable to her terms, you wordlessly grunt your assent.



[ ] Track your essence to determine where it emerges in the world above (unknown effect)

[ ] Explore your environs and see if anything has transpired (+1d10 Congregation Exp)

[ ] Use your new found knowledge to remove more of the strange beasts. (Combat, Personal Exp)







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 (0/33 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

Be Very Very Quiet, There Are More Than Rabbits Down Here: that's right, there's also mutant gators. Now that you're aware of that gain +5 to local threat checks
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 (0/26 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)

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.​






Upgrades:

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:
[X]Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (3/10) unknown effect. [LOCKED IN]


Charshel, god of Murdered Innocence
[X] 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. (16/20) [LOCKED IN]
 
Last edited:
...This seems familiar.
[X] Track your essence to determine where it emerges in the world above (unknown effect)

I-It's Not Like I Like You or Anything!: +4 points

How does one describe the willful severing of one's soul? It does not hurt; that remains the purview of the body. It isn't disturbing; that would require cooperation from the mind. With the aid of the spirits such lines can be blurred to indistinction; however, as your shard passes through the gateway guarded by the ancient wyrm, even those shallow crutches fall away. Instead, it can only be described as the narrowest tip of your shadow sliding across the floor. Intangible and almost meaningless, it communicates as well as you'd expect, and while you wait beside Sarah's skiff, you try to parse its fragmented report.

'...Success.'

'Searching.'

'...Target?'

'Destination.'


In time, you feel something 'connect' to the small, displaced splinter, and as it worms its way through another you know you've finally found your Herald. Transmissions will be limited, due to a strange dearth of spirits; however, there are still a few in the aether, so it might be possible to send a message.

Now, how should this conversation begin?




[ ] Through dreams. Send fragmented messages to Revy informing her of what has occurred. (limited; success is uncertain)


[ ] Through your shard. (Stop research on Personal upgrades and redirect all accumulated experience to the Possession 1 trait. Communication begins when the upgrade is finally completed.)

-Possession 1: a unique entwining between yourself and Revy. Gain the ability to communicate near flawlessly regardless of the distance involved. May include side-effects. (0/50)

-Note: Aspect 2 is currently at 20/20, it will stay that way until next turn to facilitate Possession 1, should you choose to utilize it. Should you not, Possession 1 will be added to the upgrades tab and can be worked towards as normal.​


[ ] Through the spirits. (Try to sneak a number of additional spirits past the Abyss' guardian in order to ease communication.)









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 Berettas

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 (0/33 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

Be Very Very Quiet, There Are More Than Rabbits Down Here: that's right, there's also mutant gators. Now that you're aware of that gain +5 to local threat checks
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 (0/30 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)

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.​






Upgrades:

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:
[X]Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (3/10) unknown effect. [LOCKED IN]


Charshel, god of Murdered Innocence
[X] 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. (20/20) [LOCKED IN]
 
Last edited:
Elsewhere, canon-omake
Elsewhere (canon-omake)

Dutch's hand slammed against the apartment door.

"Revy! Oi, Revy! Wake up, we've got a job to do!"

Rolling over in bed and wincing at the growing racket, the gunwoman eyed the entrance balefully before glancing at the table beside her. A blood-stained, plastic affair she'd stolen from the office downtown, it was covered with a white drop-cloth and weighed down at the corners by her Berettas.

Her fingers itched to find the triggers, the hammers almost cried for her thumbs.

"...Yeah, yeah," she called back, sitting up in bed. Tossing the covers to the floor as she rubbed a line of drool from her face, there was a half-empty bottle on the ground and she peered through her hangover at the label.

'Barcadi,' it read in stylistic, black print. Picking it up by the neck and swallowing a few thirsty mouthfuls, Revy waited for her headache to abate, the matter hardly helped by her co-worker's assault. "For fuck's sake, Dutch! I said, I'm up! Go bother Benny or something, you tight-assed, old cunt!"

The man's laughter drifted in from the hall. "Good morning to you too, Sleeping Beauty. Now, grab your shit and let's go. We're due at the bay in an hour and it's coming out of your cut if we're late."

Revy's eyebrow twitched in irritation as she reached behind her without bothering to look. "You touch my cut, and I'll take it out of your ass! You hear me, Dutch?!" Wincing at the sound of her voice, the gunwoman waited for a reply; however, the only sound was his footsteps as he retreat from the thin, front rug. "Damn it all: don't just walk away!"

Unfortunately for her, the Lagoon's captain was already too far to hear, and as a car started up outside, she could only lower the gun in her hand. "Tch, mysterious asshole." Still, a job was a job and cash forgave a multitude of sins. Grabbing her other pistol from the nightstand beside her bed, she stumbled into the bathroom and stared at her haggard reflection.

"The fuck?" she muttered blearily, a bit of her intoxication sliding away. Studying the face in the mirror with a confused and drunken air, it had almost looked like her eyes had changed color before returning to their familiar brown.

Shaking her head, she dismissed it. It was probably just Bao's shity booze.





AN: short turn is short, so have this little interlude.
 
Last edited:
Monopoly Money
[X] Through your shard. (Stop research on Personal upgrades and redirect all accumulated experience to the Possession 1 trait. Communication begins when the upgrade is finally completed.)
I-It's Not Like I Like You or Anything!: +2 points


In the end, you can only think of one real solution to the problems plaguing your connection: manipulating the shard itself. While sending dreams is an old tactic and often used to great effect, the lack of communicating spirits is daunting and would require a complicated fix. Thus, after attempting to fan your fragment into more than merely embers, you refocus your attention on the docks and note the change in Sarah's posture.

...The teen is watching you quietly. Chewing on her bottom lip while she untangles a lock of hair, there is a pensive frown on her face, and it takes her a minute to speak. "Are you mad?" she asks, before folding her arms across her chest. "I feel like you should be mad."

'Mad?' you wonder silently. About what? The question is rather confusing and leaves you struggling to infer what she means. Stuck spinning your wheels while she awkwardly fidgets by the oar, you shift your features to match her own and find the change doesn't aid your understanding. "...No," you finally tell her in a voice which could belong to her twin. "I am not mad."

"T-that's good," she replies haltingly. "At least... I think it is. I wouldn't want there to be any hard feelings for running from your argument with Cassandra."

You glance at her in askance and she slowly deigns to explain. "You know? The old crone? The one you talked to earlier?"

Ah, so that's who she was referring to. You could see how mortals might take that poorly in light of the crone's lecture; however, you've never been counted amongst their number, so you can't say you're feeling very hurt. Therefore, instead of lingering on her question, you smile and focus on the more salient point. "Do you have many dealings with the witch?"

Shrugging her shoulders, you watch Sarah look out at the stream. "Some. More than most? Whenever a traveler passes through they usually speak to her, and once they're ready to leave, she often sends them my way. It's a working relationship."

Bobbing your head up and down now that you have an explanation for the teen's frequent trips, you recall her often heading upstream, though you've never been completely sure as to why. Brushing it off, until the news becomes more relevant, you step back onto the moldy pier and almost bump into a grizzled, old man.

"Pardon," he grunts, drawing up at the sight of your face. "I... mistook you for someone else." Then, turning towards Sarah, he jerks his head at the village. "Girl, Anderson's given up the ghost. Could you show him the way out?"

Reaching into a pocket, he finishes his request by passing her a plastic coin. Pink - with a huge chip in the side - it glows with a spiritual weight and can't help but draw your attention.

Sarah must sense it too, because she stares, and then grips it tightly. "Y-yeah. I'll be right there."

Pleased with her agreement, the old man turns and walks away.


/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\


Left with nothing to do until your shard is finally ready, you find yourself following the teen as she goes about her task.

"You're coming?" Sarah inquires, with a curious glance at your face. Pausing beside a clothesline while she waits for you to approach, the brunette seems curious about your answer, but not enough to press.

"Will that be a problem?"

She shakes her head. "No. It's just unexpected, that's all. I figured you'd have something better to do considering who you are."

Resuming your tireless stride as you pass over the mossy planks, you glance around the village and endeavor to dispel her illusion. "I am waiting," you inform her, keeping half an eye on your shard. "This is a better place to do so than most."

"Yeah?" the girl mutters as she stops and stares at her home. "I suppose I'll take your word for it."

A ramshackle collection of hovels situated atop platforms lodged in the mud, most of the village is suspended over the river and seems in danger of falling in. A constant threat considering the poor building-materials available, the roads are made mostly from driftwood and dangle precariously from withered, old trees. All in all, the layout is a pain to traverse - nevermind to rest upon, and as you carefully mind your step, you wonder if that was the Abyss' intent. Either way, the decaying edifice is better than the muck several feet below, so it's no surprise that there's a crowd already gathered in the square.

Jumping off of a stop sign used to extend the impromtu road, Sarah climbs onto the large, wooden ring and starts to shove herself forward. "Excuse me. Pardon me. Please make way." Pushing through the mob towards the bundle of rags in the middle, the teen struggles to get past the press until a girl notices her plight.

"Hey!" the blonde calls out, before grabbing Sarah by the shoulder. "Shove back a bit! Look's like George paid off Ship-girl!" A enthusiastic sentiment which is quickly spread to rest, it only takes her another minute before she's suddenly thrust past the mob.

...She stumbles forward a couple of steps, bruised and a little worse for wear. "Ah... Mr. Anderson? I'm sorry, but it's time to go."

"Go?" the beggar replies in a voice that is surprisingly strong. "Go where?"

"Anywhere," the Sarah mutters, reaching down to help him up. "You just can't stay here."

An honest answer - if a weak one - something in her response causes him to freeze, his gnarled arm refusing to bend. "...Don't want to go," he mutters, the folds of his robe shifting oddly. "...like it here. Let the others piss the fuck off."

Scowling at the crowd while his words spread through the square, the villagers begins to murmur quietly, his presence rising and falling with their voices. Soon the shadows beneath his clothes begin to shiver and shake.

Sarah notices the change and takes a step to the side. "That's not how it works," she explains, her voice low and soothing. "You know that better than I do. Please, come with me up river; passage has already been paid for."

He folds over at the news. "Yeah?" he asks bitterly, his hood turning towards her face. "How generous." Glancing down at the fingers still pulling on his wrist, he shrugs the rags over his hand and spits something onto the pier. "You want me to leave? Fine. I'll go, but I want you to say it to me straight. Go on," he hisses, inky tendrils squirming by his feet. "Tell me why I gotta leave."

"Because this is the Human Village," she whispers, pained by the admission. "...and only humans are allowed to stay here."

Nodding jerkily at her answer the the edge of his hood slips down, and for the first time since you've arrived, you can see the man in the light. It only lasts for a moment before his jaw distends and his skull peels back like a grape.



Wat do.

[ ] Run (unknown effect)

[ ] Fight (unknown effect)

[ ] Wait (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 Berettas

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 (0/33 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

Be Very Very Quiet, There Are More Than Rabbits Down Here: that's right, there's also mutant gators. Now that you're aware of that gain +5 to local threat checks
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 (0/32 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)

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.​






Upgrades:

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:
[X]Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (3/10) unknown effect. [LOCKED IN]


Charshel, god of Murdered Innocence
[X] Possession 1: a unique entwining between yourself and Revy. Gain the ability to communicate near flawlessly regardless of the distance involved. May include side-effects. (22/50) [LOCKED IN]
 
Last edited:
Hello, Mr. Anderson.
[X] Wait (unknown effect)
I-It's Not Like I Like You or Anything!: +2 points

Aspect Shift: +1d6 Congregational exp = +1 points


Bits of skin dangle off the boogeyman's head as it finishes its rebirth. A tall, slender figure, it resembles the man it once was - if such a figure had ever stood unburdened. Crowned with a stygian cloud spewing from the center of its skull, its face has been stripped down to the bone leaving only a yawning, unknowable gap. Drinking in the fear which is wafting off of the villagers, it twists its body to the side and does its best to look Sarah in the eyes.

The teen stares wearily back. "It's time," she murmurs, her gaze fixed on its 'face.' Letting go of its wrist and standing up from her crouch, she slaps her knees once or twice and holds out her right hand. "Are you ready to go?"

The monster doesn't reply. Instead, after glancing around the wooden ring, it considers the mien of the crowd. Hostile; restless; filled with an ugly energy. In this place, all of the boogeyman's bitterness has finally bore fruit and in so doing, it has aligned itself with your soul. If you expended a bit of effort? You could likely grant it the strength to take revenge. Such an act could prove dangerous due to its violent disposition; however, it would be within your nature, and thus shield you from much of the backlash.

In the end, though? You choose to let the moment pass. The wording of their compact merits pause, and until one side finally breaks it, it is best to keep your distance. Therefore, it is only with mild regret that you stand back while the boogeyman nods. Then, following along while the crowd slowly parts, you trail behind them as the two make their way to the boat.

You feel irritable the entire way.

"Thank you," Sarah begins, once the mortals have passed out of sight. "I know it couldn't have been easy to stand there and ignore what they did."

Glancing over your shoulder at the ramshackle buildings behind you, it takes a moment for you to realize that the teen's actually talking to you. Twisting around and meeting the brunette's awkward gaze, you try to form a response, but find your mind ends up drawing a blank. Speechless, you glance away until you can think of something worth saying.

Sarah hunches her shoulders in response. Eventually, your party reaches the raft, and the boogeyman steps on-board. Climbing over the rail and grabbing the oar from its ring, Sarah looks out across the river and gives a short shake of her head. "I suppose this is goodbye for now. Will you be here when I return?"

Will you? Hopefully not; however, it isn't easy to escape from the Abyss and you're wary of putting that into words. Focusing on your shard while you give the matter some thought, you offer her a distracted "maybe" and say no more on the subject.

Sarah just silently nods and pushes her skiff out into the river.




Wat do.

[ ] Your shard might be working on a better method of communication; however, that doesn't mean you have to sit idle. Use the limited means at your disposal to tighten your connection with Revy. (Gain Revy exp)

[ ] There is still much you have yet to learn about the Drains and your various environs. Go exploring to see what you can find. (Gain Congretional exp)

[ ] There are many paths to gain further strength, but the easiest and quickest is by devouring the souls of others. Attempt to pick a fight with one of the local factions? If so, which? (Personal exp; unknown effect)

[ ]Humans

[ ]Goblins

[ ]The Strange River Beasts

[ ]Write in





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 Berettas

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 (0/34 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

Be Very Very Quiet, There Are More Than Rabbits Down Here: that's right, there's also mutant gators. Now that you're aware of that gain +5 to local threat checks
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 (0/34 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)

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.​






Upgrades:

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:
[X]Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (4/10) unknown effect. [LOCKED IN]


Charshel, god of Murdered Innocence
[X] Possession 1: a unique entwining between yourself and Revy. Gain the ability to communicate near flawlessly regardless of the distance involved. May include side-effects. (24/50) [LOCKED IN]
 
Last edited:
The Scene of the Crime
[X] There is still much you have yet to learn about the Drains and even your environs. Go exploring to see what you can find? (Gain Congregational exp)
I-It's Not Like I Like You or Anything!: +1 point

Exploration: gain +1d10 Congregational exp: +10 points




You watch the boat drift into the distance until the raft is out of sight. Then, for lack of anything better to do, you watch the murky stream. Frogs croak; people pass - you can't say how long you stand there, motionless and nearly silent; however, it's certainly a few days for whatever such a description is worth.

In other words? Almost nothing at all. Strange; malleable; given to flights of fancy - the Abyss is many things; however, temporally constant isn't one of them. An immense demesne lost and forgotten by history, it might present itself as a barren landscape, but that doesn't mean it's the truth.

Glancing up at the cloudy sky overhead, you watch while patches of darkness swim in and out of sight. Appearing as both a starless expanse and a layer of sedimentary rock, it is as if the world itself is in flux and picks its form only when it's convenient.

Right now? That means the illusion of a foreboding cave. You might not be able to see the walls which a more natural construction would sport; however, that merely gives you the opportunity to absorb the depressing local. Irritated, you wonder if the Abyss is mocking you.

'Look,' it seems to scream. 'Gaze upon your tribulations and despair.'

One of the psychological attacks the malicious plane is fond of, you let the vista wash over you and deliberately turn away. 'Insufficient,' you think from the sanctity of your mind. 'Expend your efforts on the mortals.'

Casting aside the doubts the Drains seeks to force upon your soul, you gaze out over the banks and decide to put words into action. Thus, after making sure your shard isn't ready to begin communication, you give the Abyss the finger and walk out into the muck.


/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\


Down past the Human Village at the south end of the river, there is a foul smelling swamp known only as the Larval Pits. Home to most of the goblins and a few Fifth Choir imps, the land is heavy with run-off and accumulated filth from the village. Like a moldy pool of quicksand which stretches as far as the eye can see, the quagmire is highly dangerous to navigate to say nothing of the threats beneath the surface.

Local Threat Check: Charshel 86 (roll) + 10 (Sarah) +5 (Very, Very Quiet) vs Weak Goblin 38 (roll) +10 (Stealth 1) = success

'Case in point,' you acknowledge when you spot a small, naked figure. Resting upon a slimy rock sticking out of the mud, it almost looks like a fat midget who stopped to sunbathe on top of a landfill. Sadly, you aren't so lucky, and as you draw closer you can see the Other spasm wildly.

Finally, with a crazed look the feral goblin looks up and pulls its groin from a desiccated corpse. Torn to shreds by nail and tooth and claw, there's not much of the body left behind; however, the aether tells a slightly different story.

'Ghost,' you think, staring at the strange fluctuations. 'That or maybe a vestige.' A lingering psychic imprint left by the creature's assault, the memory carries an echo of the violence, but nothing truly conscious remains. Turning aside before you can find cause to get involved, you leave the evil creature to its 'work' and continue heading downstream.

Soon, the humid air grows heavy and even the algae begins to die. The home of the Rotten Bone Dragon and all its wayward victims, you can see an oily, black lake in the distance in addition to the crack leading out of the Abyss.

'Well?' you whisper inaudibly, staring out across the water. 'Do I appear to be discouraged?'

The Abyss doesn't respond.

Pleased by its tacit admission and what that implies for the rest of your quest, you turn away from the dark pool and begin your trek upstream.

Unfortunately, as you wade through the sticky muck, you begin to sense something amiss. Despite overcoming the current beneath your feet? The horizon doesn't draw any closer. Spinning back around just to confirm your grim suspicions, you find the lake waiting expectantly: still and silent and dead.




Wat do.

[ ] Continue your uphill climb. The Abyss seems intent on keeping you here; however, that doesn't mean it can. Even if you've only traveled inches, those inches can slowly add up. If you keep going at it long enough? Perhaps you can brute force the effect. (Result: more time passes; temporary -10 modifier to stealth checks against the Rotten Bone Dragon; unknown effect.)

[ ] Examine the aether. You might not be a practitioner or terribly schooled in magic; however, you are a spirit and as such, literally breath such workings. Attempt to dispel the effect keeping you in place? (temporary -20 modifier to stealth checks against the Bone Dragon; unknown effect)

[ ] Wait. So far, the guardian appears recumbent, and it's not like you have somewhere to be. Examine the situation more thoroughly to see what facts might come to light. (unknown effect)

[ ] Write in.

Note: no matter what you choose, next turn you'll be forced to make a stealth check against the Rotten Bone Dragon.







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 Berettas​

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 (4/44 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.)

Telephone Tag: having supped with the witch of the hamlet you've learned much about the people in its borders. While most of the information is trivial and of relatively minor importance, it still gives you a better feel for the humans who make up the town. +5 to social combat rolls with the inhabitants of the human village; gain a +8 social combat modifier to humans in general (effects stack.)

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.

Be Very Very Quiet, There Are More Than Rabbits Down Here: that's right, there's also mutant gators. Now that you're aware of that gain +5 to local threat checks
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.)

Hate You... so much: the Drains is an ugly and malevolent place. Try to feel it out to better understand its nature. (10/10) unknown effect.
[IN PROGRESS]​


Charshel, god of Murdered Innocence (0/35 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)

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.​






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

[ ] Twas a Dark and Stormy Night: the problem with being a god? People are always asking you for stuff. Someone in the human village is attempting to summon your presence; find out what appears to be so pressing. Unknown effect. (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)

[ ] Spooky Scary Skeletons: there must be more than just beasts lurking below in the waters. After all, you remember a revenant floating along in the stream. A former human who has been twisted much like yourself, if you hunt it down, perhaps it would be amenable to a deal. Unknown effect. (0/10)

[ ] Under the Sea : the muck of the Drains is deep indeed if such a gargantuan creature can live there. Dive into its vile depths and discover what lurks beneath. Unknown effect (0/20).

[ ]I Can Show You the World: the Abyss is old and powerful even to those creatures which predate the rise of man - it has seen countries rise, men fall and even gods die. If you study it further, perhaps you too might grow a little wise. Unknown effect (0/20)

[ ]Come To Me My Children: it is a tale as old as time, men fall, the Abyss twists and humans are warped by its attention. These days, such creatures are called boogeymen; however, they are not alone in their plight. Consider the depredations the Drains has inflicted upon yourself? Unknown effect. (0/10)

[ ]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. +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. (0/5)


Charshel, god of Murdered Innocence
[X] Possession 1: a unique entwining between yourself and Revy. Gain the ability to communicate near flawlessly regardless of the distance involved. May include side-effects. (25/50) [LOCKED IN]
 
Back
Top