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

I wonder if Arete is obligated to make the best effort but is so fed up/tired of the Drains he's really just making a suicide attempt.
If we do somehow beat the Bone Dragon, I'd really like to bind it as an item
If Spectrum's right, we might get the opportunity - but that would require getting binding quick. We'd need a bunch of personal experience for that, like so:

[ ] Wander the Drains in preparation.
[ ] Personally take part in the battle
 
Blackball's Bloody Dirk: this is a dagger made from the body of a dead goblin. All craft-goblinship is of the highest quality. It is made from tears, a corpse and the screams of the recently damned. It menaces with spikes of iron. On the blade is the picture of a goblin. The goblin is getting fucked. On the blade is the picture of a hippo. The hippo is doing the fucking. On the blade is the picture of an Other. The Other looks fairly pleased.

Effect: add an additional -10 combat modifier to your opponent following the first initial wound.
Just to clarify about this one, does Charshel have to be the one who applies the wound or so long as his opponent is wounded by any combatant, they take another -10 from the Dirk? And if it's the latter, does the Dirk's effect fade if Charshel leaves combat for whatever reason or does it stick on the opponent?
 
Just to clarify about this one, does Charshel have to be the one who applies the wound or so long as his opponent is wounded by any combatant, they take another -10 from the Dirk? And if it's the latter, does the Dirk's effect fade if Charshel leaves combat for whatever reason or does it stick on the opponent?

Most weapon effects only apply to their users unless otherwise stated. In this case, if Charshel doesn't deal the wound, the debuff doesn't take effect. As for how long it lasts, the debuff will remain until the wound is healed.
 
If Spectrum's right, we might get the opportunity - but that would require getting binding quick. We'd need a bunch of personal experience for that, like so:

[ ] Wander the Drains in preparation.
[ ] Personally take part in the battle
It's 25 or so personal exp for Bind, right? I would rather not get damaged before the fight by getting into a scuffle, but if people think it's possible to win a fight with our crappy personal abilities and get enough for Bind, I'd vote for it.
 
It's 25 or so personal exp for Bind, right?
Yes.

We got ~38 from the fight with the goblins, start to finish, so I'm pretty sure the important bit is to be training Bind by the time we start the fight with the RBD; I'm pretty sure that'll get us at least 20 if we win.

If we want to try for that, anyway. I'm not entirely convinced it's a good idea.
 
It's 25 or so personal exp for Bind, right? I would rather not get damaged before the fight by getting into a scuffle, but if people think it's possible to win a fight with our crappy personal abilities and get enough for Bind, I'd vote for it.
Given XP share, I don't believe 25's in reach. Say 7XP on average from tsundere+killing a gator or something. We got 7XP from partial share from Fuckcunt splitting between ourselves, Arete, and presumably the goblins. Even doubling that is short. Plus, as I noted before, this is risky because the fight is going to be dangerous/close enough that risking a wound is unlikely to be wise.

Well, it depends on how violet adjudicates things. As far as we are aware, there aren't a host of other threats the chaff will have to fight, but most of the goblins are just background mooks and don't appear to be allowed rolls. violet explicitly said that fighting the Bone Dragon will just be a 2v1, so either all the goblins won't be allowed rolls this time or the Dragon will fight them all off first before it fights us if we join in (ie we don't get to have a third best!goblin join in simultaneously.). If it's the latter, theoretically the Dragon is killable through sheer weight of numbers leaking some wounds through assuming it doesn't have particular mechanics that snuff that (and I wouldn't be so sure it doesn't). If it's the former...that's a dicey fight IMHO.
 
[X] Speak with the Mechanic. (Unknown effect.)
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
 
[X] Wander the Drains in preparation.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
 
[X] Take part in the party without eating the fruit.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
-- [X] Disengage after receiving 2 wounds and let Arete know ahead of time that we will do so.

Wandering the drains have a high chance of taking a wound before the big fight. Play conservative and just get the xp
 
[X] Take part in the party without eating the fruit.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
-- [X] Disengage after receiving 2 wounds and let Arete know ahead of time that we will do so.
 
[X] Take part in the party without eating the fruit.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
-- [X] Disengage after receiving 2 wounds and let Arete know aheadof time that we will do so.
 
[X] Take part in the party without eating the fruit.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
-- [X] Disengage after receiving 2 wounds and let Arete know ahead of time that we will do so.
 
[X] Take part in the party without eating the fruit.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
-- [X] Disengage after receiving 2 wounds and let Arete know ahead of time that we will do so.

We might want to save the last blessing for running away.
 
We might want to save the last blessing for running away.
That was my thought when I originally posted. Save it for a Magic Resistance check or something.

Unrelated, but I did muse briefly about the theoretical merits about instead going off to hunt down Sarah to invite her along and try and use her local threat checks bonus to get a higher probability of having the entire army intact through marsh beasts but figured it was probably a waste.
 
It seems like a consensus has been reached, so I'm locking votes here. This is the winning plan:

[X] Take part in the party without eating the fruit.
-- [X] Bless Curse 1 roll.
-- [X] Bless Combat x 1
[X] Personally take part in the battle
-- [X] Disengage after receiving 2 wounds and let Arete know ahead of time that we will do so.
 
The Wyrm and the Dragon
[X] Take part in the party without eating the fruit. (Congregation exp)

[X] Bless Curse 1 roll.

[X] Bless Combat x 1​

[X] Personally take part in the battle

[X] Disengage after receiving 2 wounds and let Arete know ahead of time that we will do so.
I-It's Not Like I Like You or Anything!: +4 points

Recovery: 96 Charshel (roll) -10 (1 wound) = success, fully healed

Curse 1: 77 Charshel (roll) +10 (Aspect 1) +20 (Spiritual Presence 2) +10 (All the Lights) vs 49 Dragon (roll) +10 (Magic Resistance 1) = success

Party: gain +1d10 Congregation exp = + 10 points





For the next four days the goblins gorge themselves upon a bounty which seems to have no end. Replenished within seconds of being torn from the branches above, the fruit is thick, moist and heavy like persimmons left long on the vine. A virtual feast for anyone who possesses the nerve to take it, the grapes leak rot and red wine, ensuring the celebration quickly turns violent.

Goblins rutting in the mud; others who have stuffed themselves sick. For every half dozen brawling in the blood-stained slough - there's at least another two who can only rock in place.

"_----_-," one of them whispers when you kneel to examine its countenance. Lips twitching minutely in a fervent, mute conversation, the wretch occasionally lapses into silence before beginning the dialogue anew.

Has it been...

No. You cut that train of thought off. A dangerous slight against your current host and ally, it is better to leave the creature be while you hunt for more intelligent discourse. And surprisingly? You manage to find it, though not in the manner you expected. Stumbling upon the Mechanic picking his way through the filthy mud, the revenant has paused to study the revelers, a blank expression on his face.

"Greetings," he eventually murmurs without bothering to look away. "Have you come to purchase my services?"

'His services?' you wonder, turning the phrase over on your tongue. Is he really so profligate with his trade? Bemused by the strange question and the revenant's unwavering stare, you tilt your head in confusion and hope he spares enough focus to explain.

"...You were wandering around," he coughs, a bit of black smoke escaping from his mouth. "Looking for something, I'd wager. It wasn't Arete. It was unlikely to be a goblin. There aren't many other options." Finally, meeting your gaze with his own filmy orbs, you stare into the thick, black crust which obscures both his iris and pupil. The grisly remains of the inferno which almost took his life, the revenant waits patiently for your response, vaguely pleased by your curious inspection.

In the end? You have no choice but to rain on his parade.

"A pity," he tiredly sighs, before waving away your dismissal. "You would have made a good patron."

"Oh?" you ask, puzzled by the vote of confidence. "Hasn't Arete's arrangement been satisfactory?"

"Of course. Unfortunately, it is also over. All that remains is my payment, and then I must find more work. You... would have been convenient." Reaching down to one of the goblin's passed-out in the mud, the revenant clamps his fingers around its head and breaks its neck with a sharp jerk. Picking up the corpse without any sign of strain, a few party-goers glance over at the noise, but none try to interfere.

"An eighth," you murmur, reminding yourself of his deal. Following the Mechanic with your eyes as he searches for his next victim, the creature patiently shuffles out of sight and leaves you alone amidst the crowd.


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


Then - after several days - even that state fades away. Shattered by a horrible cry which seems to rise and fall in waves, the echo proceeds Arete's return and follows the brunette around like a cloak. Revived, despite the power the tree drank from his wounded hand, your ally stands tall before his gathered host, his features barely warped by his efforts.

In fact, the only change you can immediately point to is the Other's swarthy skin. Colored like the mud which softly burbles beneath your feet, Arete ambles past the goblins and smiles when he reaches your side.

"Charshel," he grins, his teeth sharper than they were before. "I see you've recovered rather nicely."

Eyeing your stomach and the mended cloth of your robes, you ignore his appraising stare and simply nod your head in return. "I will be coming with you for most of the journey; perhaps a ways into the fight. Don't expect me to linger over-long."

The brunette chuckles, the edge of his lips quirking up. "I understand. Even if you duck out, know that I am glad to have you with us."

Turning back to the column that's silently waiting for his word, the band is still rather drunk from the proceedings; however, most of their unruliness escapes them. Stuck in that witless place between mindless glee and hungover, they take to Arete's orders rather easily and soon shuffle up the narrow steps. Finally - with only the slightest of false starts - the goblins begin their long trek south.

It is a journey which passes in a blur. Focusing on your internal energies and the target looming the distance, you spend most of the trip in the aether trying to ease the battle to come.

Hatred; pain; the misery of a shattered life? Each is a tiny link you weave into a loathsome chain. Culminating in a vast spell designed to hobble the dragon's fury, the working takes hours to fully assemble, but at last you feel it take hold.

"Any luck?" Arete asks, catching on to your various efforts. Tasting the malice in the air as you curse the dragon from afar, you make sure your malediction is settled before inclining your head in a nod.

"Yes," you tell him as you return your attention to the north. "Our enemy will find itself stymied if it tries to turn us back."

"Excellent," Arete grins, a spring slipping into his step. "I'd planned to bleed the beast dry using the vast majority of our forces; however, their success was hardly guaranteed, and this will do much to ease my mind. With a bit of luck? Our warband should scar the dragon badly."

An excessively optimistic statement considering the guardian's patron, you briefly muse on the Other's endless confidence while the muck turns increasingly dark. Then - before you can come to any sort of conclusion - you arrive at the lake in question.

"Are you ready?" Arete hums, his fingers wrapped around the hilt of his sword. Pointing the weathered tip at the lagoon's unbroken surface, he waits for your wary confirmation before ordering his forces forward.

Combat: Goblin Horde

36 Horde (roll) + 10 (Melee 1) + 20 (Improvised 2) + 5 (augmentations) + 20 (Outnumber) + 10 (Drunken Bloodlust) vs 96 Dragon (roll) -10 (Curse 1) +50 (Melee 5) +30 (unarmed 3) = failure, Horde takes 1 wound

42 Horde (roll) -10 (1 wound) + 10 (Melee 1) + 20 (Improvised 2) + 5 (augmentations) + 20 (Outnumber) + 10 (Drunken Bloodlust) vs 84 Dragon (roll) -10 (Curse 1) +50 (Melee 5) +30 (unarmed 3) = failure, Horde takes another wound

25 Horde (roll) -20 (2 wounds) + 10 (Melee 1) + 20 (Improvised 2) + 5 (augmentations) + 20 (Outnumber) + 10 (Drunken Bloodlust) vs 20 Dragon (roll) -10 (Curse 1) +50 (Melee 5) +30 (unarmed 3) = failure, Horde takes 1 wound, Horde defeated

They approach the strand at a run. Piling into the water while screaming bloody murder, they make it almost seven meters in, and then are stopped by the dragon's tail.

In retrospect? It's an impact you can literally hear as their bodies break against the monster's hide. An immense, moldering wall about six paces in height, the surface is coated in grimy, black scales when it doesn't terminate in festering wounds. Evidence of the ancient battle which originally felled the beast, you can almost see its death throes in its scars - a road-map painted on its flesh.

Now, how best to add to it?

Watching the goblins stumble up, their hands wrapped around their makeshift spears, several immediately lunge back into combat, hoping to catch the creature off-guard. Raising their weapons up before bringing them back down, they pry at the beast's slimy scales until a layer of skin is pulled loose. Dense and craggy - despite the age its spent in the mud - you start to feel your shoulders relax at the sight when a disturbing thought crosses your mind.

'The dragon is dead... does its hide even serve a purpose?' Rising out of the lake like the ancient crocodiles of the Nile, the answer is clearly 'no' as it ignores the blades stuck in its side. Then - with a gesture that is as ponderous as it is unrelenting - it casts its claws into the water and reaps a handful of the bloody dead.

Old goblins, young goblins, weak goblins and strong - none survive long against the unyielding tips of its nails. Scouring the life from their bones before casting their corpses back into the muck, the army attempts one more futile push only to be beaten down for their dismal efforts.

Arete just sighs morosely. "I suppose, I should have expected that. No matter, the show must go on." Walking onto the shore with his long, pale lance in hand, the brunette casts the missile into the air, and then charges along in its wake.

Combat: You and Arete

60 Charshel (roll) +10 (All the Lights) and 71 Arete (roll) +30 (Melee 3) + 30 (Sword 3) + 20 (Fuckcunt's tail) vs 30 Dragon (roll) -25 (Blighted Presence 2 + Arete) +50 (Melee 5) + 30 (Unarmed 3) = you (08/100) wounded, Dragon wounded

64 Charshel (roll) - 10 (1 wound) and 96 Arete (roll) +30 (Melee 3) + 30 (Sword 3) vs 60 Dragon (roll) -25 (Blighted Presence 2 + Arete) -10 (1 wound) +50 (Melee 5) + 30 (Unarmed 3) = you (88/100) not wounded, Dragon wounded

61 Charshel (roll) - 10 (1 wound) and 70 Arete (roll) +30 (Melee 3) + 30 (Sword 3) vs 82 Dragon (roll) -25 (Blighted Presence 2 + Arete) -20 (2 wounds) +50 (Melee 5) + 30 (Unarmed 3) = you (62/100) not wounded, Dragon wounded


Disengage check: Undead Guardian, cannot disengage


Combat: You and Arete, again

39 Charshel (roll) - 10 (1 wound) and 75 Arete (roll) +30 (Melee 3) + 30 (Sword 3) vs 91 Dragon (roll) -25 (Blighted Presence 2 + Arete) -30 (3 wounds) +50 (Melee 5) + 30 (Unarmed 3) = you (92/100) not wounded, Dragon wounded

81 Charshel (roll) - 10 (1 wound) and 39 Arete (roll) +30 (Melee 3) + 30 (Sword 3) vs 21 Dragon (roll) -25 (Blighted Presence 2 + Arete) -40 (4 wounds) +50 (Melee 5) + 30 (Unarmed 3) = success, Dragon takes 2 wounds

75 Charshel (roll) - 10 (1 wound) and 73 Arete (roll) +30 (Melee 3) + 30 (Sword 3) vs 49 Dragon (roll) -25 (Blighted Presence 2 + Arete) -60 (6 wounds) -10 (Blackball's Dirk) +50 (Melee 5) + 30 (Unarmed 3) = success, Dragon takes 2 wounds, Dragon defeated, gain 8d8 / 2 Personal experience (6, 3, 6, 6, 7, 7, 5, 1) = + 20 Personal experience


Oath Fulfilled: gain 8d8 Congregation exp (4, 5, 8, 5, 8, 2, 5, 7) = +44 Congregation experience

Once; twice; thrice. You stare at gruesome projectile as it tumbles across the lagoon; then, with a sound like a parapet shattering against the ground, the javelin slams into the dragon's chest and pushes past its gnarled hide. Punching through its ribs and lodging itself in the monster's heart, the beast ignores the blow like all others; however, something about this one is different... more grievous.

Slowing the creature - through raw damage if nothing else - the dragon sluggishly spins to face Arete and abruptly falters in the middle of its turn. Caught on rugged tip planted through the center of its core, the lizard has to cut its own body apart if it wants any freedom of movement.

Freedom it ensures without a single flinch or stutter. Almost ripping itself in twin along the shaft stuck in its gut, the beast releases a breathless roar, and then carelessly resumes its assault.

That... is probably your cue. Stepping onto the field while you bring your fel presence to bare, you begin by warping the creature's claws in the hope of softening its blow. "Arete," you call while bits of chitin flake away.

"I see it," the Other echoes, his sword a vague, grey blur. Cutting into the contusions you leave in the talon's yellow enamel, Arete finishes your hasty work and severs the finger at the base of the knuckle.

As for the dragon? Well, it doesn't like that. Thrashing in a spitting rage while its tail slams into the lake, the creature's tantrum is a force to reckon with and quickly causes the water to swell. Mud, debris, bits of glass and goblin - all are swept into the current before rushing straight towards the shore.

It takes everything you have to brace yourself for the approaching wave. Crashing into your body, and then continuing across the marsh, the small tsunami shreds everything in its path, leaving you too numb to pick up the pieces. Finally, slipping beneath the tide in a move that's as much calculation as helpless shock, you feel your body sink to the bottom where it rests among the withered reeds.

This... is not how you hoped things would go. Stuck piecing your avatar back together while Arete battles up above, you try to aid him where and when you can; however, your aura can only do so much.

Softening a bite here; worsening a wound there. It takes what feels like hours to get your form combat capable, and in that time the battle has grown distant - nothing but a vaguely defined back and forth.

Glimpsed in all too brief instants through the mud and phantasmal aether, you can tell Arete's made some progress, but you're too busy dodging to check. Finally, when your limbs deign to respond and your organs feel locked in place, you draw Blackball's corpse from its sheath and feed it all of your frustration, anger and hate.

The knife stabs forward and pierces the dragon's foot with little resistance. Deflecting off of the bone as the creature stumbles blindly through the mud, the wound may be small in stature; however, size can only matter so much. In this case? It's the the curse the blade carries which causes most of the damage. Spreading through the wyrm's muscles and into its corded sinew, the malediction accelerates the rot already present, thereby crippling the undead limb.

Joined by Arete's own efforts up on the lake's surface, you start to feel like this just might succeed when you've realize you already have.

The beast is falling; its presence flickers and fades like flame. Toppling forward in a slump while its body slides into the lagoon, you have to hurry to get out of the way, but the dragon appears to have died.

Again.

In that light, its defeat feels underwhelming.

Arete's victory before it could ever be called your own, you break the surface a little disturbed, and then slowly swim to shore. When you finally arrive? You find Arete kneeling in the mud.

Head bowed with his sword stuck in the beast's spine, the brunette looks like the conquering hero as drawn by a deranged artist.

"Arete," you say, the word catching in the base of your throat. Unable to pass your lips with any sort of strength, you stand there choking on nothing but air, while the Other's voice cuts across the slough.

"In this world, life is measured in threes. The three rituals of a practitioner's craft, the three points along Time's narrow beam and the three parts that divide the great plays. Thrice I have offered my services, and twice now I have heard your answer. Speak world: what is thy true bidding?"

For a long moment, no one replies, the Drains still as the dead dragon's grave. Then - like a spreading pool of quicksand - the mud beneath your feet begins to churn.




You:

[ ]Panic (Gain Revy experience)

[ ]Panic (Gain Congregation experience)

[ ]Panic (Gain personal experience)




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 (53/98 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. DEAD

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.) DEAD

Hate You... so much: the Drains is a place of change, the great compost heap of the universe. By plumbing its nature and intent you find it is far easier to become something new than to remain merely as you were. Exp costs of the Twisted Form series are halved. Twisted Form may now be used to attempt to counter Enchantments. Stacks with other forms of resistance.
Blackball's Bloody Dirk: this is a dagger made from the body of a dead goblin. All craft-goblinship is of the highest quality. It is made from tears, a corpse and the screams of the recently damned. It menaces with spikes of iron. On the blade is the picture of a goblin. The goblin is getting fucked. On the blade is the picture of a hippo. The hippo is doing the fucking. On the blade is the picture of an Other. The Other looks fairly pleased.

Effect: add an additional -10 combat modifier to your opponent following the first initial wound.
All the Lights in the Sky are Stars: even here, spirits exist in all their myriad forms. Having offered some small favors in order to build up your karmic balance. Gain a +10 modifier to any three rolls of your choice, works on a charge system, can only be done in the Drains (for now) and must be declared beforehand. (1/3) remaining.

Charshel, god of Murdered Innocence (19/109 Pooled/Spent):
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.

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.

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.
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.




Upgrades: (Choose one 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:
[ ] 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)

[ ] Spooky Scary Skeletons: there must be more than just beasts lurking in the waters below. 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)

Note: should you make a second purchase of All the Lights in the Sky are Stars you will have a grand total of four charges - not three.​
Charshel, god of Murdered Innocence
[ ]Aspect 3: you are able to intuitively track and recognize people who fall within your purview. Your range is 40 kilometers and you gain a +30 modifier to social combat/knowledge rolls regarding such individuals. You are able to intuitively delve into people's past at will. Gain a +10 modifier when you resist hostile spells from your Aspect. (0/40)

[ ] Curse 2: afflict target creature with a debilitating malediction. The next 3 rolls that creature makes are done so with a -20 modifier. Takes several minutes to cast. (0/20)

[ ] Empower Other 1: there are channels in the body, paths which power might take. You have grown skilled at navigating them. Gain a +20 modifier to all rolls to empower another character. (0/10)

[ ] Blighted Presence 3: due to your poisonous nature all combat rolls made against your person are done with a -30 combat modifier. This also now extends to enemy attempts to recover from the wounds you inflict. (0/40)
[ ]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 a +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 (faeries, goblins, boogeymen, revenants, ogres.) Mass and size are still limited. +10 to stealth checks. (0/10)
[ ]Possession 2: by fanning the shard bound to Revy's soul it is possible to reduce the distinction between her and yourself. All rank 1 personal abilities (yours and Revy's) may be shared with the other individual at no penalty. (0/100)

Note: as it is not listed, Spiritual Presence 1 will allow Revy to attempt to re-materialize, but does not convey any special protections.
[ ]Bind Spirit 1: deep in the aether are the amorphous spirits which guide the world on its course. Having learned how to use them against others, you now discover ways to manipulate their cousins. Following successful combat against a spiritual being (goblin, faerie, boogeyman, etc), you may attempt to shackle them in various ways. For example, you may deliver an order they must see fulfilled; impose future penalties on their actions; or recruit them to your congregation in some way, shape or form. Effects can vary. If performed, exp is rarely received. (0/20)

Note: Binding Mechanics. Typically when you attempt to recruit a spirit to your congregation with Bind Spirit it manifests in one of two ways. The first (the one which pertains to your more corporeal opponents) is as a killable combatant which you can send to attack someone else. This is similar to the way practitioners send spirits and is subject to being reflected back upon you.​

Addendum: Reflection: in the event a sent spirit is defeated characters have the option of sending it back upon its sender. When someone does so, they do not receive exp for the defeated spirit, but can receive some from its master if it's successful. When it is sent, the summon begins combat as if it was not wounded.
The second way one might be recruited is as an item that can be wielded in combat. Effects vary depending on the strength of the spirit involved. At this time only two such weapons may be wielded at once. Weapons may be given to other members of your congregation with similar rules and restrictions. A roll will be required to create one. If you fail, then the target dies and exp is rewarded as normal. (Modifiers are typically granted from Bind Spirit skill, Magic and Craft. They are usually rolled against skills like Magic, Magic Resistance and Spiritual Presence.)

Note 2: goblins are receptive to such acts and make all rolls at a -20 penalty.​

 
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[X] Panic (Gain Revy experience)

We'd better not have to fight this guy because he became the new guardian. We'd better not.
 
however, you're aura can only do so much.
your

Wow. Well, let's see, glad to see I estimated the Dragon right at +80. The goblins got shrekt but that was just amazing rolling on the Dragon's part and shit rolling on theirs--the goblin horde *actually* had a net +5 over the Dragon, it just 50/50'd very luckily.

Thankfully it used up all the luck so that we could stay in combat the entire time and let Arete do a ton of work.

[X]Panic (Gain personal experience)

[X]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)

[ ]Bind Spirit 1: deep in the aether are the amorphous spirits which guide the world on its course. Having learned how to use them against others, you now discover ways to manipulate their cousins. Following successful combat against a spiritual being (goblin, faerie, boogeyman, etc), you may attempt to shackle them in various ways. For example, you may deliver an order they must see fulfilled; impose future penalties on their actions; or recruit them to your congregation in some way, shape or form. Effects can vary. If performed, exp is rarely received. (0/20)

[X] Empower Other 1: there are channels in the body, paths which power might take. You have grown skilled at navigating them. Gain +20 to all attempts to empower another character. (0/10)

I say take personal XP because we want to start working on the absolute amazingness that is Possession 2 after we snag Bind Spirit 1 for cheap. Note: BS1 will complete no matter what next turn due to the tsundere skill.

Of the congregation picks, there's basically a lot of dicerolls there as to what we'd actually get. Under the Sea risks combat or hilarity, as does Skeletons and Children. Dark and Stormy is probably safe-ish but will require Empowerment and expending personal XP (and baby even more babysitting when we just want to visit Revy at this point).
 
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[X]Panic (Gain Revy experience)

Let's give her a taste. Far better to have something to offer her when we begin dealings.

[X] Twas a Dark and Stormy Night
 
@violetshadows Can you weigh in on whether Revy would be valid as an Empower target or it's completely wasted since her mechanic will work through Possession instead?

also, for those who didn't look:
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.) DEAD
:lol
 
Revy will totally work with empower.
Oho. In that case, I'm going to change my vote above to Empower Other 1 to let us do the best job there after we make contact with Revy. Empowering her after negotiation would be hands down the best way to forge a connection.

And in that case, I'll ask again for people to pick Personal XP here to make up any potential surfeit as well as to push towards Bind Spirit 1 ASAP.
 
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