[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]
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.
[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.)
Revy seems very unlikely to react well to dreams. Of the two remaining options, I'm wary of our chances of success at sneaking more stuff past the Abyss' guardian without another one-off bonus like the one used right before the quest started to sneak a portion off to begin with.
[] 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.)
Revy seems very unlikely to react well to dreams. Of the two remaining options, I'm wary of our chances of success at sneaking more stuff past the Abyss' guardian without another one-off bonus like the one used right before the quest started to sneak a portion off to begin with.
That would certianly have been a short quest if not for that, heh.
[X] Through your shard.
Too bad though. As the biggest champion of aspect 2, I can't help but feel a little miffed at sacrificing it. Time to slaughter a couple of drains-monsters for sweet, sweet exp I guess.
[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.)
[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.)
Thus, after passing beyond the Larval Pits where the goblins and revenants dwell, you approach a minute opening a mortal showed you in exchange for his life.
[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]
This can't be the first time this has happened and if Sarah is still around, this either may not descend into violence or she's tougher than we give her credit for. I don't think it's really letting her do her job to just barge in and facesmash immediately when the guy hasn't done anything as of yet.
This can't be the first time this has happened and if Sarah is still around, this either may not descend into violence or she's tougher than we give her credit for. I don't think it's really letting her do her job to just barge in and facesmash immediately when the guy hasn't done anything as of yet.
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; then, his jaw extends and his face peels back like a grape.
...but it is not *quite* hostile and I'm personally reluctant to be trigger happy when maybe this is just his (unhappily) friendly way of saying hello. (See that scene in Men in Black. He was just sneezing, man!)
Mind, if someone shows up to say "Oh, I know exactly what this thing is and it's super-hostile and about to flip out" then sure, let's smash it.