Operation Weihnachtswunder (A CK2 Style Quest to Save Christmas!)

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THE NORTH POLE HAS FALLEN!

Amazon stands triumphant over the smoking ruins of Santa's workshop. Corporate greed stands poised to snuff out the last glimmers of hope and generosity. The shadows grow dark.

Your name is Ebenezer Scrooge, and you are Saint Nicholas' designated successor. Lead the fightback against greed, and save the spirit of Christmas, just as Christmas once saved you.

If you want to jump straight to the story, click here
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Character Creation 01 - The First Letter
Location
The Usual Room
Pronouns
He/Him
December 25th, 2024.

If you are reading this, the worst has come to pass. The North Pole has been taken over by Amazon. Well, it will be taken over officially on the 26th. That means I have 24 hours left to enact Operation Weihnachtswunder.

If you were part of the North Pole, then you know what this means. But if this has found its way into the handles of a normal person, let me explain. Do you remember what it meant to believe in Santa? Or a regional version of him? That wonder and childlike innocence helped power the North Pole, the Workshop, and all the magic of Christmas. That's right, it's real! All of the holidays are! And there was so much magic, once upon a time.

But the world has become colder and crueler day by day. The light of hope dim, and evil seems to win. Goodness and kindness are ground down by the need for profits and power. Even the gods that promised peace and love have become petty and cruel. Or maybe they always were, and I just didn't want to believe it.

However, I refuse to let everything we have worked for become nothing. There are children counting on us! Even if we can't spread Christmas cheer globally, we can still do what we can.

And to help you with that, I leave you a gift: The Spirit of Christmas. Five years of it! That's right, you are now Santa Claus. Or any of the regional variants, if you prefer. You can build workshops, make toys, hire elves and reindeers, and bring cheer to all! And as you generate hope, wonder, and love, you can generate your own Spirit! Though I would burn through my portion first. It'll fade five years after the 26th, as I will no longer be around to maintain it. Don't worry, anything you generate will keep as long as you remain alive. Also, you're close to immortal, as long as you keep the Spirit alive!

There's more to it than this, but that will be for the second letter. That will come upon my death, the moment the takeover takes place. I would rather put all of myself into this last hope, then watch everything I work for be sold off to make a line go up in some CEO's bank account.

If you accept this, then repeat the following words out loud: "The Hopes And Fears, Of All My Years, Are Met In Thee Tonight." Be warned: Once you say this, and mean it, there is no going back.

If you refuse this, do not worry. The letter will leave you after 30 minutes, and find the next available person to take on the mantle.

May the fires of Christmas forever burn brightly in your heart.
Nicholas of Myra (The First Santa Claus)




Welcome to Operation Weihnachtswunder, a quest where you must save Christmas by becoming Santa Claus. How you do so is up to you.

So, before we do anything else, who are you?

[ ] You are Blitzen, one of the Nine Reindeer that carried Santa around the globe. You're the fastest of them as well, though that admittedly didn't matter much when you had to work as a team. While technically you belong to Amazon, you and some of the others were set free before. You might not be the smartest - that was always Vixen - you know once the presents are on the sleight, you can get them there the fastest. (You start with 1D7 Reindeer, though not Rudolph, along with two Gifts. You are fast. Amazon owns you, and wants their property back. )

[ ] You are Krampus. Where Santa brought cheer and happiness to good kids, you punished the naughty ones. You are also a Demon, though you forsook Satan after spending some time with the jolly St. Nick. If you're the choice to continue Christmas, something has gone horribly wrong. Well, time to bring punishment, because there are a lot of people on the Naughty List. (When you punish wickedness, you generate Spirit and gain benefits. You start with your Sack, and two Gifts. Both Satan and God hate you)

[ ] You are Mary Christmas. You were once Mrs. Claus, until the Takeover. You'd always been your husband's guiding light, and he yours. And now that's gone. But you know people. Or rather, you know the other Holiday Spirits. Well enough that they may help you out at the start. Furthermore, you managed to escape with his Sack. You just hope your heart doesn't become consumed by hatred. Nicholas wouldn't have wanted that. (You start with Two Gifts, plus 1D4 Additional Gifts from the other Holidays. You also possess the Sack of Santa. You hold Hatred in your heart towards the world.)

[ ] You are Eldras, a leader of the Elves. You still remember the old ways to make toys, which will serve you now. But Amazon isn't the only predator. Other mythical beings may decide you are now easy prey. Santa always protected you, but he is no longer here. It is now your job to protect the Elves that refused to join Amazon in the Takeover, and lead them - and Christmas - back from the brink. (You start with 1D200+100 Elves, with 1D3+1 Named Units. You have a Toy Specialization, to be voted on. Predators will attempt to prey upon the Elves, and you.)

[ ] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)

[ ] You are Judas Iscariot. This should not be happening. You betrayed your Lord so many years ago, and have been paying the price ever since. Yet somehow this letter has reached you even in Hell. Maybe… maybe you can have a second chance. To atone for what you've done. Wait, what is Christmas? [You start with a secret benefactor, and four Gifts. You are a man two thousand years out of time. You have severe trauma. You are Infamous. Hard mode.]

[ ] You are a normal person. Somehow, you got hold of the Letter. Why? Well, let's find out. (You start with four Gifts, and are highly customizable. You are unknown to any of the Christmas or Holiday spirits.)
 
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[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
Main Character: Ebenezer Scrooge, The New Santa
Ebenezer Scrooge, The New Santa

[New Picture Incoming. Please Keep Calm And Carry On]

Stats And Traits

Stats
Martial: 7 (6 + 1 (The New Santa))

You've never really been much of a fighter, though you know how to whack someone with your cane.

Diplomacy: 16 (15 + 1 (The New Santa))

Being more cheerful and giving has done wonders on how you deal with people!

Stewardship: 31 (30 + 1 (The New Santa))

You know your way around business and money more than most people alive. You use it for good now, rather than personal gain.

Intrigue: 2 (1 + 1 (The New Santa))

Honesty was probably one of your few good traits before your redemption. However, that means you are not well versed in the art of subterfuge and deception.

Learning: 18 (17 + 1 (The New Santa))

You're pretty smart, all things considered. Any good leader of business should be..

Occult: 36 (30 + 1 (The New Santa) + 5 (Familiar With The Unseen World)

You deal with Christmas Spirits, can see ghosts, and are now Literally Santa. Oh, you know how to work with the Unseen World.
Traits
You Live On In Your Story - Thanks to Charles Dickens' recording your story, the touch of multiple ghostly visits, the Spirit of Christmas, and random fate, you could live on far longer than most mortal men. You cannot die of old age, as long as your story is told.

The New Santa - You have accepted the mantle of "Santa Claus", and all that entails. However, you have much to learn. +1 to All Stats. This becomes +5 during the Holidays, and +25 during Christmas. This Trait can evolve.

Familiar With the Unseen World - The meeting with the Spirits revealed the Unseen World to you. And through the years, you've learned how to communicate with them. +5 Occult. You can see and interact with The Unseen World. When dealing with Spirits and Ghosts, you may add half your Occult Score to your rolls, rounded down. This trait can evolve.

Hatred: Greed - You cannot help it. You know first hand what the sin of Greed does to a person, and everyone around them. The fact that the North Pole fell because of Greed has only reinforced this. You take a -30 Malus to Diplomacy when dealing with Greedy people. This can become worse if they perform Greedy Actions in your presence. You cannot take actions that would indulge the sin of Greed. This trait is Ingrained In You.
Equipment
The Coat of Christmas

(Legendary Christmas Artifact - Cloak)
Integrity: 1000
Damage Reduction: 5 (All) + 10 (Fire)

Stealth Suit - +5 Intrigue. +25 to all Stealth Rolls, double during the Holidays, quadruple during Christmas. You do not activate alarms or traps. Mundane cameras do not notice you or your actions. You pass all checks against mundane locks.

Like A Dream: Anyone with Occult less than yours does not remember a meeting with you, unless you want them to. Any memories they may still have is hazy, and can easily be explained away (such as a dream, a movie you saw once, or a drug trip, for example).

Living Cloth: The Coat is a living being that can act separate from you. It is treated as having 15 in All Stats, can fly and levitate, and can carry its wearer with no issue. It is loyal to Santa only.

Santa-Locked: Only Santa benefits from Stealth Suit and Like a Dream. Will only allow Santa to wear it outside of emergencies. Upon Santa's death, if there is no replacement, it will flee to the Germanic Dwarves.

??? - Perform Actions Beneficial to the Coat of Christmas​

Holly And Jolly, The Metal Birds
(Dwarven/Metal)

Eyes In The Sky: +10 to Perception Rolls (+5 Each Bird). They can scout areas and act as your eyes in the sky, and can operate semi-independently to follow basic instructions. They can also give you alerts, depending on what you tell it to. (Such as if you tell it to find a person, for example.)

Oversight: Each Season, each Metal Bird can be assigned to do one of two things:
- Spy on an area or target (if you know where they are)
- Assist on an Intrigue Action or Any Adventure (+5 Per Bird)
(Unless one of the above takes literally all Season, the birds will also assist you on any Adventure you are part of)

Attack - Laser Beams: Contested Martial. One Wound on Hit, plus one more for every 30 over. On hit: Unless the target takes actions to break the beam, it will auto-hit next turn

Attack - Sharp Beaks: Contested Martial. Two Wounds on Hit, plus one more every 15 over.

Natural Camouflage: Cannot be told apart from regular ravens, unless someone has a Occult Score of 17, and is looking closely at it.



Accompanying Spirits

Ghost of Christmas Past
Ghost of Christmas - +10 to Diplomacy Rolls involving changing a person's ways, or respecting Christmas. An additional +10 for each Ghost of Christmas that has succeeded against that person on the same night. Double this during Christmas

Shapeshifter - Can take the shape of different people, depending on who they are interacting with. Their default appearance is a humanoid candle with a fiery head.

Visions of the Past - Can show you anything that happened in a location, up to a number of minutes equal to your Occult Score

Christmas Bonus: Can show people - and you - important moments during a Christmas of their Past.
Ghost of Christmas Present
Ghost of Christmas - +10 to Diplomacy Rolls involving changing a person's ways, or respecting Christmas. An additional +10 for each Ghost of Christmas that has succeeded against that person on the same night. Double this during Christmas

Refuge and Resource - Within a number of miles equal to your Occult Score of him, anyone that is Poor or worse will be a little more happier, and may find food, cash, or shelter a little easier to find.

Feast of Merriment - Once per Turn, Present can provide a feast and gifts for people. This gives a +10 benefit to any roll to you and your Allies, and negates any Critical Failures. This triples if the Feast benefits the poor and needy, and also triples during the Winter Holidays.

Christmas Bonus: Can show people - and you - any place in the world, provided it is Christmas both there and where you are.
Ghost of Christmas Yet-To-Come
Ghost of Christmas - +10 to Diplomacy Rolls involving changing a person's ways, or respecting Christmas. An additional +10 for each Ghost of Christmas that has succeeded against that person on the same night. Double this during Christmas

Memento Mori - Any Enemy that rolls to survive in Future's presence takes a malus equal to half of your Occult Score, rounded down.

Visions of the Future - Can show you anything the results of one Action per Turn. up to a number of minutes equal to your Occult Score. You do not control which Action this happens, but it will favor Failures. You can then choose how to Change Fate, if you so desire.

Christmas Bonus: Can show people - and you - important moments from the next Christmas. These visions are not set in stone, but are of what may happen, if nothing changes.
Jacob Marley, Herald of Scrooge
Intimidating Presence: +10 to Diplomacy Rolls against Evil or Greedy people. This doubles against people with an Occult Score lower than half of yours, rounded up. Marley counts as a Ghost of Christmas

Purgatory's Chains - Marley can wield the chains that once bound him as a weapon to bind others. Marley makes a Contested Martial Roll, using your Martial Stat + 10. If he wins, the opponent is bound by spectral chains that no mortal can break for a number of minutes equal to the difference. Marley gains bonuses on this roll depending on the crimes of the target

Loyal To The End - Jacob Marley cannot be convinced to leave or hurt Scrooge. Any attempt by anything less than a Deity auto-fails.
Ignorance and Want
No Bliss In Ignorance - Anyone who cannot or will not see what their ignorance does while in the presence of Ignorance and Want takes a Malus to their rolls, equal to their Learning or Half of yours (whichever is higher).

No Beauty in Deprivation - Anyone who is willingly cruel or deprives people of what they need while in the presence of Ignorance and Want takes a Malus to their rolls, equal to their Stewardship or Half of yours (Whichever is higher)

By Your Side - Ignorance and Want can be at the side of either you, or the Spirit of Christmas Present, at an instant. They can not carry anything while they do so.


 
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Heroes and Advisers
Heroes and Advisors

The Council of Christmas


Martial Adviser - The Chairs of Swords
Krampus, The Demon of Christmas
Demon, Christmas



Martial: 37 (12 + 10 (The Chair of Swords) + 5 (The Demon of Christmas) + 5 (The Punisher of the Naughty) + 5 (The Birch Rod)

Diplomacy: 1

Stewardship: 18

Intrigue: 17

Learning: 11 (6 + 5 (More Than Instincts)

Occult: 14 (9 + 5 (The Demon of Christmas)

Traits



The Chair of Swords - While the Council is Complete: +10 Martial. Double Max Wounds. In combat, the Council deals 1.5* Damage, and Damage Resistance: 5 (All). You may draw power from the Yule Well

The Demon of Christmas - (Fluff) - +5 Martial and Occult. Becomes +10 During the Holidays, and +25 During Christmas. You ignore four Wounds from any Mundane or Fire source, and two Wounds of anything Demonic or Holy. This trait can Evolve

The Punisher of the Naughty (Fluff) - +5 Martial. Whenever you deal Wounds to a Naughty enemy, if they are Human or fail a contested Occult Check, you inflict one instance of "Demonic Malus: The Rule of Nines" on them, then generate one Rule of Nines Token in your Wicker Basket, then generate Christmas Spirit equal to 9 * Rule of Nines Tokens you possess. [Remaining Conditions to Fully Unlock: Find Your Place In Christmas Again]

More Than Instincts (Fluff): +5 Learning. Attempts to mentally control or influence you are rolled at Disadvantage, and take a Penalty equal to your Learning. If the source of that control is Demonic or Holy, triple the Penalty.

Complication: Hated Above, Hated Below. (Fluff) - -30 to all Diplomatic Rolls involving Demons and Angels. Auto-Failure if it involves The Father or Satan. They will prioritize you in battle over other targets. (Anything on the side of Christmas, your mother, and The Son are exempted from this.)

Equipment

The Birch Rod - Fluff - +5 Martial. Melee Weapon. Wounds: 1 on Hit + 1 Naughty + 1 per 20 Over. Can be Non-Lethal or Held Back without Penalty.

The Wicker Basket of Krampus
(Legendary Christmas Artifact - Storage (0/1000)

Consume The Naughty: Contested Martial Roll vs. Grabbed Opponent. +10 for each Instance of "Demonic Malus: The Rule of Nines" on opponent. +10 if Naughty. Success: Opponent is stuffed into the Wicker Basket. Opponents cannot escape as long as they have Instances of "Demonic Malus: The Rule of Nines" on them.

Digest The Wicked: If a Naughty person is stuffed within the Basket, you may spend one "Rule of Nines" Token to make a Contested Occult Roll. Success: If a Child, you help make them see the error of their ways. If an Adult, deal 2D3 Wounds (Christmas, Demonic, Holy.).

The Will of Nines: You may spend one or more "Rule of Nines" Tokens to gain +9 on a roll for each Token spent.

The Yule Lads: You may Spend 3 "Rule of Nines" Tokens to randomly summon one of the Yule Lads from the Basket. They last for one hour (Normal) / 24 hours (Christmas). You can have no more then 9 Yule Lads out at one time.

[Remaining Conditions to Fully Unlock: Find Your Place In Christmas Again]
Diplomacy Adviser - The Chair of Mouths
Étaín Uí Macháin, Faebane

Martial: 25 (17 + 5Physical Diplomacy + 3 Fae Breaker)

Diplomacy: 43 (20 + 10 (Chair of Mouths) + 10 (Unnatural Grace) + 3 (Physical Diplomacy)

Stewardship: 13

Intrigue: 3

Learning: 16

Occult: 14 (11 + 3 Fae Breaker)

Traits:
The Chair of Mouths - While the Council is Complete: +10 Diplomacy. +10 Goodwill Per Turn. The Council can read, write, speak, and understand any Earth languages with 1000 or more fluent speakers. You may draw power from the Yule Well

Unnatural Grace - When she taps into her stolen power, her very presence changes to one not only worthy of respect, but one that demands it to one of her station.​
+10 Diplomacy. Counts as a Fae Princess for all positive purposes.

Physical Diplomacy - Not all diplomacy needs word. Not all combat needs strength.​
+5 Martial, + 3 Diplomacy. Add Martial and/or Diplomacy to certain roles, such as Trials of Combat.

Fae Breaker - You will break any Faerie over your fucking knees.​
+3 Martial and Occult. Double all bonuses against Fae. By passing certain Martial + Occult checks, you can temporarily or permanently steal Fae Traits and Abilities from them.

Complication: Steeped in Fae - You can't help it. You're not good at hiding the power you've stolen from the Fae. Worse, you have to take care that you don't end up with their weaknesses. -​
Others may sense those Fae bits she stole, if they pass an Occult check. Continue stealing of powers require a Martial + Occult check to not develop temporary Fae Weaknesses.
Stewardship Adviser - The Chair of Coins
Jacob Marley, The Hand of Scrooge
Spirit, Christmas

Martial: 17 (14 + 3 AGoC)

Diplomacy 15 (12 + 3 AGoC)

Stewardship: 41 (25 + 10 (The Chair of Coins) + 3 AGoC + 3 Spirit Boss)

Intrigue 5 (2 + 3 AGoC)

Learning 17 (14 + 3 AGoC)

Occult 30 (25 + 3 AGoC + 2 Spirit Boss)

The Chair of Coins - While the Council is Complete: +10 Stewardship. -25% to Final Upkeep. All Members of the Council know if any Employee is being controlled or tampered by outside forces. You may draw power from the Yule Well

A Ghost of Christmas (The Herald of Scrooge) - +3 to All Stats. +10 to Diplomacy Rolls involving changing a person's ways, or respecting Christmas. Ebenezer Scrooge, as well as all other Ghosts of Christmas, gain an additional +10 to all rolls against that being on the same night you have made a Successful contested roll against them. Double this during Christmas.

Spirit Boss - +3 to Stewardship, +2 to Occult. When hiring, firing, or dealing with Spirit Employees, double any Stewardship Bonus. If a Diplomacy Roll is required during this, you may use your Stewardship instead. You can become solid and spectral at-will.

Loyal To The End - Any attempt to cause you to betray or harm Ebenezer Scrooge Auto-fails. Any attempt to cause you to betray or harm another member of the Council of Christmas, A Ghost of Christmas, or Wesley Auto-fails if attempted by a non-Deity.



Equipment

Purgatory's Wages
(Christmas Artifact - Weapon (Chains))

+2 Martial, +2 Damage Reduction (Mundane/Spirit) Damage: 1 on Hit, +1 for every 30 Over.

Bound By Sin: If you Win a Contested Martial Roll, the opponent is bound by spectral chains that no mortal can break for a number of minutes equal to the difference between Marley and the Opponent's rolls

Aimed Towards Greed: +10 to Combat Rolls against the Naughty, with an additional +30 towards the Greedy.

Spectral - You may wield or store them at-will.
Intrigue Adviser - The Chair of Shadows
Jack Frost, The Hidden Blade of Santa Claus
Spirit/Cold/Winter/Christmas
Martial: 7

Diplomacy: 16

Stewardship: 4

Intrigue: 45 (25 + 10 (The Chair of Shadows) + 5 (Trickster) +5 (Equipment))

Learning: 15

Occult: 17 (12 + 5 (Cold Magic))

The Chair of Shadows - While the Council is Complete: +10 Intrigue. +1 Intrigue Action Rolled With Advantage. -25 to Enemy rolls to observe or notice members of the Council. You may draw power from the Yule Well.

Cold Magic - You can control and manipulation snow, ice, and the cold. From stabbing someone through the throat with an icicle to helping kids get a snow day from school, you know how to keep things cool. +5 Occult. Variable Bonus to Martial and Intrigue rolls based on the temperature. You are never Unarmed.

Trickster - Loki? That pretender? Jack Frost is the true mythologic master of mischief! Usually it's just fun pranks. But when the need arises, I can make them much more deadly. Watch that patch of ice. +5 Intrigue. Additional bonus to Intrigue Rolls depending on the environment. +5 to Diplomacy Rolls when dealing with kids and others with a Trickster Trait.

Winter Wonderer - You can get on pretty well with others like yourself. And on a couple of cases, you can get it on pretty well with them as well. +10 to Diplomacy Rolls when making a first impression with Winter-based members of the Unseen World. +20 to Diplomacy Rolls when trying to romance female members that the first bonus would apply to.

Malus: Partially Defrosted - Your control over the cold has been overextended. You're going to need rest and recover. Preferably in a cold place. You take -10 to rolls involving Cold Magic. You can apply only half of your bonus as an Adviser. You take a -10 Penalty to Survival Rolls. Any action You are a part of that has a Base Roll of 10 or lower immediately triggers a Survival Roll. This can be lessened or removed by resting in a cold place. Overextending yourself further will worsen this trait.

Equipment

The Ring of Luck and Moon.
(Dwarven/Moon/Luck)
(Energy: 150/150)

This unassuming ring stores what could best be described as luck.

Moonlit Luck: +5 Intrigue. While under the cover of night, it can give those who wear it unnatural luck with two modes:
- Supplies enough of a bonus to ensure a First Tier Success
- Supply enough of a bonus to ensure a Success to the next highest Tier (once per Roll)

Winter Refresh: The Ring refills its Energy every Winter Equinox.
Learning Adviser - The Chair of Knowledge
Cecilia Temperance, The Inventor of Christmas
Elf/Steampunk/Christmas

Art by Laelaya



Martial: 13 (11 + 3 (Genius) + 2 (Tougher Than You Look) - 3 (Minor Trauma))

Diplomacy: 13 (13 + 3 (Genius) - 3 (Minor Trauma))

Stewardship: 11 ( 11+ 3 (Genius) - 3 (Minor Trauma))

Intrigue: 3 (3 + 3 (Genius) - 3 (Minor Trauma))

Learning: 35 (17 + 10 (The Chair of Knowledge) + 6 (Genius) + 5 (Steampunk Inventor) - 3 (Minor Trauma))

Occult: 13 (13 + 3 (Genius) - 3 (Minor Trauma))


The Chair of Knowledge - While the Council is Complete: +10 Learning. All Research Actions Auto-Roll each Season at D75. The Council gets a 5% chance to gain a Trait each Season. You may draw power from the Yule Well

Genius: Fluff - +3 to All Stats. Additional +3 to Learning.

Steampunk Inventor - Fluff. - +5 to Learning. +20 to rolls involving Creating/Inventing/Reverse Engineering/Crafting. Most of her creations will take a Steampunk aesthetic. Can Change and Evolve.

Tougher Than You Look - Between carrying your inventions, dealing with surprise explosions, and field testing, you can take a lot more it seems. +2 Martial. +10 to Wounds. You ignore three Wounds from Explosives and Fire.

Addiction: Coffee - Must have coffee. Will scale Heaven or plunge into Hell for coffee, if necessary. - If you do not have coffee in 24 hours, you start taking penalties to all Stats. If you don't have coffee in one week, you will become highly irrational.

Minor Trauma: Your Weapons Turned Against Christmas - What was supposed to be your Magnum Opus was stolen by someone you trusted, wielded by an enemy, and used to disable the Krampus. You know it's not your fault. But it might be a while before you create weapons for a while. -3 to All Stats. -5 to All Rolls. Will not work on Weapons until dealt with. May be removed, changed, or worsen on its own.
Occult Adviser - The Chair of Solomon
Adel Bishara, Favored of Anubis
Earth/Christmas/Undead/Egypt

Martial: 11 (6 + 5 FoA)

Diplomacy: 27 (22 + 5 FoA)

Stewardship: 23 (18 + 5 FoA)

Intrigue: 27 (22 + 5 FoA)

Learning: 29 (19 + 5 RoM + 5 FoA)

Occult: 65 (30 + 10 (The Chair of Solomon) + 5 MR + 5 ME + 5 GotD + 5 RoM + 5 FoA)

–​

The Chair of Solomon - While the Council is Complete: +10 Occult. Occult Actions are made at ⅔ Bonus. Council Members may be resurrected Once, though they will gain the Trait: The Sands Run Down. You may draw power from the Yule Well


Master of Rituals - +5 Occult. +1 Occult Action if Advisor, but must be a ritual. +25 to rolls involving rituals.

Master Egyptologist: +5 Occult. +50 to all rolls involving Egyptian Mythology. +20 involving Diplomatic Rolls involving the Egyptian Mythology (Triple if it involves Anubis)

Guide of the Dead - +5 Occult. +20 to rolls involving the dead.

Researcher of Magic: +5 Occult, +5 Learning. Each Turn, You may give up one Occult action to take one Learning action involving learning magic, giving a bonus equal to half your Occult.

Favored by Anubus: +5 All Stats. +30 to rolls involving Mummification

Loving Father: +25 to all Diplomacy rolls with your daughter.

Complication - The Sands Run Down: At the start of Spring 2027, you return to the Field of Reeds. Once per year, you may appeal to Anubis for more time. You automatically return on the end of the Season where you satisfy one of the following conditions: Blake Midwinter, Jeff Bezos, and Rudolph are all dealt with (one way, or another), or you prepare someone to take your place on the Chair of Solomon.

Complication - Mummy. Going out in public is going to be problematic. -30 to Diplomacy Rolls with the Mundane.​


Important Hero Units

Blitzen, Speed of the Nine
Martial: 16 (18 + 3 (The Nine) - 5 (Trauma: Betrayal))

Diplomacy: 16 (18 + 3 (The Nine) - 5 (Trauma: Betrayal)

Stewardship: 21 (20 + 3 (The Nine) +3 (Lessons from Scrooge) - 5 (Trauma: Betrayal))

Intrigue: 6 (8 + 3 (The Nine) - 5 (Trauma: Betrayal))

Learning: 8 (10 + 3 (The Nine) - 5 (Trauma: Betrayal))

Occult: 4 (3 + 6 (The Nine) - 5 (Trauma: Betrayal))

Traits

The Nine - You are one of the flying magical Reindeer that carry Santa across the world delivering presents. In the Holiday World, you are kind of a big deal. +3 to All Stats. +3 Occult. +10 to all Diplomacy Rolls with Holiday Spirits. You can fly. You have access to Gravitational Magic

The Need For Speed - You are the fastest of the Nine. You can beat any of the others in a land speed, turn on a dime, and can match most airplanes without too much of a sweat. Of course, your magic can allow other members of the Nine to be faster, though you'll need to slow down a bit. You can also make sure people survive the G-Forces from the speed you travel. +30 to rolls where you can utilize your speed and maneuverability. You can change that bonus to +7 for each member of the Nine flying with you, which the Nine as a collective can use for the roll. People within 100 feet of you can survive G-Forces of your/The Nine's speed

Lessons From Scrooge - What once was a question about money became lessons by mail about money and business. Especially contracts and deals, and the importance on keeping them. +3 Stewardship. +10 to rolls involving Contracts.

Trauma: Betrayal - You were there when Rudolph, The Light of the Nine, sold the rest of you to Amazon. You can outrun many things. But you cannot outrun the weight of that betrayal. -5 to All Stats. -10 to All Personal Rolls. Will Attack Rudolph, Blake Midwinter, or any member of Amazon on sight. Can be lessened or removed with time and therapy, or by killing Rudolph. Can be changed or worsened by killing Rudolph, Blake Midwinter, or other members of Amazon

Complication: Owned By Amazon - By the letter of the law, Amazon owns you. That will matter to courts both in the Seen and Unseen World. If they manage to get you into a court, you may lose your freedom. Amazon legally owns you, and has the proof. -20 to rolls in court to gain your freedom. -10 to Diplomacy involving people enforcing the contract. (Additional: Due to Lessons from Scrooge, you have a copy of the contract.)
Wesley, The Maid

Art by @Andelevion

Martial: 29 (21 + 5 (Maid Arts: Kneel And Break) + 3 (Maid of Scrooge and Marley))

Diplomacy: 6 (3 + 3 (Maid of Scrooge and Marley)

Stewardship: 23 (17 + 3 (Next to Godliness) + 3 (Maid of Scrooge and Marley)

Intrigue: 16 (13 + 3 (Maid of Scrooge and Marley)

Learning: 13 (10 + (3 Maid of Scrooge and Marley))

Occult: 12 (6 + 3 (Next to Godliness) + 3 (Maid of Scrooge and Marley))

Maid of Scrooge and Marley - You are the head maid (and only maid) of all that Mister Scrooge and Marley own, and you take that job seriously. No matter where they go, you will be there the moment they need you - +3 All Stats. Once per Turn, you may use one of Scrooge's Stats instead of yours. You may instantly teleport to any of the following locations, regardless of location: Anywhere in the Workshop or Toy Shop. Anywhere within 50 feet of Ebenezer Scrooge or Jacob Marley.

Next To Godliness - You will not abide dirtiness if you can help it. Neither the dust on the shelf, or the unnatural corruption of a person's soul. +3 to Stewardship and Occult. You can interact with a person's Uncleanliness, and attempt to purify them of it. +10 to cleaning and purification rolls, as well as general maid duties

The Maid Arts: You have access to a series of ?????? from ?????, keyed to one of your Stats + Occult. You have the following unlocked:

Kneel and Break - You will not tolerate disrespect towards either of your Masters in your presence. Those that do will be made to kneel. Those who refuse to kneel will Break. +5 Martial. Variable Bonus to Martial against those who disrespect, insult, or attack Ebenezer Scrooge or Jacob Marley. Those who attempt such actions within one Kilometer of you, and have a lower Martial + Occult than you, gain one Instance of Maid Art Malus: Kneel And Break.

Build Again The World - People have a habit of breaking things. It's a good thing you're around to pick up the pieces. Free Random Upgrade per Building Mini-Turn. +20 to Building/Repairing/Constructing Items and Buildings. If an Enemy damages or destroys something within one Kilometer of you, and their Stewardship + Occult is less then yours, they take one Instance of Maid Art Malus: Nothing Stands


Malus: House-Pulled - While you are not bound to the Workshop, you feel like you are lesser when you are away from it. Though being next to either Mister Scrooge or Mister Marley does take that feeling away. -25 to all Rolls when not in an area that is a legal target for him to teleport to via Maid of Scrooge and Marley.
 
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Santa's Workshop (Plus Scrooge And Marley's)
Santa's Workshop
The Last Bastion of Christmas

Scrooge and Marley's, London, England
Current Spread: Greater London


Upkeep Per Season: 102 Per Season
Normal Christmas Spirit Generation: 5D100 + 4D20 (Winter Through Fall)


General Qualities
SEP Field Generator
Physical Location: Santa's Workshop

Huh, those Reindeer carrying a Sleigh isn't really interesting. Oh hey, the Premier League is on!

The SEP - Someone Else's Problem - Field generates waves of disinterest, making it hard to notice even the most fantastical elements of the Unseen World. If someone makes a check to notice or investigate something, Maluses are applied to that check, based off of the table below, with the worst Malus applied.

Occult 15 or Less: Auto-Failure
Occult 16 - 30: -20
Those Already In The Know: -20

Spirit Solidifier
Physical Location: Crafting Workshop

The Unseen Made Seen, The Incorporeal Made Corporeal

Any Spirit or Ghost within the Workshop can interact with physical items You can hire Spirits and Ghosts for the Workshop
Armory
Master-At-Arms: Unassigned
Christmas Spirit Expended Per Season: 3

Current Defenses:

Basic Cameras
Basic Defensive Wards (Occult) (30/30 Integrity)
Basic Offensive Glyphs (Occult) (One-Time Use, DC: 50. Failure: Take Damage)

Specialized Synergy: Freezer Rooms:
Put the bad guys on ice!

Amount of uses: 8 Per Turn (4 Base * 2 (Multi-Level Storage)
Effective Against: Those without protection from the cold.
Super Effective Against: Those who Hot / Fire / Lava traits.

Current Armament:

Candy Cane Swords (10): Basic Melee Weapons.
Peppermint Pistols (10): Basic Ranged Weapons.
Turkey Bazooka (1): AOE, Explosive, Messy, Risky, +20 to Hit, -20 Survival Rolls
Christmas Spirit Generator
Christmas Spirit Generated Per Season: 5D100 (Triple the value during Holidays Season)
Christmas Spirit Spent Per Season: 0

Christmas Battery Cell: 154/2000 CS
Remaining CS from Santa: 3160/5000

Goodwill: 0
Crafting Workshop
Crafting Stations: 15 (1 Claimed By Cecilia)
Beings Per Station: 4
Shifts Per Workday 3 / 24 Hours (8 Hour Shifts, 5 Day Week)


Maximum Crafter Limit: 168
Crafters Currently Employed: 40


Toys Per Crafter: 5000
Toys Created Per Season: 200,000
Total Toys For Christmas This Year (Estimation): 803,500
Children Served Per Year: 1,000,000/2,400,000,000


Christmas Spirit Expended Per Season: 43 (1 Per 5000 Toys, Plus 3 Additional)
Additional Items: Bathroom, Breakroom
Garage
Land Vehicle Occupied/Capacity: 0/3
Naval Vehicle Occupied/Capacity: 0/0
Air Vehicle Occupied/Capacity: 0/0
Special Vehicle Occupied/Capacity: 1/1

Christmas Spirit Expended Per Season: 2



Major Upgrade: Hidden Launch

Manipulating the location's of your Garage's door, you can exit in several places in London, Southeast England, and East of England. Your SEP Field emanates .5 Kilometer from wherever you exit.

Locations:
Outside Scrooge And Marley's
The River Thames, Southend-On-Sea (Ocean Launch)
(4 other locations)


Vehicles Currently Held:

The Sleigh of Santa (Christmas Artifact)

Seats: 3 (6 in Emergency)
Integrity: 1000/1000
Armor: 180/180 (Mundane) / 120/120 (Occult)
Animals Ready to Pull: 1/9

Special: Time Dilator - When the Sleigh was crafted by the Dwarves of Old, they made sure Nicholas could get to all the kids in one night. Even now, the device holds up well!

Special: Armor Plates (+60 Mundane) - Look, sometimes someone panics and starts shooting!

Special: Ground Mode - In case you don't have any magical reindeer able to pull it, you can still travel the roads safely! This does limit who you can deliver to, and is kind of noticeable.


???: Perform Your First Delivery
Santa's Office
Personal Equipment Closet Current/Maximum Capacity: 0/20
Amenities: Mahogany Desk, with 3 Chairs. Holiday Drink and Snack Dispenser.

Emergency Defensive Wards
Integrity: 30/30

Christmas Spirit Expended Per Season: 15
Sleeping Quarters
Maximum Capacity: 30 Employees (10 Base * 3 (Dimensional Floor))
Current Occupants: 40 Employees

Communal Kitchens: 3
Communal Living Rooms: 6

Christmas Spirit Expended Per Season: 34 (1 Per Occupant, Plus 3 Additional)

Major Upgrade: Dimensional Floors
Thinking with dimensions allows multiple floors for the sleeping quarters, saving a lot of time and Christmas Spirit.
All sleeping arrangements are tripled. This is always applied, and is applied last. This can be improved by Mind The Gap.​
Stable
Caretaker: Unassigned

Animal Occupancy/Max Occupancy: 1 / 3
Christmas Spirit Expenditure Per Season: 1 (1 Per Animal)
Current Amenities: Sleeping Pens, with plenty of room and separate bathrooms, Food Containers, Plenty of Room. Communal Living Room

Current Occupants: Blitzen, Speed of the Nine.
Storage
Current Occupancy: 203,500 Units
Maximum Occupancy: 1,250,000 (625,000 Base * 2 (Multi-Level Storage))
Christmas Spirit Expended Per Season: 4

Major Upgrade: Multi-Level Storage
Thinking with dimensions allows you multiple instances of your storage sections.
All storage is doubled. This is always applied, and is applied last. This can be improved by Mind The Gap.​

Specialized Room: Freezer Rooms
Designed to Keep Things Chill

Occupied Capacity: 100/400
Maximum Capacity: 800 (400 * 2 (Multi-Level Storage)
Healing Capabilities: 1 Stage Per Turn (Cold/Ice/Snow)
Current Occupants: Jack Frost
The Toy Shop (Scrooge And Marley's)
Indoor Area: 6 Long Aisles, 2 Checkout Areas, Storage Room, Break Room, 2 Bathrooms
Outdoor Area: Loading Dock/Sleigh Exit. Advertisement Chalkboard

Employees: 6
Awareness of The Unseen World: None.

Christmas Spirit Generated: 4D20 (Winter through Fall)/ 12D30 (Advent)/ 0 (Christmas/Twelve Night (Shop is Closed))


Unique Trait: Mandatory Reporting

The Toy Shop wants people who come in to feel welcome and safe. But sometimes, they aren't. And the Shop will find out those who are responsible.

The longer someone is in the Shop, the more the Shop learns who is hurting them. And if that person is also in the Shop, the Shop finds out more about them too. More is learned if the person being hurt is a child.

If the Shop knows, you also know. However, it won't overwhelm you with the information.
The Unseen Underground
Words, Words,


Weihnachtszwerghaus
The Dwarven Hold of London
Underneath Santa's Workshop, London, England

General Qualities
Words, Words
The Brewery
Words, Words
The Embassy
Words, Words
The Forge
Words, Words,

 
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[X] You are Mary Christmas. You were once Mrs. Claus, until the Takeover. You'd always been your husband's guiding light, and he yours. And now that's gone. But you know people. Or rather, you know the other Holiday Spirits. Well enough that they may help you out at the start. Furthermore, you managed to escape with his Sack. You just hope your heart doesn't become consumed by hatred. Nicholas wouldn't have wanted that. (You start with Two Gifts, plus 1D4 Additional Gifts from the other Holidays. You also possess the Sack of Santa. You hold Hatred in your heart towards the world.)
 
[X] You are Judas Iscariot. This should not be happening. You betrayed your Lord so many years ago, and have been paying the price ever since. Yet somehow this letter has reached you even in Hell. Maybe… maybe you can have a second chance. To atone for what you've done. Wait, what is Christmas? [You start with a secret benefactor, and four Gifts. You are a man two thousand years out of time. You have severe trauma. You are Infamous. Hard mode.]
 
[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
[X] You are Mary Christmas. You were once Mrs. Claus, until the Takeover. You'd always been your husband's guiding light, and he yours. And now that's gone. But you know people. Or rather, you know the other Holiday Spirits. Well enough that they may help you out at the start. Furthermore, you managed to escape with his Sack. You just hope your heart doesn't become consumed by hatred. Nicholas wouldn't have wanted that. (You start with Two Gifts, plus 1D4 Additional Gifts from the other Holidays. You also possess the Sack of Santa. You hold Hatred in your heart towards the world.)

I want to hatredmaxx
 
[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
[X] You are Krampus. Where Santa brought cheer and happiness to good kids, you punished the naughty ones. You are also a Demon, though you forsook Satan after spending some time with the jolly St. Nick. If you're the choice to continue Christmas, something has gone horribly wrong. Well, time to bring punishment, because there are a lot of people on the Naughty List. (When you punish wickedness, you generate Spirit and gain benefits. You start with your Sack, and two Gifts. Both Satan and God hate you)

In my head Krampus already sounds like Etrigan with a German accent
 
[X] You are Blitzen, one of the Nine Reindeer that carried Santa around the globe. You're the fastest of them as well, though that admittedly didn't matter much when you had to work as a team. While technically you belong to Amazon, you and some of the others were set free before. You might not be the smartest - that was always Vixen - you know once the presents are on the sleight, you can get them there the fastest. (You start with 1D7 Reindeer, though not Rudolph, along with two Gifts. You are fast. Amazon owns you, and wants their property back. )

[X] You are Krampus. Where Santa brought cheer and happiness to good kids, you punished the naughty ones. You are also a Demon, though you forsook Satan after spending some time with the jolly St. Nick. If you're the choice to continue Christmas, something has gone horribly wrong. Well, time to bring punishment, because there are a lot of people on the Naughty List. (When you punish wickedness, you generate Spirit and gain benefits. You start with your Sack, and two Gifts. Both Satan and God hate you)
 
[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
[X] You are Judas Iscariot. This should not be happening. You betrayed your Lord so many years ago, and have been paying the price ever since. Yet somehow this letter has reached you even in Hell. Maybe… maybe you can have a second chance. To atone for what you've done. Wait, what is Christmas? [You start with a secret benefactor, and four Gifts. You are a man two thousand years out of time. You have severe trauma. You are Infamous. Hard mode.]

I love a good redemption story, though I hope the other characters more directly related to Santa are still around.
 
[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
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[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
Um should we do the person who betrayed Jesus because if he succeds then oh man will Satan HATE losing the one who betrayed god missing from his collection
 
[X] You are Krampus. Where Santa brought cheer and happiness to good kids, you punished the naughty ones. You are also a Demon, though you forsook Satan after spending some time with the jolly St. Nick. If you're the choice to continue Christmas, something has gone horribly wrong. Well, time to bring punishment, because there are a lot of people on the Naughty List. (When you punish wickedness, you generate Spirit and gain benefits. You start with your Sack, and two Gifts. Both Satan and God hate you)
 
[X] You are Krampus. Where Santa brought cheer and happiness to good kids, you punished the naughty ones. You are also a Demon, though you forsook Satan after spending some time with the jolly St. Nick. If you're the choice to continue Christmas, something has gone horribly wrong. Well, time to bring punishment, because there are a lot of people on the Naughty List. (When you punish wickedness, you generate Spirit and gain benefits. You start with your Sack, and two Gifts. Both Satan and God hate you)

[X] You are Mary Christmas. You were once Mrs. Claus, until the Takeover. You'd always been your husband's guiding light, and he yours. And now that's gone. But you know people. Or rather, you know the other Holiday Spirits. Well enough that they may help you out at the start. Furthermore, you managed to escape with his Sack. You just hope your heart doesn't become consumed by hatred. Nicholas wouldn't have wanted that. (You start with Two Gifts, plus 1D4 Additional Gifts from the other Holidays. You also possess the Sack of Santa. You hold Hatred in your heart towards the world.)
 
[x] You are Krampus. Where Santa brought cheer and happiness to good kids, you punished the naughty ones. You are also a Demon, though you forsook Satan after spending some time with the jolly St. Nick. If you're the choice to continue Christmas, something has gone horribly wrong. Well, time to bring punishment, because there are a lot of people on the Naughty List. (When you punish wickedness, you generate Spirit and gain benefits. You start with your Sack, and two Gifts. Both Satan and God hate you)
 
[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
[X] You are Ebenezer Scrooge. The Spirits of Christmas helped you see the error of your ways, once. Enough that it changed your fate in ways no one had intended. Now is the time to repay the favor, by saving Christmas. You'll have spirits helping you, as well as your business sense and your hatred of Greed. (You'll start with the Spirits of Christmas, as well as the Spirit of Marley and two Gifts. You start with Maxed out Stewardship. You have a Hatred towards the Greedy.)
 
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