To Glory or Damnation, a Dresden Files/Alt-Hist Quest

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1.

The Great War ended in 1918, after four years of blood and slaughter. Four years of the...
Introduction and Setting Choice

mouli

Terrible QM
Location
United States
1.

The Great War ended in 1918, after four years of blood and slaughter. Four years of the vilest weapons mankind could produce flung across at their fellow men, heedless of the consequences.
The Continent is now at a tenuous peace, won by the dint of exhaustion. The old empires of central Europe are dead, their corpses riven by Communists, reactionaries and proxies for the remaining great powers.
It is a time of upheaval and change, the defining of a new millennium. You stand of the brink of greatness, but where is your perch?
[X]Germany. The remnants of the Army have split into gangs calling themselves Freikorps, and the Communists have declared workers' republics in Bavaria and Saxony. Between them are multitudes of small fish, from the Kaiser's loyalists to the Hanseatic city councils.

[X]Austria-Hungary. The broken body of one of the oldest empires in Europe, and the site of bitter infighting among the 'liberated' nations. Armies exhausted in the War grimly watch one another across wire once again as the Balkan nations jockey for advantage fuelled by foreign arms and gold.

[X]Russia. The old Empire is now a battlefield between competing interests, be they socialist, capitalist, tribal or merely selfish. There are many causes to be had in Russia, and dreams and calls to arms aplenty. Invariably, such great things are built on the blood of those who live in the ruins of this once-great empire.

[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

The War was not in any way ordinary. Energies and weapons well beyond the science of the day were employed to break the deadlock, and the ruin of what was Belgium is testimony to the recklessness of all powers involved. Weapons like:
Pick one setting:
[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
[X]Machines of war based on awful science and sorcery, fuelled by the souls of men. The wise and the monstrous were both felled like corn before a reaper - the less said of the common soldier the better. Dresden Files/Dieselpunk setting
[X]The Smiling Gas, which murdered a division at Gumbinnen. Zeppelins and massive landships powered by souls and blood. The infamous creations of a generation of great scientists who hammered their plowshares into swords, and the stuff of creation into a bloody red mist. Dresden Files/Steampunk setting.

Character creation to commence after. This quest is slated to update at least once a week, as I'm running three others.

Votes open for 24 hours.
 
Character Sheets
Character Sheet: Sophia Jones
Affiliation: None

Stats:
Strength = 2+1(Peak Human) = 3
Reflex = 3+1(Peak Human) = 4
Constitution = 6+1(Peak Human) = 7
Intellect = 9
Charisma = 9
Willpower = 8

Mana pool: 10, regenerates each turn.

Mundane Skills:
Firearms: C(154/1200): You can shoot well enough, God knows you had opportunity to learn.
CQC: D: You learned on your own, and it shows.
-Shortsword and Bayonet: D: The French sword-bayonet is a wonderfully useful thing for everything but warfare.
Medicine: C(200/1200): First aid and triage are well-practiced, sadly. Surgery and treatment of illness less so.
Infiltration: E: You're no spy, and it shows.
Lore: India: B: The names of the greater gods and common creatures are yours, as is moderate knowledge of India's culture and history.

Magecraft:
Evocation: D-(250/400): You can throw a little force around but not much else.
-Fire Manipulation: E-
-Water Manipulation: E-
-Wind Manipulation: E-
-Earth Manipulation: E-
Illusions: E-
Alchemy: C: The subtle art of potions and poisons, your area of expertise
Elixir of Escape: Cost = $50, 8 mana: Makes you one with the wind, to move faster than those pursuing you.
Revitalizing Elixir: Cost: $60, 8 mana: Like caffeine in steroids, 'nuff said. Removes all fatigue-related maluses temporarily (i.e. for two turns of combat or one turn). Restores 5 mana. Overuse can cause permanent damage.
Ritualcraft: E-
Further areas exist outside your expertise

Inventory:
One sword-bayonet, melee damage rolled on a d6
One rifle, ranged damage on d6
Revitalizing Elixir x2
Elixir of Escape x2
$420
Silver wire and stakes to set up a circle

Dwelling details:
Location: Calcutta English Quarter
Size: Small
Wards: Tripwire, alerts the occupant of magic approaching
Accessories: Alchemy setup (Basic)
 
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[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
 
New
[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
 
Mechanics
Mechanics:
This is intended to be a sort of adventure quest, and will thus revolve mainly around the MC - business empires and such can be built but will take almost obscene effort due to the resistance of vested interests. The stats are Strength, Reflex, Constitution, Intellect, Willpower and Charisma. Strength adds directly to your melee rolls, reflex to shooting, intellect to spells, willpower to SAN checks and suchlike, Charisma to social. Weapons and traits may allow other attributes to be added as well.

Skills are numerous, and I have allowed certain skills to begin unlocked. These are Infiltration, Firearms, Hand-to-Hand, Lore:India, and CQC. They in turn have subskills which confer further bonuses and are easier to level.
Levels are E-(0/100) -> E(0/200) -> D-(0/400) -> D(0/600) -> C-(0/800) -> C(0/1200) -> B-(0/1400) -> B(0/1800) -> A-(0/2000) -> A(0/2400) -> S
Each level below C subtracts 5 from related rolls, and not having the skill at all subtracts a further 5. Thus if one cannot shoot at all, any roll will have -30. Each level above C confers +5, and ranks of B, A, and S will allow trait selection for that skill - you personal twist, as it were.

Subskills are things like CQC:Spear, which gives bonuses to rolls with spear combat, and perks to spear combat. If you choose a weapon in character creation, you will unlock its skill and subskill at C.
Natural crits (rolls of 95+) will be cascaded, and crit-fails will have a mitigation roll on a d100 to gauge how well you can adapt to the reversal. Fail that (Roll less than the opponent, or less than the DC), and it's a full-blown failure.

Combat:
You will face foes who have a health amount and weapons and damage of their own. It's loosely based on DnD, so weapons will increase damage and so on. Roll for damage based on weapon, with Hand-to-Hand dealing damage based on a d4. Thus if I roll 6 and have 3 Reflex using a rifle, I'll deal 9 damage to my enemy, which will be mitigated by armor if he's wearing any. Armor acts as a damage sink with health of its own and resistance to certain types of damage, and entities can have resistance as well - Agni's fire will not burn a deva as much as a rakshasa.

Who strikes first will be determined by initiative on a d100, and it proceeds after that. Rolls to hit, to crit and suchlike are on a d100 and affected by your skills -> Damage is rolled only after score a hit. Thus is you cannot shoot, your roll is 1d100-30(no skill)+reflex, and damage rolled if the enemy cannot dodge and you hit them.

Magic:
There are more than one type of magic and magecraft. Three broad ones I'll introduce now are magecraft (like Dresden's), karmic abilities (Think of what brahmins and kshatriyas do in the Mahabharata - blessed arrows, armor of flame, increased luck, and so on.), and faith-based stuff from the Church (divine aid in searches, social, better luck, anathema to evil etc). The systems are described below:
Magecraft:
You have a mana pool that regenerates each turn, fuelling spells that you know. Your spells are roughly grouped into Evocation (Boom), Ritualcraft (wards, rituals, summons), Alchemy (think potions and so on), Divination (Little Chicago, blood-searches, warding against searches and so on). Further to be added as necessary, please let me know. They will follow the skill system above, and should you choose magic as a character perk, I will allow you to choose a focus area to get to D-Rank.
Spells are learned under each are, and have a cast DC (usually low->20 or so). They deal magic or elemental damage on a dice depending on the spell, and cost mana to use. Mana does not regenerate in combat, so be wary. When your mana reaches zero, you will have the Casting Fatigue malus: -2 to all physical damage dealt.
Spells and so on move from Apprentice(0/100)->Journeyman(0/400)->Master, and reduce mana required and increase effects per rank.

Potions will cost money to make and require a workshop of some kind. If you pick the Alchemy specialization on start, you'll have two potions of each type, and some items - namely a silver wire and stakes to set up a circle, and a recipe book. New recipes can be researched as projects that I'll allow die investment into, and you may also work in imbuing weapons and on transformation of material(enhancing steel and so on) at higher levels. Workshops are basically places where you can borrow a cauldron or container, set up a circle and make your potion in peace - as such places out of the fighting.
Potions may be sold to magical entities but cannot be used in public or sold or given to mortals for fear of breaking the masquerade. You can still do so, but the Wardens will hunt you down for it.

Karmic Abilities:
These are blessings and abilities granted by the old gods of India, who are slowly becoming active (or at least less sleepy) once more. You will have a resource called Karma that increases both per turn and depending on actions. Karma may be spent to buy increased damage during a combat miniturn, convert a fail to a success, and buy abilities. Abilities last for a specified number of turns or uses and are rather powerful to balance it out.
One example are arrows blessed by Agni. They'll be unnaturally accurate and burn everything around the hit area as well, dealing holy and fire damage on a d6+5. The downside is a karma cost of 2 per arrow, so spend them wisely.
Karma can also be reduced by going against a god, meddling in things they don't want you to and suchlike. There are many, many gods, so don't fear loss of your karmic abilities, but at the same time don't excessively piss off a god.
You may buy abilities at temples or through meditation and penance, to reach the deva you are appealing to. Cost may be reduced by bargaining or favors to the deva in question, although there are hazards there as well.

Faith-based abilities:
Similar to Michael Carpenter's insane luck, you have a resource called Faith that increases each turn and depending on your actions. Faith can also be decreased by actions contrary to the tenets of the faith (heh) and if you turn Denarian is replaced by a resource called Desecration with similar mechanics.
Faith can buy success in combat DCs, can save a crit-fail and can grant abilities/appeals. You may appeal for success in a search (see Charity Carpenter), you may ask for aid against the darkness (bonus holy damage), high Faith can see much-increased relations with the Church, and so on.
Faith is through prayer and appeals to God, and as such will always be a choice in an action. I will write in faith-based options in actions, and your character sheet will show appeals that have succeeded before and their faith cost.
You will also be able to consecrate weapons and temporarily consecrate areas by spending Faith, which will then do damage to demons and so on that are affected.
 
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[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
 
[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
 
[X] India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X] The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
 
[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.

I was tempted to vote for Germany just to make Berlin the center of everything, but the India option is interesting enough that I want to see it.
 
[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
 
[X]Russia. The old Empire is now a battlefield between competing interests, be they socialist, capitalist, tribal or merely selfish. There are many causes to be had in Russia, and dreams and calls to arms aplenty. Invariably, such great things are built on the blood of those who live in the ruins of this once-great empire.

[X]The Smiling Gas, which murdered a division at Gumbinnen. Zeppelins and massive landships powered by souls and blood. The infamous creations of a generation of great scientists who hammered their plowshares into swords, and the stuff of creation into a bloody red mist. Dresden Files/Steampunk setting.
 
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Votes called!
[X]India. The vast numbers of dead on the Western Front caused a greater reliance on foreign manpower - among them the Indian Army. The Mutiny that followed the war resulted in the shattering of the Empire's crown jewel. Shattered into princely states, British fortresses on the coast and warlord fiefdoms inland and in the north, it is a land where an adventurer may rise - or fall to depths lower than Hell itself. GM's preferred option.

[X]The arts of magecraft and sorcery, destroying battlefields and slaughtering the ordinary men like chaff in the wind. Dresden Files setting.
Wins.
 
Character Creation
2.

The War was long and affected every aspect of life among the belligerent powers. But were you among them?
[X]Yes, I am British.
[X]Yes, I am French.
[X]Not quite - I'm American.
[X]Not quite - I'm Indian
This will affect flavor and character attitudes - an Englishman will speak differently to an American than a Frenchman, for instance.

Fair enough, you are
[X]Mr. Male MC
[X]Miss Female MC
[X]Write-In Name
a recent arrival to the subcontinent of India, said to be the frontier of the new century. Anything is possible in a land of ancient temples and brand-new arms companies - anything at all. Beware though - there are things in the shadows not meant to be seen by men.
The War was fought in the main by normal men wielding horrific weapons - but it was made worse by others. Sorcery and magecraft was employed on both sides, and the Wardens of the White Council barely had the strength to keep the Masquerade. The common soldier knows only rumors, but you've seen it, the dismembered corpses, the fields of flame and the dead rising en masse.

But you're no common soldier, else you'd not voluntarily have come to India, riven by strife as it is. What made you special?
Pick up to 5 points' worth, drawbacks can add:
[X]Magic: You were one of the few wizards in the war, and one of the fewer who survived. Adds 10 points of Mana capacity, allows learning magic. Can be taken multiple times, adding 10 points of capacity each time. 3 points. For reference, Dresden would have 30-40 capacity as of Blood Rites. On the flip-side, it's more flexible than any other option.

[X]Seeing the Trinity: You almost died on the Western Front. You almost died, until something brought you back. You know who, but you'd rather not say. Adds +2 Karma per turn, allows use of Hindu mythological abilities. Touched by the Trimurti, there will be expectations from your patrons.Can be taken multiple times for +2 Karma/turn each time. 3 points. Cannot be taken with magic or the Church.

[X]Fighting in the name of God: You were picked for cleaning the Augean stables of the high command during the war. You were no Sword-wielder, but one does what one can. Adds +2 Faith per turn, allows use of Christian faith-based abilities. Expectations from the Church - be it Anglican, Catholic or Orthodox. Can be taken multiple times for +2 Faith/turn each time. 3 points. Cannot be taken with magic or the Trimurti.

[X]Peak Human: You were always strong, fast and unusually fit. The military never changed that. +1 to all physical stats. 1 point.

[X]Spirits and souls: You may not have much inherent magic, but seeing spirits and ghosts has always been your curse. Adds trait: Ectomancer. 2 points, special rules if picked. Cannot be taken with other magical abilities.

[X]Weapons. In the chaos of demobilization, much vanished. Things like: Pick one:
-[X]A rifle and ammunition, along with a combat knife. Deals physical damage on a d6, long-range. Cheap to maintain. 1 point.
-[X]A supposedly blessed sabre, one you'd lifted off a dead German officer. Deals d6 melee damage and +1 holy damage. May cause issues with various factions.1 point.
-[X]Gas grenades and a stormtrooper's machinepistol. Deals physical damage on a d6+2, short-range. Grenades may deal d20 damage spread over an area, medium-range. Ammunition is an issue. 2 points.

[X]Your contacts and network - be it in the Army or out. Contacts like: 1 point each, pick one or more.
-[X]The merchant families of the Malabar coast, from Surat to Calicut. Better reputation with coastal merchant families, potentially better items/deals.
-[X]The military that you'd bled for and that deserted you after. Better network and relations in the British Army and the crown loyalists in India. Difficulties among the Indian nationalists.
-[X]The Indian Army, the ones you'd fought beside. That Nehru chap came with you lot, and he seemed to have quite a bit of pull. Better reputation among Indian nationalists, worse among British troops.
-[X]The Anglican church and its missionaries. Your relatives had served for generations spreading the good word, and it shows in the renown your name holds. Better relations with Anglican church, worse among Indian pagans and Muslims.

Drawbacks:
[X]Hunted. The following factions want you, dead or alive. Alive may in fact be worse. Pick one or more, adds heavy malus to relations with each one picked. Adds 1 point each:
-[X]Thuggees: The followers of Kali as a death goddess want your head, your attachment to it is optional.
-[X]The mujahid of Central India, a collection of Shi'ite apocalyptic cults. They come in their winding-sheets, for they believe themselves dead already.
-[X]The Ordo Malleus of the Catholic Church wants you hauled in for 'questioning'. Cannot be taken with Anglican contacts.

[X]Visions: You have always had visions and dreams, and they have increased of late. Your mind is as a consequence easier to meddle with. Adds 2 points. Adds trait Open-Minded: -3 Willpower, further -10 to all SAN checks and mental defence rolls.

[X]Cursed: You and your line have been touched by something dark in Flanders fields. Something that hunts your every step. Adds trait Darkness-Touched: -10 to all event rolls, heavy malus to church relations. Cannot be taken with Anglican contacts. Adds 2 points.
 
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[X] Plan Wise With Westerns
-[X]Not quite - I'm American.
-[X]Miss Female MC
-[X] Sophia Jones
-[X]Magic: You were one of the few wizards in the war, and one of the fewer who survived. Adds 10 points of Mana capacity, allows learning magic. Can be taken multiple times, adding 10 points of capacity each time. 3 points. For reference, Dresden would have 30-40 capacity as of Blood Rites. On the flip-side, it's more flexible than any other option.
-[X]Weapons. In the chaos of demobilization, much vanished. Things like: Pick one:
--[X]A rifle and ammunition, along with a combat knife. Deals physical damage on a d6, long-range. Cheap to maintain. 1 point.
-[X]Your contacts and network - be it in the Army or out. Contacts like: 1 point each, pick one or more.
--[X]The merchant families of the Malabar coast, from Surat to Calicut. Better reputation with coastal merchant families, potentially better items/deals.
 
[X] Plan Wise With Westerns v2
-[X]Not quite - I'm American.
-[X]Miss Female MC
-[X] Sophia Jones
-[X]Magic: You were one of the few wizards in the war, and one of the fewer who survived. Adds 10 points of Mana capacity, allows learning magic. Can be taken multiple times, adding 10 points of capacity each time. 3 points. For reference, Dresden would have 30-40 capacity as of Blood Rites. On the flip-side, it's more flexible than any other option.
-[X]Peak Human: You were always strong, fast and unusually fit. The military never changed that. +1 to all physical stats. 1 point.
-[X]Your contacts and network - be it in the Army or out. Contacts like: 1 point each, pick one or more.
--[X]The merchant families of the Malabar coast, from Surat to Calicut. Better reputation with coastal merchant families, potentially better items/deals.

Basically, I like you're plan veekie, it was mostly what I was designing myself, except for the taking a weapon over Peak Human. We're a wizard with merchant contacts. We will be able to get ourself a weapon. I figure that it's better to take Peak Human now, and take the little bit of risk that we might have to rely on Peak Human abilities and magic while we arm ourself.
 
I was tempted to vote for Germany just to make Berlin the center of everything, but the India option is interesting enough that I want to see it.
Wouldn't be only Germany. You have Saxony and Bavarian socialist republics, Hanseatic cities and Freikorps all over the country. Main conflict would have been intra-Council, vampire courts, Fae, and so on.
Russia is the only other one that had the setting diversity India does, and distances make it tougher to write.
 
Wouldn't be only Germany. You have Saxony and Bavarian socialist republics, Hanseatic cities and Freikorps all over the country. Main conflict would have been intra-Council, vampire courts, Fae, and so on.
I was thinking of how the other alt history quests on here, QQ, and SB (dead?) are taking place in Berlin. It was tempting to go for a brief bit of laughter from putting all the quests in Germany.
 
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