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resources:adventure:labyrinth [2019/09/29 11:49]
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resources:adventure:labyrinth [2019/09/30 09:10] (current)
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   * [[user:​sophiadm:​pc:​beatrice|Beatrice]] - Sophia   * [[user:​sophiadm:​pc:​beatrice|Beatrice]] - Sophia
   * [[user:​alexet:​pc:​marmaduke|Marmaduke]] - Alex   * [[user:​alexet:​pc:​marmaduke|Marmaduke]] - Alex
-  * [[wheely|A Wheel Paladin]] - Heather+  * [[wheely|Natalia]] - Heather
  
 ===== Summary ===== ===== Summary =====
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 ==== Linear Three: The Gauntlet ==== ==== Linear Three: The Gauntlet ====
-Given mutations from Kelvin that will allow them to burn their way through the blizzard, Mordecai, Anoushka, Chance and Wheely ​prepare to storm the Imperial Palace, or whatever in this strange city has taken its place. Marmaduke and Beatrice agree to stay behind to maintain the path out of the city and ensure they have an escape route. However, before they can start, the Forgotten One appears, in answer to the herald'​s call. Manifesting through [[resources:​adventure:​the_flood|the infant denizen in which it was trapped almost a year ago]], a tiny form caught in unimaginably vast chains, something that Mordecai clearly does not feel great about. Asking for more information on the Nephilim and a guarantee that the Tetrarchs will not seek to claim the Unspace for themselves, the Forgotten One refuses to help unless it is freed. After some discussion, Mordecai and Anoushka agree to release the seal that Mordecai placed on it, and to destroy the one that Sofia placed upon it during the Conflict incursion a year ago. Engaging in a psychic combat with a pair of huge twin dragons representing Strife and Discord, the Rod paladins engage while Chance wrestles with his own Buckler, which is attempting to intervene in behalf of its liege, the Lord of Fire. Eventually, the Buckler releases the reanimated [[resources:​adventure:​conflicting_feelings|Lady of Tremors]], who is compelled to fight the party but attempts with all her might to resist, causing massive psychic earthquakes as she is consumed in fire and rock. In the chaos, the party lay low the dragons and shatter the last seal.+Given mutations from Kelvin that will allow them to burn their way through the blizzard, Mordecai, Anoushka, Chance and Natalia ​prepare to storm the Imperial Palace, or whatever in this strange city has taken its place. Marmaduke and Beatrice agree to stay behind to maintain the path out of the city and ensure they have an escape route. However, before they can start, the Forgotten One appears, in answer to the herald'​s call. Manifesting through [[resources:​adventure:​the_flood|the infant denizen in which it was trapped almost a year ago]], a tiny form caught in unimaginably vast chains, something that Mordecai clearly does not feel great about. Asking for more information on the Nephilim and a guarantee that the Tetrarchs will not seek to claim the Unspace for themselves, the Forgotten One refuses to help unless it is freed. After some discussion, Mordecai and Anoushka agree to release the seal that Mordecai placed on it, and to destroy the one that Sofia placed upon it during the Conflict incursion a year ago. Engaging in a psychic combat with a pair of huge twin dragons representing Strife and Discord, the Rod paladins engage while Chance wrestles with his own Buckler, which is attempting to intervene in behalf of its liege, the Lord of Fire. Eventually, the Buckler releases the reanimated [[resources:​adventure:​conflicting_feelings|Lady of Tremors]], who is compelled to fight the party but attempts with all her might to resist, causing massive psychic earthquakes as she is consumed in fire and rock. In the chaos, the party lay low the dragons and shatter the last seal.
  
 Back in the real world, the tiny denizen combusts as Supremacy, once forgotten and now restored, manifests as a burning, seraphic entity of roiling white plasma. It exults and flies away, leaving behind some vivid and horrible memories. The party experience being primal humans strapped to an arcane operating table and implanted with shards of starry flesh, feeling it burn as it is implanted. The Nephilim, it transpires, are primal humans implanted with pieces of Outsider to better target their foes, deemed dangerous and unsuitable by the Dreamers who made them and exiled into the beyond. Back in the real world, the tiny denizen combusts as Supremacy, once forgotten and now restored, manifests as a burning, seraphic entity of roiling white plasma. It exults and flies away, leaving behind some vivid and horrible memories. The party experience being primal humans strapped to an arcane operating table and implanted with shards of starry flesh, feeling it burn as it is implanted. The Nephilim, it transpires, are primal humans implanted with pieces of Outsider to better target their foes, deemed dangerous and unsuitable by the Dreamers who made them and exiled into the beyond.
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 MORE TO COME MORE TO COME
 ====For the World==== ====For the World====
-  * The Unspace is now substantially larger in size, overlapping much of the city and even some places beyond. It is also easier to gain access to, either through simply being lost or travel through a specially-prepared mirror. There are calls for it to be recognised as a fifth congruent plane, and a fifth Magister duly appointed. +  * The Unspace is now substantially larger in size, overlapping much of the city and even some places beyond. Some parts of it feature elements of a cold and foreboding city, but there is no sign of deeper Nephilim influence. It is also easier to gain access to, either through simply being lost or travel through a specially-prepared mirror, through a ritual that is increasingly becoming relatively common knowledge. There are calls for it to be recognised as a fifth congruent plane, and a fifth Magister duly appointed. 
-  * A large, impossible city has entered the material plane at xxxxx location. It is perpetually covered by a blizzard and uninhabited but for restless ghosts in ancient armour and a slowly but consistently growing number of Nephilim. The scale of incursion has been drastically slowed, but not stopped completely.+  * A large, impossible city has entered the material plane at [Location TBC]. It is perpetually covered by a blizzard and uninhabited but for restless ghosts in ancient armour and a slowly but consistently growing number of Nephilim. The scale of incursion has been drastically slowed, but not stopped completely.
   * The denizen Supremacy, once known as the Forgotten One, has at long last been released from its prison. This is an exceptionally powerful creature dedicated to immediately recovering its holdings within the courts of Strife and Discord, and indeed conquering all of Conflict. The already fractious and violent plane will soon be in a state of large-scale civil war.   * The denizen Supremacy, once known as the Forgotten One, has at long last been released from its prison. This is an exceptionally powerful creature dedicated to immediately recovering its holdings within the courts of Strife and Discord, and indeed conquering all of Conflict. The already fractious and violent plane will soon be in a state of large-scale civil war.
   * The Tetrarchs are reunited - as such, machinery built by the collective hands of the four, like the Cauldron beneath the Bastion Immaculata or the denizen Starlight, will be fully operational.   * The Tetrarchs are reunited - as such, machinery built by the collective hands of the four, like the Cauldron beneath the Bastion Immaculata or the denizen Starlight, will be fully operational.
 +
 +====Mordecai====
 +  * +1 Death
 +  * +3 Favour from various sources for returning the missing people
 +  * May call ROLEPLAY COMFORT once per encounter on someone they consider to be a lost soul, and a SELF HEAL TWO while defending such a person.
 +  * **The Mirror'​s Last Gift (Quirk):** You have an instinctive sense for the Unspace, and if you ever end up there will gain the benefits of Survivalist. More pertinently,​ you have a strong sense for things that are lost or abandoned, and can try to use this ability to seek them out. If they are sufficiently lost that they are in the Unspace, you will know. If they are only partly lost, you will gain a rough sense for where they are, if they are within the city. If they are not lost at all, but, say, stolen, you will be aware that they are not within the Unspace'​s purview.
 +  * Is no longer aligned to the Lord of Fire, but may use any abilities obtained by them via Supremacy instead. May take '​Branded by a Liege of Conflict (Supremacy)'​. If you do not, the brand on your head will gradually fade.
 +  * **Crystal Heart (Quirk):** Three times per encounter, you may deal yourself a SINGLE and reduce your death count by ten seconds until the end of the encounter, in exchange for giving an ally one of the following: +1 Might, +1 essence, 10 conflict charge, 10 seconds of erosion casting, one connection charge, one Shaping, or one common Ichorwerk. You may not target yourself with this ability.
 +  * Gains a minor boon from Unit 01: Once per adventure you may use the skill Die Hard with no might cost and a twenty-second duration, even if you do not have the skill.
 +  * **To Stand Apart (Chronic Affliction):​** Your body and mind are, in an important sense, no longer human. This may result in cosmetic or personality changes at your discretion. In addition, you no longer have the underlying echoes of your purpose as a drone soldier, will find it substantially easier to pick up epic trees like Planar Successor, and give off a subtle sense of otherness.
 +
 +====Anoushka====
 +  * +1 Death
 +  * +3 Favour from various sources for returning the missing people
 +  * **The Mirror'​s Last Gift (Quirk):** You have an instinctive sense for the Unspace, and if you ever end up there will gain the benefits of Survivalist. More pertinently,​ you have a strong sense for things that are lost or abandoned, and can try to use this ability to seek them out. If they are sufficiently lost that they are in the Unspace, you will know. If they are only partly lost, you will gain a rough sense for where they are, if they are within the city. If they are not lost at all, but, say, stolen, you will be aware that they are not within the Unspace'​s purview.
 +  * May take '​Branded by a Liege of Conflict (Supremacy)'​. If you do, you gain the ability to call MASS ROLEPLAY AWE or MASS ROLEPLAY DREAD freely for one encounter per adventure.
 +  * Is an Elect. You feel a drive towards superiority and perfection, may purchase skills from the Elect epic tree, and have a visibly augmented frame that is detectable with Scent of Ichor. Given the nature of your augmentation,​ you may and must purchase the skill '​Mental Fortress'​ regardless of level.
 +  * Gains a minor boon from Unit 01: Once per adventure you may use the skill Die Hard with no might cost and a twenty-second duration, even if you do not have the skill.
 +  * **To Stand Apart (Chronic Affliction):​** Your body and mind are, in an important sense, no longer human. This may result in cosmetic or personality changes at your discretion. In addition, you no longer have the underlying echoes of your purpose as a drone soldier, will find it substantially easier to pick up epic trees like Planar Successor, and give off a subtle sense of otherness.
 +  * Mutation: Springheels.
 +  * Gains a Strong Affliction of the Mind: Your faith is unusually unshakeable.
 +
 +====Beatrice====
 +  * +1 Death
 +  * +3 Favour for saving the missing people.
 +  * **The Mirror'​s Last Gift (Quirk):** You have an instinctive sense for the Unspace, and if you ever end up there will gain the benefits of Survivalist. More pertinently,​ you have a strong sense for things that are lost or abandoned, and can try to use this ability to seek them out. If they are sufficiently lost that they are in the Unspace, you will know. If they are only partly lost, you will gain a rough sense for where they are, if they are within the city. If they are not lost at all, but, say, stolen, you will be aware that they are not within the Unspace'​s purview.
 +  * Mutation: Clambering Legs ('​Sticky Pads' reskin)
 +  * Strong Mind Affliction: Your mind feels cool, logical, and inhuman. One RESIST to FEAR or ROLEPLAY per encounter. You may ask Glory how it feels about something once per adventure.
 +  * Gains a **Perfected Tome of Lost Lore**. Anybody with the cipher skill may attempt to use this once per adventure to ask a strictly factual question about the world. The GM should then flip a coin to see if they successfully interpret the information or get it crucially wrong. Either way, they are then under the role-playing effect that they are decisively confident of the information they have just received.
 +  *   * You were dead by the time the process completed, but dead bodies can be mutated too: You may IF YOU WISH take the folowing: ​ **To Stand Apart (Chronic Affliction):​** Your body and mind are, in an important sense, no longer human. This may result in cosmetic or personality changes at your discretion. In addition, you no longer have the underlying echoes of your purpose as a drone soldier, will find it substantially easier to pick up epic trees like Planar Successor, and give off a subtle sense of otherness.
 +
 +====Marmaduke==== ​
 +  * +1 Death
 +  * +3 Favour for rescuing the missing people
 +  * **The Mirror'​s Last Gift (Quirk):** You have an instinctive sense for the Unspace, and if you ever end up there will gain the benefits of Survivalist. More pertinently,​ you have a strong sense for things that are lost or abandoned, and can try to use this ability to seek them out. If they are sufficiently lost that they are in the Unspace, you will know. If they are only partly lost, you will gain a rough sense for where they are, if they are within the city. If they are not lost at all, but, say, stolen, you will be aware that they are not within the Unspace'​s purview.
 +  * Mutation: sleek scales on your legs that make you an excellent swimmer.
 +  * Loses **A Sword That is Aflame but Never Burns**, gains **Half of a Sword That is Aflame but Never Burns**. Mechanically,​ this works as it did before but is a broken hilt and represented with a short-ish balanced weapon rather than a greatsword. It is also now connected to the other half, which is within the Thief, and so exhorts you both to fulfil your destiny and to steal things. Anything killed, destroyed or absorbed by this sword will likely be claimed by the Thief, which is very much not the same thing as it being lost forever. You can probably use this to ask the Thief how it feels about things, but, well, it invariably feels that you should be stealing stuff.
 +  * You were dead by the time the process completed, but dead bodies can be mutated too: You may IF YOU WISH take the folowing: ​ **To Stand Apart (Chronic Affliction):​** Your body and mind are, in an important sense, no longer human. This may result in cosmetic or personality changes at your discretion. In addition, you no longer have the underlying echoes of your purpose as a drone soldier, will find it substantially easier to pick up epic trees like Planar Successor, and give off a subtle sense of otherness.
 +
 +====Natalia====
 +  * +3 Favour for rescuing the missing people
 +  * **The Mirror'​s Last Gift (Quirk):** You have an instinctive sense for the Unspace, and if you ever end up there will gain the benefits of Survivalist. More pertinently,​ you have a strong sense for things that are lost or abandoned, and can try to use this ability to seek them out. If they are sufficiently lost that they are in the Unspace, you will know. If they are only partly lost, you will gain a rough sense for where they are, if they are within the city. If they are not lost at all, but, say, stolen, you will be aware that they are not within the Unspace'​s purview.
 +  * May take '​Branded by a Liege of Conflict (Supremacy)'​. If you do, you gain the ability to call MASS ROLEPLAY AWE or MASS ROLEPLAY DREAD freely for one encounter per adventure.
 +  *  **To Stand Apart (Chronic Affliction):​** Your body and mind are, in an important sense, no longer human. This may result in cosmetic or personality changes at your discretion. In addition, you no longer have the underlying echoes of your purpose as a drone soldier, will find it substantially easier to pick up epic trees like Planar Successor, and give off a subtle sense of otherness.
 +
 +====Chance====
 +  * +3 Favour for rescuing the missing people
 +  * **The Mirror'​s Last Gift (Quirk):** You have an instinctive sense for the Unspace, and if you ever end up there will gain the benefits of Survivalist. More pertinently,​ you have a strong sense for things that are lost or abandoned, and can try to use this ability to seek them out. If they are sufficiently lost that they are in the Unspace, you will know. If they are only partly lost, you will gain a rough sense for where they are, if they are within the city. If they are not lost at all, but, say, stolen, you will be aware that they are not within the Unspace'​s purview.
 +  * May take '​Branded by a Liege of Conflict (Supremacy)'​. If you do, you gain the ability to call MASS ROLEPLAY AWE or MASS ROLEPLAY DREAD freely for one encounter per adventure.
 +  *  **To Stand Apart (Chronic Affliction):​** Your body and mind are, in an important sense, no longer human. This may result in cosmetic or personality changes at your discretion. In addition, you no longer have the underlying echoes of your purpose as a drone soldier, will find it substantially easier to pick up epic trees like Planar Successor, and give off a subtle sense of otherness.
 +  * Gains **Planar Boundary Interface Unit 11**, an awakened pair of scissors. So long as you are touching these scissors, you gain a Severe affliction of the Mind in the form of intense megalomania. This will gradually fade over the course of a few encounters not in contact with them. Once per encounter, you may call ARISE MY MINION on a dead enemy. Once per encounter, you may perform an Embrace-like effect with the purviews of Control, Conquest, or the Suffering of Others. Use of the Embrace instantly upgrades the affliction to Chronic, at which point it will not fade unless treated. You may keep these scissors on your person without handling them, but will feel a gradually increasing desire to wield them. You may also turn these in to Threshold to gain '​Affiliation:​ Threshold'​ with no favour cost.
 +  * Has one vial containing an exceptionally strong, Magos-influenced mutagen. The effects of this are strongly biased in favour of rebirth, and have the power to affect a reclass (or something of similar power) on the person they are applied to. 
 +  * Loses a vial of Mirror-fluid,​ gains the Chronic Affliction **Identity Chameleon:​** You find your sense of self is easily influenced by those nearby. With focus, however, you may exert some control over the changes. In addition, after spending some time among the Devoted, Denizens, Forest Touched, or other things that give off a metaphysical energy signature, you will begin to respond accordingly. After ten minutes in Conflict, for instance, you might appear to be a Conflict denizen, and be treated accordingly. Spending long periods of time among entities with a very strong sense of self (like Muses, Outsiders, or very powerful Denizens) may have more long-term effects on your personality or abilities.
  
  
 {{tag>"​labyrinth"​ adventure}} {{tag>"​labyrinth"​ adventure}}
resources/adventure/labyrinth.1569757777.txt.gz · Last modified: 2019/09/29 11:49 by g_b