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The Bloodstained Sky: A Virtual Tabletop RPG Campaign


Lilith

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I'm sorry to flake out like this, but I've come down with one of the worst migraines I've had all year. It's making it hard to think, and while I was hoping it'd ebb enough to make the session doable, it's showing no sign of getting better. I defintiely don't think I'm going to make it to the session tonight.

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Ding! +Power Points.

 

 

Name: Leila Rithorn

Race: Elf Female

Occupation: Traveling Necromancer

 

Power Points: 20

 

Experience: 37

 

Agility: d6

Fighting: d4

Riding: d6

Stealth: d4

 

Smarts: d8

Spellcasting: d10

Notice: d6

Investigation: d6

Knowledge (Arcane): d8

 

Spirit: d8

Persuasion: d8

 

Strength: d4

 

Vigor: d6

 

Pace: 6''

Parry: 6

Toughness: 5

Charisma: 2

 

Hindrances:

Cautious (Minor)

Quirk (Minor)

Wanted (Major)

 

Edges:

Arcane Background (Magic)

New Power (Spectral Servant/Shadow Bolt)

New Power (Grave Speak)

Power Points x2

Necromancer: May cast the Zombie power at Novice rank, reduces the PP cost of the Zombie power by 1, may double the cost to increase the duration (2d6 hours, 2d6 days with a raise, permanent with two raises). May never have more permanent undead than twice one’s spirit die.

Attractive: +2 Charisma

 

Powers:

 

Rend Life (bolt w/ necromantic trappings)

Rank: Novice

PP: 2

Range: 12/24/48

Duration: Instant

The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

 

Shadow Bolt (bolt w/ dark trappings)

Rank: Novice

PP: 1

Range: 12/24/48

Duration: Instant

A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d4+1 damage and envelopes the target in a cloud of darkness, giving a -2 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d4 damage for 2PP.

 

Deathly Presence (fear w/ necromantic trappings)

Rank: Novice

PP: 2

Range: Smarts x 2

Duration: Instant

The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

 

Animate Dead (zombie w/ necromantic trappings)

Rank: Veteran Novice

PP: 2/corpse

Range: Smarts

Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

 

Spectral Servant (zombie w/ necromantic trappings)

Rank: Veteran Novice

PP: 3/spirit

Range: Smarts

Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

 

Grave Speak

Rank: Seasoned

PP: 4

Range: Touch

Duration: 3 (1/round)

This spell allows the caster to contact a departed soul. To do this, the spell must be directed at a particular soul and the caster must either know the name of the deceased or have access to a personal item (part of their corpse, a treasured item, etc.). If the spell succeeds, a ghostly voice makes itself known and may be questioned. One question may be asked for each round the spell is active. The spirit is not necessarily friendly and may lie, but it cannot refuse to answer or make guesses. The spirit only knows whatever it knew in life.

 

Shadowstep (Burrow w/ dark trappings)

Rank: Novice

PP: 3

Range: Smarts x 2

Duration: 3 (2/round)

The caster steps into the shadows and vanishes. While merged in this way, they are able to transport themselves to any area covered by darkness within range as a movement action. They may step out of the shadows at their current location as a free action – making a Stealth roll opposed by the opponent’s Notice if attempting to ambush someone. On a raise, this gives the benefits of the Drop (+4 attack and damage), and gives half the benefits for a success. The spell requires shadows of at least human size to work, and if the shadow currently being used ceases to exist, the caster (and anyone else in it) instantly reappears and the spell expires. The spell can affect up to five targets, at 1 PP per target beyond the first.

 

 

Also, Nioca, you should know that Waddles got an advance as well.

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Bumping Shooting to d10

 

Bekora Tiquo Human Mechanic

XP: 37 (Advancement 7)

Wounds: 0

Fatigue: 0

Power Points: 10/10

 

[spoileralt=Skills and Derivatives]

Agility: d8

Smarts: d10

Spirit: d4

Strength: d4

Vigor: d4

 

Investigation: d10

Knowledge (Engineering): d10

Knowledge (Geography): d8

Notice: d8

Repair: d10

Riding: d8

Shooting: d10

Spellcasting: d10

Streetwise: d6

 

Parry: 2

Toughness: 4

Charisma: +0

Pace: 6

 

Arcane Background (Magic): 10 PP, 3 powers

MacGyver: May improvise temporary gadgets

Scholar: +2 to two different Knowledge skills

Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1

Gadgeteer: Once per session, can create Weird Science object from spare parts

Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion)

Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls.

 

Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts

Loyal: Bekora tries to never betray or disappoint her friends

Stubborn: Bekora always wants her way

Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions.

[/spoileralt]

 

[spoileralt=Gear]

Horse

Crowbar

Hammer

20 yards of rope

Iron spikes (10)

Shortbow

Quiver

Barbed arrows (20)

Revolver

Revolver Ammo (25)

[/spoileralt]

 

[spoileralt=Spells]

[spoileralt=Chain Lightning (custom power, based loosely on Bolt)]

Rank: Novice

Power Points: 3

Range: 12/24/48 (+special)

Duration: Instant

Trappings: Electrical arc

An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour.

[/spoileralt]

[spoileralt=Forcecage (based on Damage Field)]

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (2 PP/round maintenance after duration expires)

Trappings: Electrical field

An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target.

[/spoileralt]

[spoileralt=Summon Elemental (Summon Ally)]

Rank: Novice

Power Points: 3+

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Creates an elemental servant under the control of the caster.

[spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6

Pace: 8, Parry: 7, Toughness: 5

Skills: Fighting d8, Shooting d6

 

Special Abilities

Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt]

[spoileralt=Lightning Wisp (Novice Rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4

Pace: 10, Parry: 6(+2), Toughness: 4

Skills: Fighting d8

 

Special Abilities

Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement.

Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range.

[/spoileralt]

[/spoileralt]

[spoileralt=Charge (Smite, modified with increased range and PP cost)]

Rank: Novice

Power Points: 3 per target

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Charges a weapon with electricity

 

Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets.

[/spoileralt]

[/spoileralt]

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Agility d10, Riding d10

 

 

 

 

Sir James the Rose

Dwarf

Chivalrous Cavalier

XP: 37

Wounds: 0

Fatigue: 0

 

Agility: d10

Smarts: d4

Spirit: d8

Strength: d8

Vigor: d8

 

Fighting: d10

Riding: d10

Persuasion: d8

Streetwise: d4

Shooting: d8

Boating: d6

Swimming: d6

 

Parry: 9 (2 base, 5 fighting, 2 equipment). +1 when wielding rapier.

Toughness: 9 (7 base, 2 armour, +2 vs missiles)

Charisma: +4

Pace: 5

 

Edges:

Noble (+2 Charisma, steady income, but obligations to a lord)

Knight (+2 Charisma, free gear, but more obligations to a different lord)

Elan (+2 to result when spending a Bennie)

Brawny (+1 Toughness, can carry more weight without encumberance)

Beast Bond (Can spend Bennies on any animal under his command)

 

Hindrances:

Code of Honour

Delusional

Loyal

 

Gear:

Warhorse (with barding)

Lance

Rapier

Bow

Chain hauberk

Large shield (Roseate Escutcheon), gives Command and Arcane Fire Resistance edges.

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It's jailbreak time! Think sneaky thoughts!

 

Agility d8 > d10

Stealth d8 > d10

 

 

Jered

Human

Insolent Hunter

XP: 36

Wounds: 0

Fatigue: 0

 

Agility: d10

Smarts: d8

Spirit: d6

Strength: d6

Vigor: d6

 

Shooting: d10

Stealth: d10

Survival: d8

Tracking: d8

Healing: d8

Notice: d6

Swimming: d6

Climbing: d4

Fighting: d4

 

Parry: 4

Toughness: 6 (5 base, 1 armour)

Charisma: -2 (+0 vs humans)

Pace: 6

 

Edges:

Woodsman

Alertness

Marksman

Double Shot

Trademark Weapon (Braidvine Bow)

 

Hindrances:

Curious

Illiterate

Outsider

 

Gear:

Dagger

Braidvine Bow

Leather armour

Quiver

Barbed arrows (20)

20 yards of rope

3 silver coins (?)

 

Braidvine Bow:

This bow -- stave and string -- is made from living braidvine, a hardy vine that grows in woven "cables". It functions as a regular bow (page 54) and is a minor artifact with two powers (arcane 1d8e, 10 PP).

 

Entangle

The wielder can pull a cordon off the bowstave and fire it at a target or group of targets within 12"/24"/48", rolling arcane versus Agility with a penalty of 0/-2/-4. On a success, the target is wrapped up in braidvine cables. It takes a -2 penalty to Pace and skills linked to Agility and Strength. On a raise, the target is completely bound and rooted to the ground. It cannot move or use skills linked to Agility or Strength.

 

Each following round, a target may make a Strength or Agility roll to break free. Other characters may attempt to free a target by making a Strength roll at -2.

 

This power entangles a single target for 2 PP. Instead of affecting a single target, the cordon may be fired at the ground and affect everyone in a Medium Burst for 4 PP.

 

(This is the Entangle power, page 113).

 

Vine Bridge

The wielder can pull a cordon off the bowstave and fire it to create, on a successful arcane roll, a network of vines over a given area. The network extends 12"/24"/48" when taking a penalty of 0/-2/-4 to the roll. This can create a makeshift ladder on a cliff face, or a narrow bridge rooted on both edges of a chasm. The vines can support one armoured humanoid at a time, moving at a Pace of half their Strength die. Using this power cost 3 PP.

 

Backstory/Personality:

A lanky human barely out of his teens, Jered is a hunter who spends his time wandering the uncivilized patches of Eressos searching for game. His visits to Port Jynt and the island's other villages for trade are brief. The townsfolk view him with disdain and suspicion. He's not only a human, but a boorish, uncivilized one at that. For his part, Jered has little regard for the niceties of society, and is more than happy to trade the narrow streets for the wide open sky.

 

Those willing to put up with him find him frank and carefree, albeit rash. But his insatiable wanderlust means he's never among company for long. It would have to take some momentous event for that to change.

 

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Bad news: I've got a medical appointment and the only day I could schedule it was the day of the session. Can we reschedule to Saturday June 28th? I'll try and make sure the session doesn't run too long, since Sylae has to leave five hours after our start time.

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The 28th works for me.

 

Also, an advance! Alas, it's not a particularly exciting one, but at least the wombat's more durable.

 

Relian: +Survival, +Intimidate

Waddles: +Vigor

 

 

RELIAN GRIMBACK - Seasoned Human Druid

Status: Healthy | PP: 20/20 (1/hr) | Wounds: None | XP: 36

 

AGILITY d4: Fighting d6

SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Survival d8, Knowledge (Arcana) d6, Notice d6, Tracking d6, Healing d4

STRENGTH d6: [none]

SPIRIT d8: Persuasion d4, Intimidation d4

VIGOR d6: [none]

DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

 

HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

BACKGROUND EDGES: Arcane Background (Magic)

POWER EDGES: Power Points, Power Points, New Power (Nature's Guardian)

WEIRD EDGES: Beast Master, Healer

 

==== WADDLES THE WOMBAT ====

An ill-tempered wombat that's served as a companion for Relian for four years. It's best described as tolerating Relian and being grumpy (at-best) toward anyone else.

 

CharType: Extra | Status: Healthy | Wounds: None | Advances: 2

Attributes: Agility d4, Smarts d6(A), Spirit d6, Strength d8, Vigor d10

Skills: Fighting d8, Notice d6, Stealth d8

Derived: Pace 4, Parry 6, Toughness 8 (7 + 1 Armor)

Special Abilities:

• Claws/Bite: Str+d4

• Armor +2: Wombats are naturally sturdy, and they utilize their cartilage-reinforced posterior to protect themselves when attacked.

• Burrowing (2''): Wombats are natural burrowers, capable of creating complex tunnels underneath the ground.

• Size -2: Wombats are about the size of a badger or a medium-sized dog.

• Small: Attackers subtract 2 from their attacks to-hit.

Inventory: Leather Wombat Armor (+1Armor)

 

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It's my fault the session was delayed in the first place, and I don't want you to miss two sessions in a row because of it. Plus, the upcoming session's likely to be a pretty dangerous one and I don't want an absent player's PC to get killed. Unfortunately, the next date that's good for everyone is Wednesday July 16th, so I guess that's when we're doing it. Sorry, everyone!

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  • 3 weeks later...

i should really try harder to keep on top of these logs huh

 

quotes!!

 

 

Relian Grimback: I pause and eye the building. "Well, this is certainly... excessive."

 

Sir James: "Leave Mambrino! Impossible! What should happen if your palace is attacked by a dragon whilst I am within?"

 

Bekora Tiquo: "You are good at digging holes, yes? We are good at solving strange problems. Surely we can make this work."

 

Jered: "So, does this thing fly, then? That just means you have to worry about harpies instead of krakens. Well, I guess you have to worry about both when you're sailing, so it's a little better..."

 

Leila Rithorn: "Well, when you put it that way... I suppose it can't be any worse than climbing that volcano. Twice."

 

Kepling: "Look, you've probably invested a lot of time and money and hopes in Liea's Wings, right? And I get that it maybe being the spawn of an alien god is unwelcome news."

 

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it's a bird! it's a plane! it's a log involving both of those things!

 

quotes:

 

 

Sir James: "It is typical of you, squire, that you would find proper deference to your superiors 'boring.'"

 

Bekora Tiquo: "I mean, who wouldn't believe some random people coming up and saying they're here to fix the giant magic airship?"

 

Leila Rithorn: "Bekora, if my horse falls to his death, I'm holding you responsible."

 

Kepling: "If it takes ballista bolts just to scare this thing away, I think I'd rather stay in here."

 

Jered: "Why can't more islands have lava titans? I'm getting sick of no one believing us."

 

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Bekora spends her advancement on upgrading her new best friend.

 

[spoileralt=Bekora]Bekora Tiquo Human Mechanic

XP: 40 (Advancement 8)

Wounds: 0

Fatigue: 0

Power Points: 10/10

 

[spoileralt=Skills and Derivatives]

Agility: d8

Smarts: d10

Spirit: d4

Strength: d4

Vigor: d4

 

Investigation: d10

Knowledge (Engineering): d10

Knowledge (Geography): d8

Notice: d8

Repair: d10

Riding: d8

Shooting: d10

Spellcasting: d10

Streetwise: d6

 

Parry: 2

Toughness: 4

Charisma: +0

Pace: 6

 

Arcane Background (Magic): 10 PP, 3 powers

MacGyver: May improvise temporary gadgets

Scholar: +2 to two different Knowledge skills

Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1

Gadgeteer: Once per session, can create Weird Science object from spare parts

Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion)

Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls.

Trademark Weapon - Giken Nomang: See Gear, below

 

Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts

Loyal: Bekora tries to never betray or disappoint her friends

Stubborn: Bekora always wants her way

Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions.

[/spoileralt]

 

[spoileralt=Gear]

Horse

Crowbar

Hammer

20 yards of rope

Iron spikes (10)

Shortbow

Quiver

Barbed arrows (19)

Revolver Ammo (19)

[spoileralt=Giken Nomang]Weird Science Artifact Revolver: 10PP - Effect: For 2PP per shot, Giken Nomand charges the bullet with electrical force, creating an arc between the target and the weapon. This causes +4 bonus electrical damage (+2AP versus metallic clothing or armour)

 

A revolver, a long-lost artifact from ancient times. Giken Nomang has been faithfully restored and modified by the mechanic Bekora Tiquo of Eressos. All components of the six-shot weapon have been reblued and the grip has been replaced by wood carved from a branch of a Halitarn Noble Tree. Fine copper wires are inlaid elaborately throughout the device, winding around the barrel, throughout the receiver, and into the wood of the grip.

 

Charged with the spirit of electricity, the gun tingles the hand of anyone touching it. This can be uncomfortable for people not experienced with electrical energy or magic in general. To someone not familiar with Giken Nomang, it operates just as a standard revolver. Only in the hands of an expert does it unleash its true power: As the shot is fired, the spirit within the revolver charges the bullet passing through the barrel with electrical force, and the result is spectacular.

 

The copper tendrils covering the weapon flash a brilliant white-blue as the shot is fired. Its target will be struck simultaneously by lead and lightning, with arcing electricity linking the bullet back to the revolver's spirit.

 

This weapon is not known for its subtlety.

[/spoileralt]

[/spoileralt]

 

[spoileralt=Spells]

[spoileralt=Chain Lightning (custom power, based loosely on Bolt)]

Rank: Novice

Power Points: 3

Range: 12/24/48 (+special)

Duration: Instant

Trappings: Electrical arc

An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour.

[/spoileralt]

[spoileralt=Forcecage (based on Damage Field)]

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (2 PP/round maintenance after duration expires)

Trappings: Electrical field

An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target.

[/spoileralt]

[spoileralt=Summon Elemental (Summon Ally)]

Rank: Novice

Power Points: 3+

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Creates an elemental servant under the control of the caster.

[spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6

Pace: 8, Parry: 7, Toughness: 5

Skills: Fighting d8, Shooting d6

 

Special Abilities

Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt]

[spoileralt=Lightning Wisp (Novice Rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4

Pace: 10, Parry: 6(+2), Toughness: 4

Skills: Fighting d8

 

Special Abilities

Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement.

Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range.

[/spoileralt]

[/spoileralt]

[spoileralt=Charge (Smite, modified with increased range and PP cost)]

Rank: Novice

Power Points: 3 per target

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Charges a weapon with electricity

 

Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets.

[/spoileralt]

[/spoileralt]

[/spoileralt]

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oh no! more loggings!

 

i think this was the session that happened when i was really sick, like bleeding-from-places-that-aren't-supposed-to-bleed sick, so i've had to edit a bunch of stuff involving me misunderstanding or missing things as i drifted in and out of useful consciousness. if the end result is any good all credit for that goes to the players. this is why i usually postpone sessions when i'm sick

 

anyway, ""

 

 

 

Leila Rithorn: "Oh, this was not his wisest move. Bekora, James, either of you want to ride on the bird?"

 

Relian Grimback: "The 'boss' isn't the one you should be worried about right now. If you think you can just fly off and we won't be able to find you again, you're sorely mistaken."

 

Sir James: "There is a lot of blood outside, so I cannot but surmise that Kepling is aboard."

 

Bekora Tiquo: "I was going to punch you in the face for trying to betray us, Farzan, but I think I will keep this instead. How exciting!"

 

Jered: "Yeah, we should totally spare the guy who just stabbed us in the back even after we told him not to."

 

 

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oh okay, this was the session when i was sick, and it was actually less messy than the previous one. welp. log! this session, the party finally returns to Port Jynt, where they come up with an excellent plan that can in no way go wrong

 

quotes:

 

 

Jered: "I only hunt what I can eat. And what's trying to kill me."

 

Sir James: "There would be *songs* of this quest! Songs I would not even have to write myself!"

 

Kepling: "Do you not see the giant zombie roc right there?"

 

Leila Rithorn: "Oh, I'm sure they're fine. We just have no idea where they are."

 

Bekora Tiquo: "I see. Thank you, um, ghost? Sorry, I'm new to the whole undead thing."

 

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Leila Rithorn, Master Necromancer

For all your undead abomination needs

 

Stats

 

Wounds: 0

Fatigue: 0

Power Points: 1/20

 

Experience: 40

 

Agility: d6

Fighting: d4

Riding: d6

Stealth: d4

 

Smarts: d8

Spellcasting: d10

Notice: d6

Investigation: d6

Knowledge (Arcane): d8

 

Spirit: d8

Persuasion: d8

 

Strength: d4

 

Vigor: d6

 

Pace: 6''

Parry: 6

Toughness: 5

Charisma: 2

 

Hindrances:

Cautious (Minor)

Quirk (Minor)

Wanted (Major)

 

Edges:

Arcane Background (Magic)

New Power (Spectral Servant/Shadow Bolt)

New Power (Grave Speak)

Power Points x2

Necromancer: May cast the Zombie power at Novice rank, reduces the PP cost of the Zombie power by 1, may double the cost to increase the duration (2d6 hours, 2d6 days with a raise, permanent with two raises). May never have more permanent undead than twice one’s spirit die.

Master Necromancer: Zombies raised by this character now have an extra die in Strength and one skill of the player’s choice.

Attractive: +2 Charisma

 

Powers

 

Rend Life (bolt w/ necromantic trappings)

Rank: Novice

PP: 2

Range: 12/24/48

Duration: Instant

The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

 

Shadow Bolt (bolt w/ dark trappings)

Rank: Novice

PP: 1

Range: 12/24/48

Duration: Instant

A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d4+1 damage and envelopes the target in a cloud of darkness, giving a -2 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d4 damage for 2PP.

 

Deathly Presence (fear w/ necromantic trappings)

Rank: Novice

PP: 2

Range: Smarts x 2

Duration: Instant

The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

 

Animate Dead (zombie w/ necromantic trappings)

Rank: Veteran Novice

PP: 2/corpse

Range: Smarts

Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

 

Spectral Servant (zombie w/ necromantic trappings)

Rank: Veteran Novice

PP: 3/spirit

Range: Smarts

Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

 

Grave Speak

Rank: Seasoned

PP: 4

Range: Touch

Duration: 3 (1/round)

This spell allows the caster to contact a departed soul. To do this, the spell must be directed at a particular soul and the caster must either know the name of the deceased or have access to a personal item (part of their corpse, a treasured item, etc.). If the spell succeeds, a ghostly voice makes itself known and may be questioned. One question may be asked for each round the spell is active. The spirit is not necessarily friendly and may lie, but it cannot refuse to answer or make guesses. The spirit only knows whatever it knew in life.

 

Shadowstep (Burrow w/ dark trappings)

Rank: Novice

PP: 3

Range: Smarts x 2

Duration: 3 (2/round)

The caster steps into the shadows and vanishes. While merged in this way, they are able to transport themselves to any area covered by darkness within range as a movement action. They may step out of the shadows at their current location as a free action – making a Stealth roll opposed by the opponent’s Notice if attempting to ambush someone. On a raise, this gives the benefits of the Drop (+4 attack and damage), and gives half the benefits for a success. The spell requires shadows of at least human size to work, and if the shadow currently being used ceases to exist, the caster (and anyone else in it) instantly reappears and the spell expires. The spell can affect up to five targets, at 1 PP per target beyond the first.

 

 

I'll increase the Fighting skill dies for the zombie roc and the blessed zombies. As for my ghost, I'll increase its Notice die.

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...I know it's a bit short notice, and I had something lined up with Lilith for this session, but... well, once again, something just came up. Apparently, everyone around me is a lazy idiot who can't keep an appointment and stay on time if their livelihood depended on it, and insist on procrastinating/stalling on every little task. When I have to do something, I have to drop everything and do it right this second, but everyone else can apparently take their sweet freaking time without any care as to how it might disrupt my plans or schedule.

 

And normally, I'd just take it and move on. But the thing is? It's not just disrupting me. It's disrupting you guys as well, who keep having to reschedule just to accommodate my unpredictable schedule. I've never been known as the guy who flakes out or fails to arrive when he said he would, so it's been an increasing burden that I keep failing to make sessions when I said I'd be able to. And I just don't want to keep doing this to you guys time and time again, and it doesn't look like this RL idiocy is going to stop anytime soon.

 

It's not a decision I'm making lightly, but I'm making it official: I will no longer be participating in this campaign. It's nothing against the campaign, Lilith, or you guys. My own personal life is interfering to an extent that makes successfully scheduling a solid 5 hour block of time infeasible. I'd like to especially apologize to Lilith, who went out of his way to accommodate me after last session (I was originally planning to just switch characters). This wasn't exactly what I was hoping would happen tonight. :(

 

I wish you all the best of luck, and I'll still be following the logs.

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I'd like to especially apologize to Lilith, who went out of his way to accommodate me after last session (I was originally planning to just switch characters).

 

Out of her way. :( seriously you have known me as a woman for literally years at this point, how is it that you still think of me as a dude. what exactly am i doing wrong

 

Aside from that, though, sorry you can no longer participate, I guess.

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Out of her way. :( seriously you have known me as a woman for literally years at this point, how is it that you still think of me as a dude. what exactly am i doing wrong

Well, for one thing, you're relying on a guy who recently referred to his own mother as "him" to keep his pronouns straight. :p

 

More seriously, though, it was a failure on my part, not on yours. I'm sorry.

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Spirit d6 > d8

 

 

Jered

Human

Insolent Hunter

XP: 40

Wounds: 0

Fatigue: 0

 

Agility: d10

Smarts: d8

Spirit: d8

Strength: d6

Vigor: d6

 

Shooting: d10

Stealth: d10

Survival: d8

Tracking: d8

Healing: d8

Notice: d6

Swimming: d6

Climbing: d4

Fighting: d4

 

Parry: 4

Toughness: 6 (5 base, 1 armour)

Charisma: -2 (+0 vs humans)

Pace: 6

 

Edges:

Woodsman

Alertness

Marksman

Double Shot

Trademark Weapon (Braidvine Bow)

 

Hindrances:

Curious

Illiterate

Outsider

 

Gear:

Dagger

Braidvine Bow

Leather armour

Quiver

Barbed arrows (20)

20 yards of rope

3 silver coins (?)

 

Braidvine Bow:

This bow -- stave and string -- is made from living braidvine, a hardy vine that grows in woven "cables". It functions as a regular bow (page 54) and is a minor artifact with two powers (arcane 1d8e, 10 PP).

 

Entangle

The wielder can pull a cordon off the bowstave and fire it at a target or group of targets within 12"/24"/48", rolling arcane versus Agility with a penalty of 0/-2/-4. On a success, the target is wrapped up in braidvine cables. It takes a -2 penalty to Pace and skills linked to Agility and Strength. On a raise, the target is completely bound and rooted to the ground. It cannot move or use skills linked to Agility or Strength.

 

Each following round, a target may make a Strength or Agility roll to break free. Other characters may attempt to free a target by making a Strength roll at -2.

 

This power entangles a single target for 2 PP. Instead of affecting a single target, the cordon may be fired at the ground and affect everyone in a Medium Burst for 4 PP.

 

(This is the Entangle power, page 113).

 

Vine Bridge

The wielder can pull a cordon off the bowstave and fire it to create, on a successful arcane roll, a network of vines over a given area. The network extends 12"/24"/48" when taking a penalty of 0/-2/-4 to the roll. This can create a makeshift ladder on a cliff face, or a narrow bridge rooted on both edges of a chasm. The vines can support one armoured humanoid at a time, moving at a Pace of half their Strength die. Using this power cost 3 PP.

 

Backstory/Personality:

A lanky human barely out of his teens, Jered is a hunter who spends his time wandering the uncivilized patches of Eressos searching for game. His visits to Port Jynt and the island's other villages for trade are brief. The townsfolk view him with disdain and suspicion. He's not only a human, but a boorish, uncivilized one at that. For his part, Jered has little regard for the niceties of society, and is more than happy to trade the narrow streets for the wide open sky.

 

Those willing to put up with him find him frank and carefree, albeit rash. But his insatiable wanderlust means he's never among company for long. It would have to take some momentous event for that to change.

 

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  • 2 weeks later...

That sure was a session. All remaining party members earn 3 XP, putting them at 44.

 

I'm going to have to put The Bloodstained Sky on hold for the next two months because I'll be on holiday in the USA. I'll put up another calendar in early October with an eye to resuming the campaign in mid-to-late October.

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Since Kepling died, I guess I'll finally release his -super secret- character sheet that never really amounted to much. :p

 

 

 

፨ Kepling

Race: Lacewing

Occupation: Contractor

Alignment: Shifty

Rank: Seasoned

XP: 41

 

Attributes

Agility: d10

Smarts: d6

Spirit: d4

Strength: d8

Vigor: d6

 

Derived Statistics

Charisma: 0

Pace: 8

Parry: 8

Toughness: 8 (5+3 Armor)

 

Skills

Climbing: d6

Fighting: d8

Lockpicking: d6

Notice: d6

Persuasion: d4

Stealth: d8

Streetwise: d6

 

Edges

Limited Flight: vertical movement has twice the movement cost of horizontal movement; make a Vigor roll every round to stay in the air or be forced to land.

[secret] Connections (Broken Hands)

Assassin: +2 to any damage roll against an unaware enemy.

Thief: +2 to Climbing, Lockpick, and Stealth rolls. +2 to Notice or Repair rolls relating to traps. Stealth bonus only active in an urban environment.

Windows to the Soul: Once per session, you can look into a person's eyes and catch a glimpse of their mind, seeing their hopes and fears. When you do this, draw a single card from the Action Deck and consult the Portents Table (Horror Companion, Page 29).

[secret] Rubente Dextera: You can channel the force of your will through your sword-arm, inspiring awe and terror in lesser mortals with the force of your blows. The first time you inflict a Shaken result or better on a particular target in melee combat, they must immediately make a Fear check.

First Strike: Once per turn, the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent's action and does not cost the hero his action or has not yet acted this round.

Acrobat: Adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

Extraction: When a character normally withdraws from a melee, his attacker gets a free attack before he does so - a very dangerous proposition for most. Your hero is adept at retreating from an engagement. Make an Agility roll. If successful, one opponent doesn't get a free attack anytime you disengage (See Page 87).

Improved Extraction: As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.

Fleet-Footed: The hero's Pace is increased by +2 and he rolls a d10 instead of a d6 when running.

 

Hindrances

Wanted(Major): Kepling is a wanted bug, and avoids the law whenever possible. [secret] Member of the Broken Hands, an infamous crime family. Has killed and stolen for them.

Cautious

Doubting Thomas: -2 to supernatural Fear checks.

 

Gear

$0

Katana: Str+d6+2 damage, 6 weight, 1000 cost

Reinforced Leather Armor: +2(+1) Armor, 20 weight, 200 cost

Lockpicks: 1 weight, 100 cost

Grappling Hook: 2 weight, 50 cost

Basic Supplies: 10 weight

Silver and Onyx Circlet: +2 to Spirit rolls vs. mental effects

Cricket Cloak: +1 Armor. Can be activated for 2/2 PP to cause all creatures within a Small Burst Template centered on the wearer to make Vigor rolls at -2 or be Shaken. Creatures without hearing are unaffected: sonic trappings.

 

Cover Backstory: Kepling was born and raised in Port Jynt, but ran away from home early in his life. Stowing away on a ship to a far more populous city, Kepling found himself alone, with no money, no home, and nobody to help. He soon resorted to crime to survive. And, as, over the years, survival became a matter of course, for profit.

 

As his skills for discovering dangerous secrets and obtaining precious items became better-known in the right circles, the lacewing began to gain clients and contracts. It is one such client that wishes to know the secret of the bloodstained sky.

 

Real Backstory: Kepling's always been a bad sort. Though born in Port Jynt, he ran away from home at a young age, living on the streets for a brief time before stowing away on a ship to a far more populous city. A penniless, homeless street urchin with no connections, Kepling soon fell to thievery, and as he matured, thuggery. These were activities that he showed a unique talent for. Nimble and quiet, the small lacewing found as much success as a lone thief can. And this small success brought some small attention with it.

 

The Broken Hands are a powerful and widespread criminal organization, 'known' for their impenetrably secret inner workings. Legends speak of a truly crippled cabal of masters, with maimed hands - their organizations are their "hands" now. Legends may be true or false, though - and to anyone not a part of the family, the Broken Hands operate much as a criminal organization would be expected to.

 

At the base of their many and varied activities, they employ many thugs, thieves, merchants, informants, scam artists, and other criminals of any stripe. Though kept outside of the organization proper, these. . . contractors are paid and given some benefit of the resources of the Broken Hands. They are also the first place to look when there's a real position to fill. Kepling was one of those contractors for a while. And now Kepling is a part of the family - a Broken Hand.

 

Provisionally.

 

When rumors began to circulate that the Broken Hands showed interest in the strange happenings on Eressos, Kepling saw his chance. He told his contacts that he holds special knowledge of the island, which is true enough. He offered to apply this knowledge in the pursuit of that island's mystery. And, in return, he has been made a Broken Hand, at least in name. Whether that status remains or is rescinded depends on the secret of the bloodstained sky - and if Kepling can deliver it.

 

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  • 2 months later...

My computer is currently out of commission on account of catching on fire, so I'll have to get back to you when it's fixed. :p

After watching this week's Person of Interest that takes on a whole new meaning. :)

For those that didn't see it:

 

The AI overheats a low use server to start a fire so the fire suppression system will activate, sucking out all the air and kill the human.

 

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  • 3 weeks later...

Couple of issues in preparation for the upcoming session:

 

1) MapTool has recently updated to a new version, 1.3b91, which includes important features such as proper support for the latest version of Java. If you use the web-based launcher, this launch link should still work fine. If you prefer to download and run it from your computer, you should download the updated version here, and remember to launch it with a stack size of at least 4 MB.

 

2) Did anyone happen to save a log of the most recent session (session 20)? My old computer recently failed and while I have backups of older session logs, I don't appear to have that one.

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