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resources:adventure:an_engine_of_souls [2014/04/13 22:50]
olivers [Debrief]
resources:adventure:an_engine_of_souls [2015/05/14 21:08] (current)
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 ===== PCs ===== ===== PCs =====
 +  * [[user:​dan:​pc:​jarred_samuels|Jarred Samuels]] 
 +  * [[user:​matthewa:​pc:​harlon_quirk|Harlon Quirk]] 
 +  * [[user:​iain:​pc:​rowan_darrish|Rowan Darrish]] 
 +  * [[user:​jamesi:​pc:​gidner_waycox|Gidner Waycox]]
 ===== Debrief ===== ===== Debrief =====
 The party are hired to extricate a small dog from a tree but events take a turn for the dramatic when the sky erupts into flames and series of arcane calamities slam into the city. Acryn'​s arcane defences hold firm until the last spell shatters them and a Magisterium sky fortress descends from the clouds in an attack of the College of the Stars. The party are hired to extricate a small dog from a tree but events take a turn for the dramatic when the sky erupts into flames and series of arcane calamities slam into the city. Acryn'​s arcane defences hold firm until the last spell shatters them and a Magisterium sky fortress descends from the clouds in an attack of the College of the Stars.
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   * In return for dying and exposure to powerful alchemical and magical tinkering he is now a skeleton infused with a soul. This gives him the '​Undeath'​ quirk. Though he maintains a fleshy sheath.   * In return for dying and exposure to powerful alchemical and magical tinkering he is now a skeleton infused with a soul. This gives him the '​Undeath'​ quirk. Though he maintains a fleshy sheath.
  
-  * Gave up his '​Darrishness'​ to the strange ward protecting the city of Chuul. The effect is gradual but his family slowly begin to mistrust him until they ostracise him completely. Most will consider him a traitor on sight, though they'​re never quite sure why. Oddly, this results in a strange ability, once per adventure when using his Darrish name he can make a group of people forget it was he they were talking to, they'​ll remember talking to an actual Darrish. ​+  * Gave up his '​Darrishness'​ to the strange ward protecting the city of Chuul. The effect is gradual but his family slowly begin to mistrust him until they ostracise him completely. Most will consider him a traitor on sight, though they'​re never quite sure why. Oddly, this results in a strange ability, once per adventure when using his Darrish name he can make a group of people forget it was he they were talking to, they'​ll remember talking to an actual Darrish, normally the one that makes most sense in context
  
   * For breaking his vow to the Veiled Prince his bones are forfeit. Whenever he is unconscious the ancient god can, though no always, seize control of his skeleton turning it into a divine servitor as it steps free of his flesh. The Veiled Prince is a god with dominion over the transition between life and death and, while not necessarily evil, will tend to do things that bring life and death closer together.   * For breaking his vow to the Veiled Prince his bones are forfeit. Whenever he is unconscious the ancient god can, though no always, seize control of his skeleton turning it into a divine servitor as it steps free of his flesh. The Veiled Prince is a god with dominion over the transition between life and death and, while not necessarily evil, will tend to do things that bring life and death closer together.
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   * 200 riel   * 200 riel
 +
 +=====Erpic Trees and Quirks=====
 +====Quirk: Undeath====
 +For whatever reason -normally Wizards- your soul's connection to your body is no longer dependent on your body actually being alive, this eliminates the need for things like breathing, sleeping and eating. You can be reduced to 0 hits as normal and will fall over, but will not bleed out and will regenerate 1 hit at the end of the encounter. You can be executed as normal (this representing the the destruction of your body to the point where it is simply no longer functional, leaving your soul tied to a lump of useless flesh...a horrible fate). On the down side, being no longer alive, your flesh will begin to rot unless you take steps to prevent it doing so and normal people will not respond well to you.
 +
 +====Rite of Dominion ====
 +===Special Calls===
 +DOMINATE - the target must obey the command you give them directly after using this call. It must be short and must have a definite success criteria (i.e. 'walk in a circle'​ will work, not 'walk in circles'​),​ and must not be directly suicidal (i.e. Telling them to kneel down before you is fine, telling them to cut their own throat or not defend themselves is not). They must attempt to complete this task to the best of their ability until they succeed or until 30 seconds have passed, at which point the effect ends. If you attempt to call damage at them the effect also ends.
 +
 +ENRAGE - the target must attack the nearest thing to them until they take damage.
 +===Lesser===
 +
 +==Shroud of Passions ==
 +With 10 seconds of concentration you reach inside yourself and excise one of your own emotions hurling it out into surrounding area like an infectious miasma. Every sentient being in the encounter begins to feel that emotion with incredible intensity. Conversely, you cease to feel that emotion for the rest of adventure (meaning you can only use this spell once per emotion per adventure). ​
 +
 +This never has an effect in combat when the need to survive dampens emotions but out of combat may affect the way people behave, though the spell is not precise enough to predict how the effect manifests, or to dictate who or what the emotion is directed at(ie its a roleplay effect). Only once the effect ends at the end of the encounter will its victims become aware that they were subject to some sort of unnatural effect.
 +
 +==Spark of Hate==
 +With a moments concentration you may take a fraction of your hatred for the victim of this spell and hurl it into their mind. This allows you call ENRAGE (they will attack the nearest person to them until they take damage) on them. Having given up some of your hatred for them you count as WEAKENED if you chose to attack them after this.
 +
 +===Greater===
 +
 +==Supreme Command==
 +You focus your will and utter a single irresistible command to a victim allowing you to call DOMINATE at them. Doing so takes a heavy toll on your own strength of will however and every time you use this spell FEAR and REND calls affect you for 2 seconds longer for the rest of the adventure, you can reset this penalty by not using this spell for an entire encounter.
 +
 +
 +==Unbound Will==
 +Once per adventure you may, with 60 seconds of uninterrupted concentration,​ transfer your mind into a vessel capable of holding a consciousness. If that vessel already has a consciousness within the spell will fail (I.e. transferring your mind into a dead body is fine but doing so into someone still bleeding out is not possible) but if not, your own mind leaps into the new vessel permanently,​ leaving your old body a mindless husk. Your physical abilities may be altered by your new form but GMs should always balance any with benefit with some downside, so that the overall effect is positive but with drawbacks. ​
  
  
  
  
-{{tag>"​an engine of souls" adventure}}+{{tag>"​an engine of souls" adventure ​Gidner_Waycox harlon_quirk jarred_samuels rowan_darrish}}
resources/adventure/an_engine_of_souls.1397429458.txt.gz · Last modified: 2015/05/14 21:08 (external edit)