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resources:adventure:kc4_you_win_or_you_die [2014/03/18 20:42]
olivers [Politics of the City]
resources:adventure:kc4_you_win_or_you_die [2015/05/14 21:08] (current)
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   * Felip Caulson does not seem pleased that he and his allies made a deal with the Cargan forces and does not offer a reward. The army of Acryn has little to spare but will offer 50 riel.   * Felip Caulson does not seem pleased that he and his allies made a deal with the Cargan forces and does not offer a reward. The army of Acryn has little to spare but will offer 50 riel.
 +
 +  * Can call a heal 4 once an encounter to any member of his family while in the consensus but loses his fear of harming his family'​s political interests or bodily health. -1 body hit in flux.
  
 ==Colin== ==Colin==
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   * His examination of Jarred (if Jarred allows this) will reveal no trace of magic or anything unusual that Colin can detect.   * His examination of Jarred (if Jarred allows this) will reveal no trace of magic or anything unusual that Colin can detect.
- 
 ====Politics of the City==== ====Politics of the City====
 An uneasy peace exists in the city. The Cargan’s have made their base in the now abandoned Castle Blackthorn and their military forces now control around half the city. Were the peace to be broken it would be all out civil war, with a terrible cost to the people of Acryn. Luckily, thanks to the actions of the party and others over the course of the Blackthorn coup, the desire for cooperation is strong - after all  the Serradic threat remains, despite the destruction of what must the Ascendent One’s single largest force. Civil war would be madness. An uneasy peace exists in the city. The Cargan’s have made their base in the now abandoned Castle Blackthorn and their military forces now control around half the city. Were the peace to be broken it would be all out civil war, with a terrible cost to the people of Acryn. Luckily, thanks to the actions of the party and others over the course of the Blackthorn coup, the desire for cooperation is strong - after all  the Serradic threat remains, despite the destruction of what must the Ascendent One’s single largest force. Civil war would be madness.
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   * The Council - is not officially meeting until a settlement with the Cargan'​s is reached. However, those of the council not killed during the coup are unofficially speaking and essentially speak for the half of the city controlled by the forces of Acryn. Around 20 of 30 council members have reemerged since the ending of the coup.   * The Council - is not officially meeting until a settlement with the Cargan'​s is reached. However, those of the council not killed during the coup are unofficially speaking and essentially speak for the half of the city controlled by the forces of Acryn. Around 20 of 30 council members have reemerged since the ending of the coup.
  
-  * The Civil Service - the disruption caused by the coup has severely dented their ability to manipulate the levers of state (and the council), however they are clearly trying to correct this and those in positions of power will know they are subtlety pushing for a 'no compromise ​position' with the Cargan'​s.+  * The Civil Service - the disruption caused by the coup has severely dented their ability to manipulate the levers of state (and the council), however they are clearly trying to correct this and those in positions of power will know they are subtlety pushing for a 'no compromise' ​position ​with the Cargan'​s.
  
   * The Guilds -  having largely stayed neutral the guilds continue as before but the economic turmoil has taken its toll and the guilds are eager to see foreign trade increase.   * The Guilds -  having largely stayed neutral the guilds continue as before but the economic turmoil has taken its toll and the guilds are eager to see foreign trade increase.
  
-  * The Nobility - Houses Darrish and Graves are rapidly rowing back on their support of the King with Duke Graves in particular attempting to claim he had Acryn'​s good at heart all along. Both houses are being treated with suspicion by the others ​but are clearly attempting to form an alliance with the Cargans. House Terrec is clearly ​antagonistic toward the Cargans and several young members of the house have started fights with Cargan soldiers.+  * The Nobility - Houses Darrish and Graves are rapidly rowing back on their support of the King with Duke Graves in particular attempting to claim he had Acryn'​s good at heart all along. Both houses are being treated with suspicion by the others ​and are clearly attempting to form an alliance with the Cargans. House Terrec is openly ​antagonistic toward the Cargans and several young members of the house have started fights with Cargan soldiers.
  
   * The Colleges - have largely been unaffected by the political upheaval, though students of the People'​s are notably more politically active.   * The Colleges - have largely been unaffected by the political upheaval, though students of the People'​s are notably more politically active.
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 +====Divine Favour: The Lifegiver====
 +The power of the Lifegiver flows from the waters that pour endlessly from him. Unless those who are calling on his Power are standing in flowing water they will need to use the wellspring of power ability to summon his waters to them. Once they have done so no further invocation of the Lifegiver is needed, though the powers he bestows depend on the depth of his waters. If his powers are used in the waters of Acryn'​s great river the GM may choose to make them considerably more potent.
 +
 +===Level 1===
 +==Wellspring of Power==
 +Unless you are standing in a river this power is a pre-requisite for all other powers of the Lifegiver, with his influence growing stronger as his waters grow deeper.
 +
 +On invoking this power you may reach down and touch the ground, at which point a small spring will bubble up and remain there permanently. Its flow is such that over the course of an encounter it will gradually create a pool of water but is weak enough that it won't normally be able to turn deserts into rice paddies even over the course of years.
 +
 +  * It takes 30 seconds for the water to soak the earth.
 +  * It takes 60 seconds for it to form a puddle.
 +  * It takes 120 seconds for it to form a ankle deep pool.
 +
 +
 +==Emboggen==
 +After the waters of the Lifegiver have soaked the earth it becomes a thick, black, fertile mud. You may call MASS ENTANGLE LEG (which cannot be arced). You are immune to the effect, your allies are not.
 +
 +==White-Foam Steed==
 +You may hurl yourself into any river or other flowing (ie lakes or oceans don't count) stream of water. The power of the Lifegiver will protect you from harm and convey you to any point along the river'​s length of your choosing. This form of travel is extremely rapid and you will emerge from the water fully healed.
 +
 +===Level 2===
 +
 +==Grasp of the Depths==
 +When a foe is standing in a puddle of the Lifegiver'​s water you may call upon his power. The waters will rise up around them, enclosing them in a sheath of water, and they will begin to drown. You may call a WEAKEN against them and then a THROUGH SINGLE at them every 20 seconds up to a maximum of three damage, at which point the effect ends.
 +
 +Creatures that do not breathe are completely immune to this power
 +
 +==Maelstrom Touch==
 +When you are standing in a pool of the Lifegiver’s water you may reach down and touch the surface with your finger. A great whirlpool will form where your finger touches, dragging and sucking at everything in the pool for the rest of the encounter.
 +
 +
 +You may call a BLAST 0 up to three times at the person closest to the point your finger touched (which may well be yourself). You must leave at least 10 seconds between making these calls. ​
 +
 +Any creature that bleeds out while the maelstrom is active will be sucked into it and lost, presumably drawn into the domain of the Lifegiver.
 +
 +===Divine Aura===
 +While you and your allies stand within the vital waters of the Lifegiver **most** corruptions and impurities cannot assail you.
  
 +As long as you stand within at least a puddles depth of the Lifegiver’s water you and your allies become IMMUNE to WEAKEN and POISON. Since it may take time for the waters to rise you may call PARTY IMMUNE WEAKEN and POISON to indicate the effect has begun.
  
  
 {{tag>"​kc4 you win or you die" adventure ​ arcus_blackthorn "felip caulson"​ duke_corlo_graves faria_carver "​knight commander julius ravensfall"​ "​castle blackthorn"​ eric_luckner vanessa carl_terrec colin_fletcher vincent_barma harlon_quirk kjell_caulson jarred_samuels "​chedravartin the unmaker"​}} {{tag>"​kc4 you win or you die" adventure ​ arcus_blackthorn "felip caulson"​ duke_corlo_graves faria_carver "​knight commander julius ravensfall"​ "​castle blackthorn"​ eric_luckner vanessa carl_terrec colin_fletcher vincent_barma harlon_quirk kjell_caulson jarred_samuels "​chedravartin the unmaker"​}}
resources/adventure/kc4_you_win_or_you_die.1395175361.txt.gz · Last modified: 2015/05/14 21:08 (external edit)