User Tools

Site Tools


resources:adventure:the_invisible_sun

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
resources:adventure:the_invisible_sun [2016/05/29 11:32]
seb [ACT THREE: IN WHICH THEY SEEK OUT THE REPREHSENSIBLE MALEFACTORS RESPONSIBLE AND ENSURE JUSTICE IS SERVED]
resources:adventure:the_invisible_sun [2016/05/29 11:55] (current)
seb [Consequences]
Line 172: Line 172:
 ===== Consequences ===== ===== Consequences =====
  
-To follow...+==== Everybody ==== 
 + 
 +  * 50 riel from the Décor family 
 +  * 15 riel from Ghita Darrish for the body 
 +  * 27 riel from the assorted valuables looted from Gerberopolis 
 +  * Divine Favour of The Beacon 
 +  * A growing relationship with Ghita Darrish. You may either turn this in for a one-shot use of the '​Question'​ ability as per Organisational Ties, or attempt to build upon this later.  
 + 
 +==== Karlos ==== 
 + 
 +  * Loses 6R to the White Duke 
 +  * Can buy the first level of Organisational Ties (White Duke) 
 +  * 1x restoration of the flesh potion 
 +  * Epic Tree: Lost Magic (Manipulation) 
 +  * Taste of Knowledge upgrade: Skeletal Gourmet. When using taste of knowledge on a sentient target, you may choose one of either: happiness; sorrow; pride; love. You gain a memory from the target at GM discretion pertaining to this emotion. The target loses this memory. 
 + 
 +==== Leon ==== 
 + 
 +  * Your name slides several hundred places down Ghita Darrish’s shit list. 
 +  * You now get dinner invites at the Darrish estate. So, that’s something. 
 + 
 +==== A Man of Many Means ==== 
 + 
 +  * Gains 3x class c potions, 3x class b potions, all must be different. Pick your faves.  
 +  * Is expected to produce results for Jimmy Hoskins before any more favours will be provided. 
 + 
 +==== Rafe ==== 
 + 
 +  * Gains 1x life flow potion 
 + 
 +==== Emily ==== 
 + 
 +  * Gains 1x restoration of the flesh potion 
 +  * Has a developing relationship with the True Council. Whether she is accepted will depend on her ability to actually deliver anything useful. Brief the GM at the start of the next adventure and they will give you a job that you need to do. 
 +  * You keep the coat from Eudaimonia. One day, when looking for some spare change in the pocket, you find a letter. That’s odd. You didn’t put a letter inside. It reads: 
 + 
 +‘Dear Emily Anara, 
 + 
 +I knew, of course, that you wouldn’t be returning this coat to me when I gave it to you. That’s fine. You keep it, dear. You keep it until you no longer need it - or until you become unworthy of it. 
 + 
 +That offer of pie is still open if you want to spend some time at the detective agency. Your call.’ 
 + 
 +Wearing the coat has the following roleplay effect: 
 + 
 +You feel, warm, cosy, and snug when wearing this coat, no matter how miserable the weather is. More than that. It’s like...your mother was always there for you. Like you never left. Like she’s really real, like she’s here right now, holding you in her arms.  
 + 
 +Whilst worn, this coat may give you a measure of protection against adverse effects pertaining to darkness, isolation or confusion at GM discretion.  
 + 
 +If you ever harm someone you regard as either an innocent or your junior whilst wearing this coat, please inform a GM. 
 + 
 +==== Paradai ==== 
 + 
 +  * Gains 1x life flow potion 
 +  * Ability to purchase Organisational Ties - Affiliation with True Council 
 + 
 +===== Divine Favour of the Beacon =====  
 + 
 +Fires and lanterns comfort you. Whenever you enter a dark place, you feel a strong desire to light it; whenever you find someone who is lost, you feel a strong desire to help them find their way.  
 + 
 +== Level 1 abilities == 
 + 
 +=== Homeward Charm === 
 + 
 +You rarely get lost. If you do become lost, you and your party do not take any penalties for exhaustion caused by this occurring. 
 + 
 +Once per adventure, you may ask the GM for guiding visions related to an item or a person which has been lost. To receive these visions, you must stare into a large fire and invoke The Beacon’s power.  
 + 
 +You feel a strong desire to meticulously plan and organise every last detail of your travel, and will go to great lengths to ensure safety is prioritised if there are those you regard as your juniors accompanying you. If someone challenges this behaviour, you will feel strongly that you know what is best.  
 + 
 +=== Fire Charm === 
 + 
 +Torches or other sources of light you are holding can never be extinguished by mundane means. If you are somewhere dark, you gain +2 DODGES per encounter while holding a lit torch in either hand. 
 + 
 +Once per an adventure you may bless a source of light. The light will burn brighter and be more resistant to going out. Other effects (such as helping someone who is lost find their way home) are at GM discretion. 
 + 
 +You feel a strong desire to comfort anyone suffering from fear or shock, especially if you regard them as your junior. 
 + 
 +== Level 2 abilities == 
 + 
 +=== Stoke the Will === 
 + 
 +Once per an encounter you may choose to take any DOMINATE call as a QUAD instead. Make a display of obvious defiance in service of a goal you have. If you do, and this damage is not prevented, you are STRENGTHENED and may call IMMUNE to DOMINATE for the remainder of the encounter. 
 + 
 +You may also use this ability to resist an ENRAGE or a FEAR. You will not be strengthened nor gain the immunity, but also do not need to take the QUAD. You may only use this ability once per encounter, regardless of which version you use.  
 + 
 +You are highly suspicious of anyone with the ability to manipulate emotions or thoughts through non-mundane means, no matter how benevolent they may seem. You are prone to lecture those you think of as impressionable on the dangers of such people.  
 + 
 +=== Light Eternal === 
 + 
 +As a prerequisite for taking this ability, you must first take ‘Fire Charm’.  
 + 
 +So long as you hold a torch in one of your hands, you are IMMUNE to BLIND and FEAR. Furthermore,​ you gain 1 ranged REND call you can use each encounter as fire leaps from your torch to incinerate your foes.  
 + 
 +If you are forced drop a torch you are wielding (e.g. via DISARM), you instantly take a REND. If a torch you are wielding is destroyed (e.g. via SHATTER) you take a QUAD REND instead. 
 + 
 +Your body emits a faint, warm, light at all times. Anything metaphysically connected to darkness is likely to be upset by your presence. 
 + 
 +=== Blazing Soul === 
 + 
 + 
 +You may self-immolate to fill your companions with determination. Twice per adventure, you may lose X body hits to call PARTY HEAL X. You are not affected by this PARTY HEAL call. You may not drop below 0 hits in this way.  
 + 
 +You are inclined to be optimistic and to encourage others towards this worldview. Furthermore,​ you are less concerned about your own pain, suffering, and personal safety so long as you have the opportunity to help those you think of as your juniors. If you encounter someone pessimistic or in despair, you feel a strong inclination to discover the cause of their grief and to assist them, even if the person in question finds this meddlesome 
 + 
 +=== Divine Aura === 
 + 
 +The party gains a RESIST to either BLIND, FEAR, or MESMERIZE each encounter. 
 + 
 +In addition, if you are fighting somewhere dark, and carrying a lit torch or other source of flame, the whole party gains +1 DODGE.  
 + 
 + 
 +=== Blessed Weapon === 
 + 
 +  * **Armour**: Flaming Vambraces. Forged of dark metal, these vambraces flicker and lap at the wearer’s hands playfully. When the wearer loses all their armour hits, they may either call PARTY HEAL 12 or MONSTERS TRIPLE REND as the vambraces combust, releasing the power sealed within.  
 +  * **Weapon**: Eternal Flame. This ivory torch houses a flame from the Lighthouse of the Beacon, ceremonially carried by her worshippers through thunderstorms,​ across ice-floes and into the darkest caves. This Torch is immune to SHATTER, and cannot be extinguished easily even by non-mundane means (i.eat GM discretion)Once per adventure, the bearer of this torch may call MASS REND 
 +  * **Talisman**:​ N/A 
 + 
 + 
 + 
 {{tag>"​the invisible sun" karlos_farblade leon_darrish man_of_many_means rafe_white emily_anara paradai the_beacon gerbera_unnuttum ghita_darrish house_decor eudaimonia_gunderson galbadia_decor adventure}} {{tag>"​the invisible sun" karlos_farblade leon_darrish man_of_many_means rafe_white emily_anara paradai the_beacon gerbera_unnuttum ghita_darrish house_decor eudaimonia_gunderson galbadia_decor adventure}}
resources/adventure/the_invisible_sun.1464521559.txt.gz · Last modified: 2016/05/29 11:32 by seb