Campaign:Never Let Down: Difference between revisions
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Latest revision as of 19:05, 1 July 2023
Information[edit]
Setting[edit]
RAWK LAWBSTAR decided she wanted a fictional large city in the pacific northwest and all the good spots were taken, so she dragged the real archipelago and put it in a more ideal location. What started as a city quickly sprawled into becoming the 51st State.
Map of the Haida Metropolitan Area.
Map of the Archipelago.
Map of Haida Gwaii in relation to the continental US.
Player Characters[edit]
- Astra - Justin Murdock
- Spindly - William
- LawnPygmy - Mitch
- Mactavish - Anne
- BB - Jiu
- Contagonist - Vinny
Inactive
Yue - June
Date[edit]
Current Day: Wednesday January 2nd, 2013
- December 10th, 2012: Destroyed the midnight nectar factory in the tempest.
- December 1st, 2012: Scuffle at Mount Begbie with William's father. Inter-krewe meeting.
- November 27, 2012: Scuffle with Aubrey Lohr and the capture of his childe.
- November 26, 2012: The Krewe discovers the drug "Midnight Nectar" and begins searching for its source.
- November 6, 2012: Adrian is slain.
- October 31, 2012: Descent in the Underworld.
- October 29, 2012: Mother of all lightning storms. Mitch gets radio sickness.
- October 28, 2012: Dinner meeting with Haroldson and Cyril.
- October 27, 2012: "What must be done to enact Thy will on this Earth and join the wills of the Faithful and the Source?"
- October 25, 2012: See No Evil Killer murders story published.
- October 20, 2012: Werewolf problem solved.
- October 19, 2012: LARP shenanigans start
- October 18, 2012: Vinny is hired to play at The Wire
- October 17, 2012: Raided the Giovanni at the funeral home in Warren Hills and recovered Victor's body.
- October 16, 2012: Holloway Manor Haunt cleared, Mitch and June join the Midnight Krewe
- October 15, 2012: Boarding House Haunt cleared
- October 14, 2012: Midnight Krewe Founded
- Octorber 13, 2012: Party Abducted by Unknown Assailants
XP and Rewards[edit]
TOTAL XP: 250
TOTAL KREWE XP: 125
(KXP may spent on merits, psyche, and borrowed-keys)
- Ally - Peter Holloway's Ghost (currently chilling with Haroldson)
- Artifact - The Comb
- Artifact - Switch-Blade
- Artifact - The Lucky Baseball Bat
- Favor with the Circle of the Crone
Krewe[edit]
Codex ●●●●●
- Allows inducted members to share known ceremonies between each other.
Haunt[edit]
An old decrepit boarding house in Little Russia nestled between three high-rise apartment complexes on a dead-end. It's been abandoned for a long while but has now been renovated. It's four floors plus an attic and basement; each floor has a shared kitchenette and 4 rooms. The plasm of the haunt accumulates in the back room of the basement every night at a minute past midnight.
Fluidity: ●●●
Residue: ●●●
Security: ●●●
Size: ●●●
Charms/Mementos/Deathmasks[edit]
Ghost's rarely fail to leave something behind. This is a list of such things collected by the krewe.
- "The Architect's Key" - Charm
- Origin: Left behind by the Architect when he passed on.
- Threshold: Silent
- Description: A large tarnished brass key the size of a man's forearm
- Use: ???
- "Red Tooth Necklace" - Charm
- Origin: Remains of the fused abomination that was Adrian and his Geist.
- Threshold: Torn
- Description: A necklace containing 5 blood stained human incisors connected by a cord of sinew.
- Use: Allows for "vampiric feeding" to regain plasm 5 times before breaking.
- "Tar Heart" - Memento
- Origin: Remains of the defeated specter found in the Boarding House Haunt in Little Russia.
- Threshold: Torn
- Description: The charm resembles a shrivled human heart made of tar, grime, and scabs. It's small enough to fit in your plam.
- Use: Reduces lethal damage to bashing for a scene. It must be spend a night in a haunt or low point to recharge.
- "Haunted Obol" - Charm
- Origin: Found when the the bandage over Peter Holloway's eyes were removed. The pair contained a specter somehow.
- Threshold: Stricken
- Description: A pair of very old italian lira that look like they had been left out on the street for a few years.
- Use: +3 to a single Occult Roll or 2 plasm
- "Tarnished Earring" - Charm
- Origin: Left behind by the addict ghost.
- Threshold: Stricken
- Description: A small earring shaped like a flower, tarnished and chipped from age.
- Use: ???
- "Old Woman's Ring" - Charm
- Origin: Left behind by the first ghost Mitch helped.
- Threshold: Silent
- Description: A silver ring.
- Use: ???
- "Gore Grenade" - Charm
- Origin: Left behind by one of JJ's thugs after William killed him twice.
- Threshold: Torn
- Description: A hand grenade coated that is always slick with blood and viscera.
- Use: ???
House Rules[edit]
Seeing as how RAWK has completely overhauled (and is still working on a lot bits) the game; there're a bit too many to list out all once here. Badger her for details.
Etherwind Chargen: http://pastebin.com/Wd4NWX9m