Campaign:Never Let Down

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Information

Setting

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

Inactive

Date

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

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

Codex ●●●●●

  • Allows inducted members to share known ceremonies between each other.

Haunt

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

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

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