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	<updated>2026-05-15T08:46:40Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=PbtArmitage_Files&amp;diff=476854</id>
		<title>PbtArmitage Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PbtArmitage_Files&amp;diff=476854"/>
		<updated>2025-02-20T09:54:11Z</updated>

		<summary type="html">&lt;p&gt;Killfalcon: Merge edit by 172.226.40.59&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;PbtArmitage Files&#039;&#039;&#039;, a runthrough of the unique and ever-changing Armitage Files campaign, using the Powered by the Apocalypse system for added player-facing agency and collaborative collaboration.&lt;br /&gt;
&lt;br /&gt;
The Armitage Files is structured to allow almost all encounters, NPCs, locations, etc., to manifest as friendly, neutral or hostile. In each case, the fork decides the campaign. In most other systems, the choice is made by GM fiat. PbtA allows the players to determine which way each encounter and clue breaks, with their rolls. &lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The hapless Investigators drawn together to uncover the mystery behind the cryptic messages directed at Miskatonic University&#039;s Professor Armitage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! Profession&lt;br /&gt;
! Condition/Disorders&lt;br /&gt;
! XP&lt;br /&gt;
! Money&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[Archer Hane]&lt;br /&gt;
|Archaeologist&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]&lt;br /&gt;
| [https://wiki.rpg.net/index.php/Frankie_Pisano Francesca &amp;quot;Frankie&amp;quot; Pisano]&lt;br /&gt;
|Artist&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Eleanora_Fairchild Eleanora &amp;quot;Nell&amp;quot; Fairchild]&lt;br /&gt;
|Entitled&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Campaign Development=&lt;br /&gt;
&lt;br /&gt;
The PbtA system dictates that a modified 2d6 roll, triggered by a player Move or a specific situation, can drive the action to an unqualified success or positive outcome (10+), a partial success with consequences (7-9), or an outright failure or negative result (6-). The Armitage Files also evolves along forking paths, some better, some indifferent, some very bad.&lt;br /&gt;
&lt;br /&gt;
The campaign has no scripted direction or ending. It&#039;s up to the GM and also the players to decide what is going on, what the final solution to the mystery is, and how the awful events unfold. That means the more creative input from everyone, the better.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.drivethrurpg.com/en/product/155684/mythos-world-playbooks Mythos World free playbooks]&lt;br /&gt;
* [https://www.drivethrurpg.com/en/product/155742/mythos-world-basic-moves?src=newest_recent Mythos World free Basic Moves]&lt;br /&gt;
*[https://commons.wikimedia.org/wiki/File:Lovecraft_Country.svg Map of Lovecraft Country, where most of the action will take place]&lt;/div&gt;</summary>
		<author><name>Killfalcon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supernatural_Law:_New_Orleans/Fantasma&amp;diff=475626</id>
		<title>Supernatural Law: New Orleans/Fantasma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supernatural_Law:_New_Orleans/Fantasma&amp;diff=475626"/>
		<updated>2025-01-28T18:33:36Z</updated>

		<summary type="html">&lt;p&gt;Killfalcon: Merge edit by 138.199.35.101&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fantasma Oblivado - Angel Blooded - Necromancer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fantasma-necro_small.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://wiki.rpg.net/index.php/Supernatural_Law:_New_Orleans Supernatural Law New Orleans]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/supernatural-law-new-orleans.922565/page-2 OOC]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/supernatural-law-new-orleans.922566/page-4 IC]&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Necro Requirements: Charisma at 4 and Magic Lore (Necromancy) at least 2d8&lt;br /&gt;
&lt;br /&gt;
Fantasma Oblivado is a detective with the Occult Crimes Division (OCD) of the New Orleans Police Department. This specialized unit deals with magical and supernatural law enforcement in the Big Easy.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a closely guarded secret, Fantasma carries angelic blood in her veins, passed down through generations. This heritage grants her heightened intuition and an innate sense of justice but also burdens her with the weight of ancient responsibilities.&lt;br /&gt;
&lt;br /&gt;
Despite her celestial ancestry, Fantasma developed an unusual affinity for necromancy during her teenage years. This rare combination of angelic legacy and death magic makes her uniquely qualified for her role in the OCD, allowing her to communicate with spirits and manipulate the boundary between life and death when solving cases.&lt;br /&gt;
&lt;br /&gt;
Fantasma is married to fellow NOPD officer Marco Rousseau, who works in the Homicide Division. Their relationship is strong but occasionally strained by the secrets Fantasma must keep and the dangers of her work in the magical underworld of New Orleans.&lt;br /&gt;
&lt;br /&gt;
As a necromancer in law enforcement, Fantasma often finds herself walking a fine ethical line. She struggles to balance her duty to uphold the law, her innate sense of celestial justice, and the temptation of the darker powers at her disposal.&lt;br /&gt;
&lt;br /&gt;
Former Relationships&lt;br /&gt;
Before settling down with Marco, Fantasma had a complex romantic history shaped by her unique abilities and the challenges of balancing her personal life with her unconventional career:&lt;br /&gt;
&lt;br /&gt;
High School Sweetheart - Jason Thibodeaux:&lt;br /&gt;
   Fantasma&#039;s first love was a local boy who knew nothing of her supernatural heritage. Their relationship ended when her necromantic powers first manifested, frightening Jason and causing him to break things off abruptly.&lt;br /&gt;
&lt;br /&gt;
Fellow Practitioner - Celeste LeBlanc:&lt;br /&gt;
   During her early twenties, Fantasma had a passionate but tumultuous relationship with Celeste, a talented witch. They bonded over their shared magical abilities, but Celeste&#039;s more chaotic approach to magic clashed with Fantasma&#039;s growing sense of duty and order. This relationship ended when a Necromantic ritual went all wrong, and Celeste was killed. She still haunts Fantasma, trying to find a resolution to her unfinished business. &lt;br /&gt;
&lt;br /&gt;
Ghostly Affair - Etienne Laveau:&lt;br /&gt;
   Fantasma&#039;s necromantic abilities led to an unusual relationship with the ghost of Etienne Laveau, a 19th-century voodoo practitioner. This ethereal romance taught her much about the spirit world and highlighted the importance of connecting with the living. Etienne still assists Fantasma as a supernatural servant.&lt;br /&gt;
&lt;br /&gt;
Department Romance - Detective Sam Hawkins:&lt;br /&gt;
   Before meeting Marco, Fantasma had a brief relationship with a fellow OCD detective. The stress of working together and competing for promotions ultimately drove them apart, but they remained respectful colleagues.&lt;br /&gt;
&lt;br /&gt;
Each of these relationships left its mark on Fantasma, shaping her understanding of love, magic, and the complexities of her dual nature. They also helped her appreciate the stability and acceptance she found with Marco, who embraces both her angelic heritage and her necromantic abilities.&lt;br /&gt;
&lt;br /&gt;
Wealth - 7 1.75k - 30k&lt;br /&gt;
Family - 7 Father - &lt;br /&gt;
Childhood - 12 - Foretold Doom - We need to write this up&lt;br /&gt;
Adolescence - 3 - Lettered - Need a sport&lt;br /&gt;
Adult - 10 - Gained Ally - Etienne&lt;br /&gt;
Major Arcana The Chariot - 8 High up, low reversed &lt;br /&gt;
[url=https://orokos.com/roll/1018834]High/Low[/url]: [u]1d6[/u] [b]2[/b]&lt;br /&gt;
&lt;br /&gt;
The Chariot shows the triumph of willpower over the material, success, self-control, self-determination, physical ability, swiftness, and mental strength. &lt;br /&gt;
&lt;br /&gt;
[url=https://orokos.com/roll/1018812]wealth, family, child, adolescence, adult, major[/url]: [u]1d10[/u] [b]7[/b] [u]1d10[/u] [b]7[/b] [u]1d12[/u] [b]12[/b] [u]1d12[/u] [b]3[/b] [u]1d12[/u] [b]10[/b] [u]1d22[/u] [b]8[/b]&lt;br /&gt;
&lt;br /&gt;
Major Arcana - 8 Chariot &lt;br /&gt;
The Chariot shows the triumph of willpower over the material, success, self control, self-determination, physical ability, swiftness, and mental strength. &lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Attribtue&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Willpower&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charisma&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hit Points==&lt;br /&gt;
&#039;&#039;&#039;HP: 32&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heal Rate: 6&lt;br /&gt;
&lt;br /&gt;
==Magic Points: 35== &lt;br /&gt;
4 Spent for Nightsight on the river cruise. leaves 31&lt;br /&gt;
5 Spent for Hardened Skin leaves 26 - 5 more spent on Hardened Skin leaves 21&lt;br /&gt;
Recovery: 4 per hour (16 in 4, all in 8 hrs rest)&lt;br /&gt;
Damage Mod - +1d3&lt;br /&gt;
Initative 1d8+3&lt;br /&gt;
Move: 9&lt;br /&gt;
Saves 1d10 + Attribute&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
Fluency 12 points &lt;br /&gt;
4 Spanish&lt;br /&gt;
3 English&lt;br /&gt;
3 Enochian&lt;br /&gt;
2 Demonic-Abysal what have you&lt;br /&gt;
&lt;br /&gt;
3 Scene Points&lt;br /&gt;
3 Adjustment points Raise Ref by 1, Raise Int by 1, 1 for Petty Magic&lt;br /&gt;
&lt;br /&gt;
==Skills== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interrogation (2d10)&#039;&#039;&#039; - 5&lt;br /&gt;
&lt;br /&gt;
Intimidation is fine if you already know what you want, but sometimes you have to dig deeper. Interrogation, which is not necessarily torture, is the practice of wringing out of someone as much usable information as you can get. Your victim will get a Willpower Saving Throw against your Interrogation attempt, cracking if they fail. Of course, if they don&#039;t actually have the information that you&#039;re looking for, they&#039;ll start making up things they think you want to hear. It&#039;s your job to separate truth from fiction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law (2d10)&#039;&#039;&#039; - 5&lt;br /&gt;
&lt;br /&gt;
You understand both the American legal system and the simpler codes that govern the Syndicate and the Order. You also know where the gray areas are and can sometimes avoid consequences on a technicality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Lore - Necromancy (3d10)&#039;&#039;&#039; - 6&lt;br /&gt;
&lt;br /&gt;
Pick a type of magic. You have studied that specific type of magic and have a good sense of both its applications and of how to invoke it. Having a particular Magic Lore is not the same as being able to cast that kind of magic, and you must still be able to select its Spells through your Archetype.  You cannot have a higher rank in a Spell than you have in its corresponding Magic Lore. Having 3d10 in Shadow, for example, does not also give you 3d10 in Warlock.  You may take this Skill multiple times, selecting a different type of magic each time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navigation (2d6)&#039;&#039;&#039; - 3&lt;br /&gt;
&lt;br /&gt;
You have a good sense of direction and, more importantly, you know when to stop and get your bearings. You can find your way through crumbling tenement buildings, moss-covered swamps, or even parts of faerie without getting utterly lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observation (2d8)&#039;&#039;&#039; - 4&lt;br /&gt;
&lt;br /&gt;
You can tell when something is off, your senses are sharp, you know when someoneis hiding something from you, and you can read the twitch of a person&#039;s fingers right before they go for their gun. This Skill covers every sense, including taste, although you&#039;re hopefully not going to spend a lot of time tasting crime scenes for clues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occultism (2d6)&#039;&#039;&#039; - 3&lt;br /&gt;
&lt;br /&gt;
Some mages might be content with just Magic Lore, but you&#039;ve spent your time studying the broader realm of the supernatural. You know useful facts about creatures, Ley Lines, and haunted locations, and you have a better sense of the motives behind certain cults. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols (2d8)&#039;&#039;&#039; - 4&lt;br /&gt;
&lt;br /&gt;
You know the basics of handgun use and ownership. You can find the safety, perform routine weapon maintenance, and discharge the gun into the face of an oncoming demon as needed. This Skill also covers submachine guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth (2d8)&#039;&#039;&#039; - 4&lt;br /&gt;
&lt;br /&gt;
You&#039;ve learned that the best way to avoid a fight is simply not to attract any notice in the first place. You can fade into the shadows, escape detection, and walk softly without breaking your stride.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Streetwise (1d8)&#039;&#039;&#039; - 3&lt;br /&gt;
&lt;br /&gt;
You&#039;ve gotten very good at thinking like a criminal. This might be because you are one. You know basic etiquette for dealing with criminals, you how several types of criminal operations work, you know the right people to talk to if you need a hook up or a fix, and you know where to find contacts on the wrong side of the law. You also have a more general sense of where to go to buy guns, drugs, or other gray and black-market supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Control the Dead (2d10)&#039;&#039;&#039; - 5&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t matter that it&#039;s someone else&#039;s zombie. You have the access codes.&lt;br /&gt;
Cost: 8 points&lt;br /&gt;
Duration: Immediate&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: You may take over a Risen Dead by making an Opposition Roll using Control the Dead + WLP against either the dead&#039;s Willpower Saving Throw or its caster&#039;s Control the Dead + WLP—whichever is better. If you succeed, you hijack the dead thing.  You can control up to WLP x3 Risen Dead at any given time. Your Risen Dead fall apart if they move outside a 1-mile radius of you.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Raise the Dead (1d10)&#039;&#039;&#039; - 4 &lt;br /&gt;
&lt;br /&gt;
You can imbue a portion of your will inside of a dead thing, reanimating the corpse and placing it under control. &lt;br /&gt;
Cost: 7 per dead thing raised &lt;br /&gt;
Duration: Until the Risen Dead is destroyed, the caster is destroyed, or the caster relinquishes control&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: Raise the Dead requires 10 minutes of ritual to cast. Each Risen Dead functions as a zombie (see the Adversaries section) under your control.  You can control up to WLP x3 Risen Dead at any given time. Your Risen Dead fall apart if they move outside a 1-mile radius of you. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speak to the Dead (3d10)&#039;&#039;&#039; - 6&lt;br /&gt;
&lt;br /&gt;
The dead can tell tales. At least, they can with you. &lt;br /&gt;
Cost: 4&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: 50-yard radius around the deceased&lt;br /&gt;
Notes: You may cast this Spell either on a corpse or on a place where a person died. If cast on a place, you must specify which person you are trying to conjure up. The &#039;dead&#039; that you speak to is not so much a person&#039;s soul as it is their echo, and you may cast this Spell even if the person you are hoping to talk to has been dragged off to Hell by demons. The &#039;dead&#039; is not always coherent, and it is usually stuck in the last few minutes of its life, constantly on loop. It can answer simple questions but may become confused if anyone tries to remind it that it is dead. How willing the &#039;dead&#039; is to help depends on how the caster approaches it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Ghost (3d10)&#039;&#039;&#039; - 6&lt;br /&gt;
&lt;br /&gt;
Not only can you call up a ghost, but you can compel it to do your bidding.&lt;br /&gt;
Cost: 5&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: 1-mile radius&lt;br /&gt;
Notes: Summon Ghost requires 10 minutes of ritual incantation to cast. After a successful summoning, you can command the ghost, communicate telepathically, and even see through its senses, although it will not obey any orders that would result in its imprisonment or destruction. Use the ghost information from the Adversary section. You may have up to 2 ghosts under your control at any given time. If you try to summon and command a specific ghost, it can resist you with an Opposition Roll using its Willpower Saving Throw against your Summon Ghost + WLP. If it succeeds, it breaks free and you can never command it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Wound (3d10)&#039;&#039;&#039; - 6&lt;br /&gt;
&lt;br /&gt;
You restore bodily humors and mend broken limbs.&lt;br /&gt;
Cost: 1 point&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: Your target heals 1 Hit Point. You may spend up to +5 MP to heal an additional Hit Point per MP spent. If your target has a broken limb, you may restore it to full functionality for +5 MP. If your target is asleep or unconscious, you may wake them for +1 MP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardened Skin (2d8)&#039;&#039;&#039; - 4&lt;br /&gt;
&lt;br /&gt;
Your skin takes on the color, texture, and durability of cement.&lt;br /&gt;
Cost: 4 points&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: You gain +3 Protection to all Hit Locations. This effect does not stack with itself or with any other Spell or effect that hardens your skin. You may still wear armor over your Dragon&#039;s Skin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock (1d8)&#039;&#039;&#039; - 3&lt;br /&gt;
&lt;br /&gt;
You can open, change, or create a lock.&lt;br /&gt;
Cost: 1 point&lt;br /&gt;
Range: Touch&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
Notes: Under your touch, you may cause any mundane lock to spring instantly open—or reconfigure it so that it opens in a different way. If the lock is complex or electronic, you must pay an extra +1 MP. If the lock is magical, you must pay an extra +3 MP and make a Skill Test with Lock. The GM will set the difficulty. If you fail your Skill Test, you cannot attempt to open or change this lock again. You may also use this Spell to apply a magical lock to an object. Spend +3 MP and roll Lock + INT or CHR (your choice) to set its TN. You may also choose a condition that releases the lock (for example: fresh blood is spilled, someone says the Lord&#039;s Prayer, or a specific person touches the object.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Sight (3d8)&#039;&#039;&#039; - 5&lt;br /&gt;
&lt;br /&gt;
Your eyes glow as you peer into the dark.&lt;br /&gt;
Cost: 4 points&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: You suffer no penalties for peering through mundane darkness. Magical Darkness only imposes a +2 TN penalty on you and restricts your vision to 10 yards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunlight (1d8)&#039;&#039;&#039; - 3&lt;br /&gt;
&lt;br /&gt;
You conjure pure, bright sunlight—even indoors.&lt;br /&gt;
Cost: 2 points&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range&lt;br /&gt;
Notes: The sunlight fills a 5-yard radius. You can increase the radius to 10 yards for +1 MP or to 20 yards for +3 MP.  If a Darkness Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Darkness Spell&#039;s caster wins, the sunlight is immediately snuffed out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Shards (2d10)&#039;&#039;&#039; - 5&lt;br /&gt;
&lt;br /&gt;
Stone fragments fire like rifle bullets from your palm.&lt;br /&gt;
Cost:&lt;br /&gt;
1 point per attack for a 2d4.&lt;br /&gt;
2 points per attack for a 2d6 attack.&lt;br /&gt;
3 points per attack for 2d8&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: Range penalties apply. 5 yards is short range, 15 yards medium range, 25 yards long range&lt;br /&gt;
Notes: You may attack multiple times in a turn with Stone Shards without needing to roll to cast the Spell again. You must still spend an Action and pay the MP cost each time and Multiple Action Penalties are incurred as normal.&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
&#039;&#039;&#039;Fine Looks&#039;&#039;&#039; - Free&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re conventionally beautiful or just striking, one thing&#039;s for sure: you are easy on the eyes. You get -2 TN on all social Skill rolls where the other party can see you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astral Sight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By making a standard Observation Skill Test, you can notice spirits, astral projections, and other things that would normally be invisible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are so used to handling the grossest things the world has to offer that you never have to make a Saving Throw vs poison or disease. This applies to supernatural poisons and diseases as well as perfectly mundane ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shady Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You know a few people that like easy payouts and don&#039;t ask too many questions. CHR times per game session, you can call up a contact to offer professional advice or to get you in the door somewhere you wouldn&#039;t normally be allowed to go. The GM may limit how you can use this power. Ex: a coroner might get you access to a specific body in the morgue, but they&#039;re probably not going to charge at a demon, armed only with a scalpel, for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernatural Servant&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sometime during your career, you acquired (or assembled) a Ghost or Flesh Golem servant to do your bidding (see their respective entries in the Adversaries section for stats). Your supernatural servant obeys your every order, but it may choose to follow your orders too literally if it gets upset with you.&lt;br /&gt;
&lt;br /&gt;
==Petty Magic==&lt;br /&gt;
&lt;br /&gt;
You have access to all the Spells on the Petty Magic List. You do not need to assign Skill points to them individually. To cast a Petty Magic Spell, you roll Magic Lore: Petty Magic + INT. This Talent may not be taken by Templar and Ungifted.&lt;br /&gt;
&lt;br /&gt;
Petty Magic Spells are cast using Magic Lore: Petty Magic + INT and they do not need to be purchased individually with Skill Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You never need air conditioning.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 5 minutes&lt;br /&gt;
Range: 20 yards&lt;br /&gt;
Notes: You create a draft that is strong enough to blow out candle flames or knock single sheets of paper around. You may choose the direction the breeze blows in. For +2 MP, you may increase the Duration by 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clean/Polish Item&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For you, tidying up is a snap.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: Permanent&lt;br /&gt;
Notes: You remove stains from an object or piece of clothing.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can alter the colors of a person or object.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: You can work very subtly with this Spell to create an effect that looks perfectly natural. Or you can turn someone bright pink. The possibilities are endless. You may not affect objects any bigger than a truck.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Create Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ball of light follows you, illuminating your way.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: Your lantern companion may go no further than 20 yards from you. You may dim or brighten its light with a mental command. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You cause water to evaporate rapidly in the target area.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 5 minutes&lt;br /&gt;
Range: 10 yards&lt;br /&gt;
Notes:  This Spell affects a 1-yard radius. The evaporation is intense, comparable to Death Valley in the summer, but it doesn&#039;t heat whatever it&#039;s evaporation. Casting it on a bathtub full of cool water, for example, will quickly fill a small room with cold mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faire Music&#039;&#039;&#039;&lt;br /&gt;
You are your own soundtrack.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes:  The music can be heard by anyone in a 40-yard radius of you. It is bright, jolly, and sounds exactly like what you&#039;d hear at a renaissance faire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freshen Food&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can live like a king off of dumpster scraps.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: A piece of food you touch becomes fresh and appetizing. If left out, it will begin to spoil at the usual rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can warm clothes, heating pads, or dinner.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: 20 yards&lt;br /&gt;
Notes: You may heat an object 50 degrees Fahrenheit. You may not use this Spell on a living thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide Item/See Item&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You render a small item invisible or detect a small invisible item.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: This effects an item such as a credit card, handgun, bible, or packet of drugs. The item can still be detected by bumping into it, or with Spells or supernatural senses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisible Cook/ Server&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magical being coalesces to fix you a meal.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: You may only have one Invisible Cook/Server active at a time. An Invisible Cook/Server does not provide its own ingredients. An Invisible Cook/Server will only perform tasks related to cooking or serving. It will not walk into traps for you. An Invisible Cook/Server has 1 Hit Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levitate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You float lazily up into the air.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: You can slowly rise into the air at a rate of 2 yards per turn to a maximum height of no more than 20 yards above where you lifted off from. You may also descend slowly, at a rate of 2 yards per turn, or very quickly by releasing the Spell.  This Spell only levitates up to 300 pounds of weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Distance Whisper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your words cross distances and slither into people&#039;s ears.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: Line of Sight (200 yards)&lt;br /&gt;
Notes: You whisper a message to your target. They may be able to recognize your voice, but they do not automatically know which direction the message is coming from. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Alarm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You set up the magical equivalent of a primitive motion sensor.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: Designate an area, up to 30 yards in radius. The alarm covers that area and triggers when it detects movement, mentally alerting you that something has breached the area. It then deactivates, forcing you to go back to the area and recast the Spell every time you wish to reset the alarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Illusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You temporarily change the way an object looks.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 3 turns&lt;br /&gt;
Range: 10 yards&lt;br /&gt;
Notes: You may not use this Spell to create freestanding, independent illusions or illusions with sound, but you can change the words on a piece of paper, add bloodstains to someone&#039;s clothing, make someone&#039;s face look unfamiliar, or commit other small mischiefs. To affect someone with one of these illusions (for example, to trick someone into thinking you&#039;re not the person on the wanted posters), you may still need to make an Opposition Roll at the GM&#039;s discretion, although the GM should award you a bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moisten&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can soak fabrics with water.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: Every object in a 1-yard radius becomes saturated with water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page Turner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the ultimate couch-magician.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: An invisible force turns pages and holds books up at eye level, responding to your mental commands. You may only have one Page Turner active at a time, and it goes into hiding if a fight breaks out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An indefinably pleasant scent surrounds you.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: You receive a -1 TN bonus on all Opposition Rolls and Skill Tests, provided the people they are interacting with can smell them. This effect does not stack with itself.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can move a small object at a distance.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Line of Sight&lt;br /&gt;
Notes: Prestidigitation can exert up to 2 pounds of force and can move an object 1 yard per turn. It cannot be used on people, animals, or any other being and it can only affect one&lt;br /&gt;
object at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repel Insects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insects avoid a warded area.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: This affects a 10-yard radius, repelling all normal, mundane bugs. Vermin swarms, supernatural insects, and other exceptional creepy-crawlies may make an Average Willpower Saving Throw (TN 9) to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seduction Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A normal person would just light some candles, but you have magic.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: You receive a -2 TN bonus to all attempts to flirt or seduce. You may not cast Seduction Charm if you are already benefiting from its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You spray magical garbage-water all over an area.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: 10 yards&lt;br /&gt;
Notes: Everything in a 3-yard radius is coated with oily, foul-smelling filth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Cloud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You take a deep breath and exhale a cloud of thick, inky smoke.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: 2d3 Rounds&lt;br /&gt;
Range: 20 yards&lt;br /&gt;
Notes: A 15-yard radius around your target is filled with dense smoke. You can see in the smoke without issue. Everyone else suffers a +3 TN penalty on all attempts to see&lt;br /&gt;
through the smoke (unless they can echolocate, feel vibrations through the earth, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Small Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You flick your fingers and produce the flame of a lighter.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: You can easily convince people that this is stage magic, not actual magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarm of Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Butterflies appear out of thin air, wrapping you in a hurricane of bright colors.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
Range: Self&lt;br /&gt;
Notes: Attempts to hit you with a Melee or HTH attack are at a +1 TN penalty. This effect does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throw Voice/Sound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can create sounds at a distance.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Range: INT x 10 yards&lt;br /&gt;
Notes: To affect someone with a sound (for example, to convince a security guard to turn around and look at the statue that just whispered to him), you may still need to make an Opposition Roll at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie/Untangle/Untie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ropes, cords, and strings weave themselves in and out of complex knots at your command.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: A knot created with this Spell can only be undone through magic. This does not change the properties of whatever the knot is made from, however, and it can still be cut, burned, or slipped out of by a clever prisoner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Write/See Invisible Messages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You write with extremely invisible ink.&lt;br /&gt;
Cost: 0&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
Range: Touch&lt;br /&gt;
Notes: Your messages are visible only to other people with this Spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Complications==&lt;br /&gt;
&#039;&#039;&#039;Haunted - Celeste LeBlanc&#039;&#039;&#039;&lt;br /&gt;
You&#039;ve picked up a spiritual hitchhiker and it refuses to leave you alone. This might be the ghost of someone you&#039;ve personally wronged, or it might be an entirely unrelated spirit. Needless to say, this is not a friendly haunting. Work with the GM to figure out what the ghost is and how it works. If you manage to get rid of it, other spirits will take an interest in you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hedonist&#039;&#039;&#039;&lt;br /&gt;
To say that you like to party is an understatement. If it involves sex, drugs, and rock and roll, you&#039;re in. Once per session, the GM can present you with an obvious trap that is baited with your chosen vice. You must make a Tough Willpower Saving Throw (TN 12) in order to resist this temptation.&lt;/div&gt;</summary>
		<author><name>Killfalcon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Eye_In_Team&amp;diff=443850</id>
		<title>The Eye In Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Eye_In_Team&amp;diff=443850"/>
		<updated>2023-10-05T12:29:28Z</updated>

		<summary type="html">&lt;p&gt;Killfalcon: Merge edit by Bombard230&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Blades in the Dark]]&lt;br /&gt;
This is the wiki page for a Blades in the Dark campaign following the rise to power of a discordant gang of bravos, with the alias &amp;quot;The Wellingtons&amp;quot;. Players, feel free to edit and add details as the campaign progresses.&lt;br /&gt;
&lt;br /&gt;
=The Wellingtons=&lt;br /&gt;
The Wellingtons are a gang retreated to South East Crow&#039;s Foot. They fled their original base, an old lighthouse in the west, to flee pursuers from the [[#Red_Sashes|Red Sashes]] and [[#Crows|Crows]]. Now they reside in a gambling den in Furnoff. &lt;br /&gt;
&lt;br /&gt;
==The Crew==&lt;br /&gt;
===Rattakus===&lt;br /&gt;
Attakus Finch has lived a life steeped in crime, wandering from gang to gang as they collapsed. Now he has only memories and scars. He now acts as the de facto leader of the Wellingtons.&lt;br /&gt;
&lt;br /&gt;
===Bishop===&lt;br /&gt;
Laudius Grinde came from a rich branch family. That is no longer the case. When he became the family head he lost all their wealth to bad investments and gambling. Now he takes the first steps to restoring his wealth through the Wellingtons. Recently he robbed his playboy [[uncle]], the consequences are still unfolding.&lt;br /&gt;
&lt;br /&gt;
===Phiscus===&lt;br /&gt;
Phin comes from a remote village in the Dagger Isles. He and his family were taken as slaves when he was a boy. Twenty years later he is free but slavery still plagues his homeland. He is hunting for [#Jul|Jul].&lt;br /&gt;
&lt;br /&gt;
===Coil===&lt;br /&gt;
A former student of chemistry, he finds himself in the more lucrative business of crime. His vice is lust, quenched by the vendor &#039;&#039;Honey&#039;&#039;. He recently &amp;quot;resolved&amp;quot; a plagiarism issue with his work at his old college.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
https://imgur.com/a/WyZSIxb&lt;br /&gt;
[[File:https://imgur.com/a/WyZSIxb]]&lt;br /&gt;
[https://imgur.com/a/WyZSIxb]&lt;br /&gt;
[[Media:https://imgur.com/a/WyZSIxb]]&lt;br /&gt;
&lt;br /&gt;
==Red Sashes==&lt;br /&gt;
An academy for iruvian swordplay and fine arts that has expanded into drug dealing and money laundering.&lt;br /&gt;
===Mylera Clev===&lt;br /&gt;
A veteran returned from the iruvian desert. Struggles with bouts of mania. Most recent obsession was Bishop.&lt;br /&gt;
&lt;br /&gt;
===Captain Streghis===&lt;br /&gt;
&lt;br /&gt;
===Three===&lt;br /&gt;
A markswoman with arcane origins.&lt;br /&gt;
&lt;br /&gt;
===Four: The Ball Breaker===&lt;br /&gt;
Swore vengeance after his closest friend was killed in S2E3. He took his moniker after defeating the late Knee Breaker. Now he hunts the Wellingtons.&lt;br /&gt;
&lt;br /&gt;
==Crow&#039;s Foot==&lt;br /&gt;
Poor district with poor people.&lt;br /&gt;
&lt;br /&gt;
===Furnoff===&lt;br /&gt;
Furnoff is a dinky little neighbourhood on the wrong side of the water barrier. It exists in the wet, narrow gap between a great fallen watchtower and the water barrier. The entrance is monitored by red sashes. The far end, out in the water, is a partially sunken church with a artifact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Series=&lt;br /&gt;
The Eye In Team is described as a television series. Narration uses camera movement and angles. Sessions are formatted as episodes in seasons.&lt;br /&gt;
&lt;br /&gt;
==Season 1==&lt;br /&gt;
A trial run that flopped. Nothing of relevance except for the addition to the cannon of the lost district. Apparently there is a vortex of souls.&lt;br /&gt;
&lt;br /&gt;
==Season 2==&lt;br /&gt;
The rise and fall of Wellingtons.&lt;br /&gt;
&lt;br /&gt;
===Episode 1: Smoke Out===&lt;br /&gt;
The Ruthe family was collapsing. To prevent financial and bloodline destruction Darmanat Ruthe arranged a political marriage between his daughter and [[#Frique_Family|Gustopher Frique]]. The Crows accepted payment to extract the daughter. The newly formed Wellingtons (at this point only Rattakus, Bishop and Phiscus) offer their services and thus endear themselves to the Crows. They enter separately, convening on the first floor where they knock out the witnessing Gustopher. The daughter was easily knocked out lowered from a window. To divert blame, Gustopher was bound to her bed frame with pink handcuffs. They escaped through liberal use of Phiscus’ smoke bombs.&lt;br /&gt;
&lt;br /&gt;
===Episode 2: The Red Black Bird People===&lt;br /&gt;
The alleyways of Crow’s foot are thrown into disarray when [[#Crows|Lyrra]] usurps her boss ‘’’Roric’’’, weakening the Crow’s hood on the district. Lampblacks and Red Sashes are quick to move, fighting for control of the district. The Wellingtons have to decide which side they are going to take. The Red Sashes enjoy high class art with racial overtones. The Crows have a long strong history under Roric but an uncertain future under Lyrra. The Wellingtons plan to play off both the Lampblacks and Crows. They take on two jobs: Plant a disruptive artefact in the Lamblack Warehouse and burn the Red Sash cultural library.&lt;br /&gt;
&lt;br /&gt;
The meeting with Baz sours the relationship. He bought Bishop’s home debt, creating an adversarial relationship. His lenient policies on violence didn’t bolster his likability either. Lyrra’s meeting was farm more efficient. “F*ck me over and you’re dead.”&lt;br /&gt;
&lt;br /&gt;
The Wellingtons organise entry to the Red Sash manor on the day of duel. Bishop, guised as a lampblack “Marquini” and his “servants” take advantage of all the master swordsmen watching the duel. Phiscus and Rattakus break off and sneak through the halls, acquiring a uniform from a red sash servant. Bishop is defeated in the 2nd round. [[Mylera]] is transfixed from the moment she sees him, moreso after he sneaks away through a cloud of chemicals. Rattakus antagonises a lizard and flees through the sewers.&lt;br /&gt;
&lt;br /&gt;
===Episode 3: Something Bad===&lt;br /&gt;
Coil impersonates the captain to save Phiscus from a Red Sash patrol. THen he knocks out a lizard. &lt;br /&gt;
&lt;br /&gt;
They make it to the library, sending away one of two master swordsman using Coil&#039;s guise as captain, but destroying the high-huem lightning barrier and sending Bishop and Rattakus into an 2nd degree echo. The two encounter [[Roric]] and reject his request to destroy Lyrra, copping an aneurysm. Meanwhile, Phiscus burns down the library and flees through the wall with only 1st degree burns.&lt;br /&gt;
&lt;br /&gt;
===Episode 4: Snapping Knees and Necks===&lt;br /&gt;
Lyrra heard that the Wellingtons were working with Baz. She blacklisted them and authorised an assassination attempt. The wellingtons attempt to organise a meeting with her to resolve the conflict but fate spun a different tale. The Red Sash&#039;s five, the crow assassin, Roric, Gustopher and the Great Galoshes show up to crash the party. The Wellingtons narrowly escape with their lives after crashing a car off a bridge into a river, breaking necks in the process.&lt;br /&gt;
&lt;br /&gt;
===Special Episode 5: Tower of Greed===&lt;br /&gt;
Bishop and Rattakus, the first out of rehab, take advantage of Gustopher&#039;s death to loot his financial records. It requires a tense journey up the Tower of Greed, one of six tower. They brush through a auction, a mafia meeting and an encounter with the recently deceased but only Bishop is able to elude the Bluecoats.&lt;br /&gt;
&lt;br /&gt;
==Season 3==&lt;br /&gt;
After disaster, the Wellingtons return.&lt;br /&gt;
&lt;br /&gt;
===Episode 1: Nighty Night===&lt;br /&gt;
Bishop has the brilliant idea to steal from his playboy uncle. They rappel down over the water barrier into his backyard, drug the maids and dismantle the security system. Unfortunately there were women both in the bedroom and at the front door. Liberal application of drugs allowed their escape, but not before the Uncle&#039;s Dayong escapes onto the street inciting gunfire from the military police.&lt;br /&gt;
&lt;br /&gt;
===Episode 2: Highs and Lows===&lt;br /&gt;
The episodes starts with a confrontation: Phiscus against a slaver. They extract information.&lt;br /&gt;
- Jul is still enslaving the people of the Dagger Isles&lt;br /&gt;
- He sends them into Doskvol using the rail&lt;br /&gt;
- They are driven to a location underground for sales&lt;br /&gt;
Coil threatens an academic that was plagiarized his work and the gang tries to sell Gustopher&#039;s dirty laundry. Unfortunately Salia, their liaison, disappeared days after being given the details. Follow a lead from her workplace to her home where they find a severed hand, a puddle of blood and dou of Iruvian darklings apparently working for the Frique family. One stares with yellow eyes, another blurs through space leaving dark streaks in the air.&lt;br /&gt;
&lt;br /&gt;
===Special Episode 3: Desperate Times===&lt;br /&gt;
Bishop hires Wax and Sliver to rescue Rattakus, who was kidnapped by the Cult of the Empty vessel for sacrifice. Baz and a half dozen other acolytes are sacrificed to the pit. Rattakus is fine.&lt;br /&gt;
&lt;br /&gt;
=Player FAQ=&lt;br /&gt;
===How large is Crow&#039;s Foot?===&lt;br /&gt;
Thus far I&#039;ve been comparing Doskvol to Rome in terms of scale and population. That kind of works against the maps and what John Harper designed. Now I&#039;ll be using the much lower figures of 20,000 people in Crow&#039;s Foot and roughly an hour to get across the district by Canal.&lt;br /&gt;
===What power level is the game running at?===&lt;br /&gt;
Season 2  began with less attention to tier and skill level so we could acclimate to the game. From season 3 onwards you won&#039;t be easily contending with those above your weight class. Expect high tier politicians to see through your plans and powerful foes to have clocks for their defences. Expect more clocks for obstacles in general.&lt;br /&gt;
===What&#039;s beyond doskvol?===&lt;br /&gt;
Ask about it in-game or consult the lore. Bonus points if you Roleplay.&lt;/div&gt;</summary>
		<author><name>Killfalcon</name></author>
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