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=The Jack's Court= The following Nightmares answer to the One Eyed Jack directly and faithfully and while they function as his lieutenants they should be treated as major Nightmares in their own right. If the Jack is holding Court within the Iron Keep, they will typically all be present, but otherwise might be found anywhere within the Mad City unless their description indicates otherwise. Some of the Court have a different Pain rating within the Quarters and within the Iron Keep itself. ==The Blood Queen - Pain 6/9/12 (by Watch)== The Blood Queen is perhaps first and foremost a Nightmare to Nightmares. In the First Watch she manifests as a young girl in a short dress of crimson with red ribbons in her blonde hair. Her feet and legs and arms are bare to clap and kick and dance. The soles of her feet and the palms of her hands are gleefully wet with blood that never seems to rub off on anything. [Pain 6] In the Middle watch she becomes a woman fully grown in a sheathed red gown, red slippers, and long gloves that move and flow on her arms like blood. Her lips are the color of blood as well and her hair is chestnut brown, worn loose with a thin pair of braids making a crown around her brow and bound in back with a simple cord of red leather. [Pain 9] In the final watch she is a white haired crone, red bones pinning her coif up in a bun, her sagging breasts exposed, and a red woolen kilt covering her nether regions. Blood flows openly from her shoulders to her fingertips and from well above her knees to her clawlike toes, and her parched thin lips are black and cracked. [Pain 12] In all her incarnations, her eyes are black as a night without stars. When attacked, the blood from her feet flows up to cover her even as the blood from her hands and arms sweeps out to smother whoever would dare her harm. It is whispered that in the fist watch she is the Jack's daughter, eager and full of life, while in the middle watch she is his bride, sensual and possessive, and in the last watch the mother who birthed him, demanding and cold as iron. ''No one even whispers about what she might become during the '''Thirteenth Hour'''.'' In court it is the Blood Queen who speaks openly while the One Eyed Jack stares sternly ahead, offering neither approval nor dissent, but it is rumored he speaks into her mind and that she does not gainsay his desires. '''Special:''' The Pain Rating of Nightmares who come within sight of the Blood Queen drops two points and remains reduced while in her presence. Only the Jack and Mistress When, (and perhaps the Keeper) are known to be immune to this effect. Inklings, for whatever reason, add one pain to their rating in her presence and tend to congregate near her unless ordered to do otherwise. ==The Fool - Pain 5 (7 within the Iron Keep)== The Fool is a thin androgynous figure in black and white motley and an oval mask, half black, half white with only a bare rectangular slit for each eye and the mouth. Like many of the Jack's court the Fool does not speak, but can communicate quite fluidly through pantomime. In certain light, with certain movements, the observer would swear the Fool to be a lean young man under that mask, while in other light with certain other movements, the observer would be equally certain the mask hides a slim young girl. The Fool is the Jack's primary means of communicating directly with the Awake when he wishes, though the Fool will often set forth on its own agenda. The Fool is often seen juggling fire, dancing, tumbling, performing pratfalls, and otherwise amusing the court, but by all accounts the Fool is the One Eyed Jack's chief adviser. ====Inklings - Pain 1 (3 within the Iron Keep)==== Made of shadow, inklings resemble children in form but with huge hands and feet and great grinning maws full of shadowy teeth. Inklings are three dimensional in form, but being made of the stuff of shadow they are somewhat translucent, except for the inside of their mouths beyond their shadowy teeth. That is black as never. Silent as death, Inklings are never seen in the Iron Keep except when called for an execution, but they are everywhere, watching from the shadows and - via the Fool - acting as the One Eyed Jack's eyes throughout the Quarters. It is without the Iron Keep that Inklings are most to be feared. Though weaker in the Quarters than they are within the Keep, they are utterly invisible in the shadows and when they attack they attack in swarms. They do have to leave the shadows to attack, however. Their hands have no grip and their teeth have no bite if their bodies are in shadow. Only during the Thirteenth hour are Inklings truly vulnerable, taking on the form of mute children wandering derelict. During the Thirteenth Hour an Inkling's Pain rating drops to zero effectively turning them into mere Locals. For better or for worse, Inklings caught in this state within the confines of the Bizarre Bazaar do not revert back to their Nightmare form at the end of the Thirteenth Hour. ==The Huntsman - Pain 5 (2 within the Iron Keep)== The Huntsman is the one member of the Jack's Court who is considerably more powerful outside the keep than he is within. Inside the Iron Keep, the Huntsman is little more than a glorified kennel master. But out in the Quarters he Hunts with the One Eyed Jack's own authority. Clad in tough fighting leathers and loose cowl, the scent of old blood clings to the Huntsman. His face jutting from the cowl is the bare white skull of a great wolf with an eerie blue flame dancing in the empty sockets - a flame that drifts closer to red as the Huntsman closes with his prey. Despite his appearance, the Huntsman can and does speak, though usually only to his Hounds. The Huntsman only hunts on the order of the Jack, sending his Death Hounds out ahead of him, but keeping two at his flanks at all times outside the Keep. '''Special:''' Out in the Quarters, the Huntsman has a terrible reputation. Minion level Nightmares, excepting his own Death Hounds, will avoid the Huntsman, fleeing from his presence for dear life. Lieutenant level Nightmares not of the Raven King's court will viciously and immediately attack him on sight. When being attacked by other Nightmares, the Huntsman's Pain increases by 2 + 1 for each additional Nightmare beyond the first to a maximum Pain rating of 12. If a major Nightmare attacks the Huntsman, he can blow his Horn to summon the Jack. '''The Huntsman's Horn:''' The Huntsman bears a great hollow ram's horn which he can blow to summon his liege. He will only do so under conditions set by the One Eyed Jack. It is rumored that his ability to add pain against other Nightmares comes from this Artifact. ====Death Hounds - Pain 2 (4 when Tracking)==== Large and lanky dogs, pale and furless with bare skulls for heads, the Death Hounds are usually found hunting at the Huntsman's behest, running ahead of him to bring his prey to ground (tracking Pain 4) or at his flanks as guardians (Pain 2). Like the Huntsman, their eye sockets glow a cold blue until they near their intended prey, then they begin to glow violet, and ultimately crimson as they close with their prey. Like the Huntsman, the scent of old blood clings to them. When in sight of their prey the Death Hounds will howl, summoning the Huntsman. Death Hounds don't always hunt with or for the Huntsman, however. Packs of feral Death Hounds can be found roaming the Quarters, their eye sockets empty of light, though the smell of old blood still clings to them.
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