Editing
LEGACY MAD CITY
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Nighmares: The Canals= ==The Guildmaster - Pain 7 (9 when enforcing Guild Contracts)== The Guildmaster is a tall, skeletal Nightmare in the finest grey suit and top hat that Pain can buy (rumor says that his attire is pure Barnacle Boy hide). Severe in the extreme, the Guildmaster manages Trade and Manufacture in the Mad City - well not the Bazaar, but don't bring that up in his hearing. The Guildmaster is more apt to deal exclusively with other nightmares than with the Awake, but if it is important enough, he might stir himself if one of the Awake threatens (or can be leveraged into an advantage for) a Guild Asset. '''Special:''' The Guildmaster is unable to step foot into the Bizarre Bazaar. It is rumored he is unable to even see the bits of that realm that creep openly into the Quarters. ==The Journey Men - Pain 5== Bare wisps of lean, tall, man-shaped shadows in shadowy finery, the Journey Men are the emissaries of the Guildmaster. Nine in number, the Journey Men travel the Quarters on Guild Business and, much like the One Eyed Jack's Court, treat whatever Quarter they are in as Home Turf. Nightmares who gain an increase in Pain for being in their own Quarter (including the Court of the One Eyed Jack while in the Iron Keep) do not gain this advantage when dealing with the Journey Men. The Huntsman is the only Nightmare known to be immune to this effect. '''Special:''' Physical barriers are no obstacle to the Journey Men. They are able to flow up and over and through cracks to get where they are going. They are, however, still unable to enter the triangle of Paradox Square except via the Menhir, and the power of the Slain God will still cast them back should they try to enter the Grove. Like their Master, the Journey Men are also unable to enter the Bizarre Bazaar. ====Guilders - Locals==== In the Guildhalls above the Canals the denizens of that Quarter live and work their crafts under the watchful eyes of minor Nightmares, providing goods and services for the whole of the Mad City. ==The Gondolier - Pain 3== Gondola is the preferred conveyance for passengers and cargo through the Canals, a task usually handled by the Drowned of Rattown. Nevertheless, a single towering Nightmare can be seen sliding through the mists in an ethereal Gondola of intricately carved bone. Clad in heavy robes and broad brimmed hat the color of ash, his face is a mask of crisscrossed scars and his mouth has been stitched shut, but he can speak in whispers in the minds of those he encounters, and for a price take passengers to any Quarter touched by the Canals - even if the Canals do not normally offer access to the Quarter they touch. Passengers of the Gondolier step from his vessel into the new Quarter seamlessly. Though the Gondolier has a relatively moderate Pain rating and has never been known to enter into conflict with any of the Awakened, it is said he is the only Nightmare that the Huntsman (and his Hounds) will openly flee. '''The Bone Blade Oar:''' The long steering oar the Gondolier uses to propel his vessel is as pale as the craft itself, a tapered flange flaring out into a sharp flat blade of bone at the end. In a confrontation the Gondolier wields it as a kind of bardiche. The oar adds no Pain to his base rating, but it is said to be able to shatter exposed bone and stone alike - even in a failed confrontation. ====Wisps==== Drifting above the pitch black water tiny greenish wisps of light bob about, slowly following the brackish currents of the Canals. Wisps always remain below the level of the walkways and follow no discernible pattern in their travels. Wisps can be harnessed by the Awakened [no dice roll required] and will go for a time in the direction(s) indicated by the Awakened - within the Wisps' self imposed boundaries within the Canals. [Forcing a Wisp beyond these boundaries snuffs it out]. ----
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information