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!
=Nightmares: The Hammerwall= ==Captain of the Watch - Pain 6 (8 during the Thirteenth Hour)== The Captain of the watch is a towering figure of black armor and black gears. Plates of iron and a greathelm hide his form and features, but where the joints move aside it is plain that there is no flesh underneath. Gears of copper and brass and iron mesh and turn, giving this Nighmare terrifying life. At the start of the Thirteenth hour his metallic form resonates with the great iron chime of the Grove, enraging the Captain and increasing his Pain rating from six to eight for the duration of the Thirteenth Hour. ==The Watch on the Wall - Pain 3 (4 during the Thirteenth Hour)== The Watch is Twelve in number, constructed on a smaller scale than their Captain, but otherwise exact replicas. Like their Captain, the Watch resonates with the great iron chime of the Grove at the start of the Thirteenth Hour, enraging them and increasing their base Pain rating from three to four for the duration of the Thirteenth Hour. ====The Fallen Legion - Locals==== Many who meet their end in horrible circumstances find their way into the Mad City just before that last moment, escaping one horrifying end for another. The soldiers and killers among these escapees from Death tend to gravitate towards the Hammerwall. No one knows why, but none of the Fallen Legion will approach the end of Hammerwall where the Tower of the Moon stands vigil over the Deep. '''Special:''' No matter how hard you kill them to death, the Fallen always get back up. ==The Smiths of Hammerwall - Pain 8== The great convex face of the Hammerwall that bulges into the Labyrinth is a hive of industry and metalwork. It is here that the Smiths of the Hammerwall ply their trade. Most of the mundane work done there is performed by Cogs, but the special workings, the mad workings, are forged by one of the five Smiths. Stout and bearded constructs of every known metal meshed together in clockwork perfection, the Smiths are fearless when wielding their great hammers. In any conflict with one of the Smiths, should Pain dominate, regardless of success or failure and in addition to any other applicable complications, the Awake is considered Armorlocked. One or more limb (depending on the number of Smiths actively acting against them), is encased in a thick sleeve of iron by the Smiths' hammers and immobile. ====Cogs - Locals==== Cogs are the shuffling workers in the shops and forges and laboratories of the Smiths. It is said that Cogs have the skills and tools to unlock the Armorlocked effect of the Smiths. Convincing them to undo the working of a Smith, however, is no mean task. ----
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