Editing DRYH: Shadow of the Raven King - Setting Details
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Whatever the hour, however, the Menhir stand sentinel. Set in the center of each of the three sides of Paradox Square, the standing stones provide the only means to enter the open triangle, though no walls bar entrance on any side or corner. The smallest of the Quarters can only be accessed by passing beneath one of the three massive stone doorways - each of which marks the grave of one of the elder Nightmares that anchors the Mad City in the minds of men. | Whatever the hour, however, the Menhir stand sentinel. Set in the center of each of the three sides of Paradox Square, the standing stones provide the only means to enter the open triangle, though no walls bar entrance on any side or corner. The smallest of the Quarters can only be accessed by passing beneath one of the three massive stone doorways - each of which marks the grave of one of the elder Nightmares that anchors the Mad City in the minds of men. | ||
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==The Iron Keep== | ==The Iron Keep== | ||
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What Denizens petition the Slain God for, no one knows, only that they drop a single item - it may be any item: a broken doll, a rock, a scrap of parchment with faded ink - into the well beneath the Slain God, stand still facing one of his eyes for a long moment, and then walk away. | What Denizens petition the Slain God for, no one knows, only that they drop a single item - it may be any item: a broken doll, a rock, a scrap of parchment with faded ink - into the well beneath the Slain God, stand still facing one of his eyes for a long moment, and then walk away. | ||
− | Awakened who approach the Slain God as Supplicants have to offer more. It is said the Slain God is able to seek ''that which would remain unfound,'' but his price to pass this vision to one of the Awakened is a steep one. The Awakened must look into one of the Slain God's eyes; the eye of the Present, the eye of the Past, or the eye of the Future and see what is to be seen. One Madness die must be added to the roll (permanent madness is never enough), but the player | + | Awakened who approach the Slain God as Supplicants have to offer more. It is said the Slain God is able to seek ''that which would remain unfound,'' but his price to pass this vision to one of the Awakened is a steep one. The Awakened must look into one of the Slain God's eyes; the eye of the Present, the eye of the Past, or the eye of the Future and see what is to be seen. One Madness die must be added to the roll (permanent madness is never enough), but as many madness dice as desired can be added in by the player. This roll is against a Pain rating of 9 if the character has no Exhaustion dice in his pool. Each Exhaustion die in the pool, however, represents one more Pain die added to the Slain God's rating. |
− | Whether the character 'wins' or 'loses' this roll, they see the vision the Slain God imparts. If they win, a Coin of Hope is paid into the bowl without first going through the GM's bowl as a Coin of Despair, and they understand the vision immediately. If not, a Coin is paid into each bowl, one of Hope and one of Despair, and they must ponder the vision to prize its meaning free | + | Whether the character 'wins' or 'loses' this roll, they see the vision the Slain God imparts. If they win, a Coin of Hope is paid into the bowl without first going through the GM's bowl as a Coin of Despair, and they understand the vision immediately. If not, a Coin is paid into each bowl, one of Hope and one of Despair, and they must ponder the vision to prize its meaning free. |
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[For more information on common details of the Bazaar, see pp 49-50 of <u>[http://www.evilhat.com/home/dont-rest-your-head-2/ Don't Rest Your Head]</u> ignoring any reference to the Wax King and his coins as he has not yet manifested as a Power in the Mad City during the time of the Raven King]. | [For more information on common details of the Bazaar, see pp 49-50 of <u>[http://www.evilhat.com/home/dont-rest-your-head-2/ Don't Rest Your Head]</u> ignoring any reference to the Wax King and his coins as he has not yet manifested as a Power in the Mad City during the time of the Raven King]. | ||
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====Raggle Taggle Gypsies - Pain 1==== | ====Raggle Taggle Gypsies - Pain 1==== | ||
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=Nightmares: Rattown Wharf= | =Nightmares: Rattown Wharf= | ||
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==The Catspaw - Pain 4== | ==The Catspaw - Pain 4== | ||
Slinking humanoid figures with feline heads, tails, and claws, the Catspaw serve as both the law and the chief gang of Rattown. They collect protection from the locals and hassle transients from other Quarters for tolls of passage through their tattered fiefdom. On the other hand, they mercilessly root out any other criminal element in the Wharf and will fight off encroaching Nightmares and Awake alike if they feel they are a threat. | Slinking humanoid figures with feline heads, tails, and claws, the Catspaw serve as both the law and the chief gang of Rattown. They collect protection from the locals and hassle transients from other Quarters for tolls of passage through their tattered fiefdom. On the other hand, they mercilessly root out any other criminal element in the Wharf and will fight off encroaching Nightmares and Awake alike if they feel they are a threat. | ||
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=Quarter: The Canals= | =Quarter: The Canals= | ||
− | The Canals are a labyrinth of waterways that crisscross the seaward side of the Mad City beneath the towering | + | The Canals are a labyrinth of waterways that crisscross the seaward side of the Mad City beneath the towering skyground of the Spires. Walkways flank the waterways and arched bridges frequently span them even as dark stone stairs lead down to the flat inky surface of the Canals themselves. |
− | + | While the Canals themselves are considered a Quarter on their own, the buildings, bridges, and walkways above cross and interconnect multiple minor Quarters, most notably the Spires.They also run hard against the Hammerwall. | |
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=Nighmares: The Canals= | =Nighmares: The Canals= | ||
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==The Gondolier - Pain 3== | ==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. | 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. | ||
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'''Special:''' The waters of the Canals ground the Call of the Awakened. When Parting the Veil, their exact location is revealed only to the Wisps (and perhaps the Gondolier). Other Nightmares will only sense the Awakened as somewhere within the Canals. | '''Special:''' The waters of the Canals ground the Call of the Awakened. When Parting the Veil, their exact location is revealed only to the Wisps (and perhaps the Gondolier). Other Nightmares will only sense the Awakened as somewhere within the Canals. | ||
+ | ====Guilders - Denizens==== | ||
+ | The Canals Quarter is home to the guildhalls, and the denizens of the Canals live and work in those guilds under minor Nightmares - no longer minions, not quite lieutenants - they provide goods and services throughout the whole of the Mad City. | ||
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=Nightmares: The Spires= | =Nightmares: The Spires= | ||
− | ==The | + | ==The Black Bard - Pain 3 (5 when Playing)== |
− | Master of the Spires, the | + | Master of the Spires, the Black Bard is a lithe rogue clad in close fitting leathers with a long, long hood pulled up on his head and trailing down his back that flares out behind him as he runs. His lean face is rough with stubble and a wicked slash of a smile, but his eyes and nose and brow are covered by a stark mask of black boiled leather portraying the visage of a raven in open mockery of the Raven King. |
− | On his back he carries a fine lute of black wood worked with silver | + | On his back he carries a fine lute of black wood worked with silver. |
− | The | + | The Black Bard is a Nightmare of Nostalgia and Dreams. With a word or a song, he can cause you to recall something precious from your past, whether real or in a dream, and he can steal it from you. The Black Bard's Pain rating goes up if he gets a chance to play his Lute while he sings. |
− | '''Special:''' All the memories stolen by the | + | '''Special:''' All the memories stolen by the Black Bard collect in his Lute. If defeated the Bard can be forced to return a single specific memory - an Awakened's own, or another's. The one who defeats him must demand the memory to receive it and must allow the Black Bard to play the lute as the means of retrieving that memory. Once imparted the memory is indistinguishable from the character's own memories, as if they lived it themselves. |
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====The Night Callers - Pain 1==== | ====The Night Callers - Pain 1==== | ||
− | The Night Callers crowd the rooftops of the Spires, leaping from one to another, shouting to one another as they go through their constant game of motion. They are of a size and shape with little children but have the faces of birds and | + | The Night Callers crowd the rooftops of the Spires, leaping from one to another, shouting to one another as they go through their constant game of motion. They are of a size and shape with little children but have the faces of birds and bests and might have fur or feathers or tails to match the face, though their main limbs remain more human than beast. For instance while one might have feathers on it's arms that hang down like wings, they are still arms, not actual wings. Not that that makes them any less mobile as they flit about from spire to spire. |
− | In particular, when the Night Callers spot one of the Awake in their domain, or other surface dwellers climb up, they let out an odd warbling cry that brings more of their kind and - perhaps more importantly - alerts the | + | In particular, when the Night Callers spot one of the Awake in their domain, or other surface dwellers climb up, they let out an odd warbling cry that brings more of their kind and - perhaps more importantly - alerts the Black Bard. |
==The Nightling Gale - Pain 7== | ==The Nightling Gale - Pain 7== | ||
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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. | 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. | ||
− | + | '''Special:''' No matter how hard you kill them, the Fallen always get back up. | |
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− | '''Special:''' No matter how hard you kill them | ||
==The Smiths of Hammerwall - Pain 4== | ==The Smiths of Hammerwall - Pain 4== | ||
− | The | + | The Labyrinth-side face of the Hammerwall is a hive of industry and metalwork. It is here that the Smiths of the Hammerwall ply their trade. Most of the mundane work 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 | + | 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 - Denizens==== | ====Cogs - Denizens==== | ||
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=Quarter: Guardians of the Deep= | =Quarter: Guardians of the Deep= | ||
At either end of the Hammerwall, overlooking Treacher's Deep, stands a Tower - the Towers of the Moon and the Sun - collectively known as the Guardians of the Deep. The Tower of the Sun stands empty and broken, a haven or horror for lost denizens and Nightmares alike. The Tower of the Moon is a more . . . active place. | At either end of the Hammerwall, overlooking Treacher's Deep, stands a Tower - the Towers of the Moon and the Sun - collectively known as the Guardians of the Deep. The Tower of the Sun stands empty and broken, a haven or horror for lost denizens and Nightmares alike. The Tower of the Moon is a more . . . active place. | ||
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==The Tower of the Moon== | ==The Tower of the Moon== | ||
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To her horror, he simply replied that he had come without expectations. Then he turned and walked away, the implication hanging in the air like judgement. | To her horror, he simply replied that he had come without expectations. Then he turned and walked away, the implication hanging in the air like judgement. | ||
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====The Menagerie - Pain 1==== | ====The Menagerie - Pain 1==== | ||
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The girls are another story. They remain mostly young but grow tall and straight where they ought and plumply curved where she demands. Their animal faces become idealized porcelain masks of the same animal, but can never be removed. Tails and feathers and fur become part of a costume made more of skin than anything else. | The girls are another story. They remain mostly young but grow tall and straight where they ought and plumply curved where she demands. Their animal faces become idealized porcelain masks of the same animal, but can never be removed. Tails and feathers and fur become part of a costume made more of skin than anything else. | ||
− | This is Mistress When's Menagerie, traded, loaned, even | + | This is Mistress When's Menagerie, traded, loaned, even sold to Nightmares to do with as they will, to butcher and harm, to flay alive and subject to all manner of torture until the bell chimes the Thirteenth Hour, at which time the contract ends and the Menagerie returns to Mistress When, broken but terribly, terribly whole. Ready to be given to new Nightmares at the chiming of the first hour. |
====The Captive Raven - Pain 1==== | ====The Captive Raven - Pain 1==== | ||
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Technically two separate Quarters, the Labyrinth and the Catacombs are twisted mirrors of one another, the Labyrinth at and above street level, the Catacombs below. | Technically two separate Quarters, the Labyrinth and the Catacombs are twisted mirrors of one another, the Labyrinth at and above street level, the Catacombs below. | ||
− | On the surface, tall structures of stone and wood and daub cluster close and high, constructed canyons boxing in | + | On the surface, tall structures of stone and wood and daub cluster close and high, constructed canyons boxing in mazelike cobblestone streets of the Labyrinth. Only the light of torch and lamp and candle makes it down here into the musty stifling damp. |
− | Below the Labyrinth, through weird entrances via sewer grates, drain tunnels, and secret root cellar traps, | + | Below the Labyrinth, through weird entrances via sewer grates, drain tunnels, and secret root cellar traps, lie the twisted wreckage of the Catacombs. Echoing the maze above in eerie silence, walls of hewn stone give way to walls of hewn peet which eventually give way to walls of skulls and bone fitted tight together. The deeper one travels into the Catacombs the more tomblike and macabre they become. |
==The Raven's Eye== | ==The Raven's Eye== | ||
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To enter the Raven's Eye is to come under the Scrutiny of the Raven King himself. | To enter the Raven's Eye is to come under the Scrutiny of the Raven King himself. | ||
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=Nightmares: The Labyrinth and The Catacombs= | =Nightmares: The Labyrinth and The Catacombs= | ||
==The Keeper of the Maze - Pain 7== | ==The Keeper of the Maze - Pain 7== | ||
− | One Nightmare claims rule over both Quarters, controlling more of the Mad City than any but the Raven King. The Keeper of the maze is a hulking black figure with eyes like embers and the skeletal head and horns and hooves of a great bull. Brands tattoo every inch of his hide, glowing and fading like red-orange coals, echoing the Keeper's every breath. | + | One Nightmare claims rule over both Quarters, controlling more of the Mad City than any but the Raven King. The Keeper of the maze is a hulking black figure with eyes like embers, and the skeletal head and horns and hooves of a great bull. Brands tattoo every inch of his hide, glowing and fading like red-orange coals, echoing the Keeper's every breath. |
− | Piercing his | + | Piercing his nostrils is a ring of etched iron that allows him to determine his physical size. In the cobbled streets of the Labyrinth he towers over men and Nightmares alike. In the Catacombs he is smaller, at once denser and yet made of seeping mists. |
− | For the Keeper of the Maze is also a | + | For the Keeper of the Maze is also a keeper of secrets. He bears no weapons, and for all that his form takes on the vital aspects of a great bull he has never been known to trample or gore. A confrontation with the Keeper is a confrontation of subtlety and magics. Whispers of the mind, a snort of breath, a flick of his fingers; the elements of earth and ice and fire are the Keeper's to command. |
==The Hartshorn - Pain 3== | ==The Hartshorn - Pain 3== | ||
− | Three shadowy figures, the robed figures of tall men with the skulls of great stags hovering where their heads should be, wander the Labyrinth and Catacombs, doing the Keeper's bidding. No one knows if the Hartshorn are real | + | Three shadowy figures, the robed figures of tall men with the skulls of great stags hovering where their heads should be, wander the Labyrinth and Catacombs, doing the Keeper's bidding. No one knows if the Hartshorn are real nightmares born from the souls of men or if they are creations of the Keeper, but their loyalty and devotion is uncanny and unquestioned. Tricks of the mind are the demesne of the Hartshorn, weaving the mists and damp into illusions of loss and pain in the minds of their prey. |
====Bully Boys - Pain 2==== | ====Bully Boys - Pain 2==== | ||
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====Molly Rags - Pain 1==== | ====Molly Rags - Pain 1==== | ||
− | Molly Rags are pretty little girls with pock marked faces in tattered dresses made from scraps and old rags dragging a little rag doll in one hand as they skip and dance about chanting vile versions of Ring Around the Rosie that | + | Molly Rags are pretty little girls with pock marked faces in tattered dresses made from scraps and old rags dragging a little rag doll in one hand as they skip and dance about chanting vile versions of Ring Around the Rosie that seem like they might be as much about various venereal diseases as plague. Otherwise they seem mostly harmless until they are right upon their marked prey, whom they will follow for blocks with no hint of threat. But when they draw nigh their rag dolls dissolve into wickedly sharp tools of rusted metal in their grubby little fists and their faces become something translucent that shows the sharp and empty outline of the skull beneath the skin. |
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====The Kept - Denizens - Pain 1/2/3==== | ====The Kept - Denizens - Pain 1/2/3==== | ||
The shopkeepers, craftsmen, lawyers, cooks, etc, of the Mad City's largest quarter simply refer to themselves as the Kept. The Kept fulfill their purposes within the Quarter, but they also have a strong attachment to the Keeper and are to be considered directly in his service at all times. The Kept are the only Denizens of the Mad City with a Pain rating [1-3 depending on whether it is a few, a gang, or a mob]. | The shopkeepers, craftsmen, lawyers, cooks, etc, of the Mad City's largest quarter simply refer to themselves as the Kept. The Kept fulfill their purposes within the Quarter, but they also have a strong attachment to the Keeper and are to be considered directly in his service at all times. The Kept are the only Denizens of the Mad City with a Pain rating [1-3 depending on whether it is a few, a gang, or a mob]. | ||
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====Skulls of the Fallen - Pain 1==== | ====Skulls of the Fallen - Pain 1==== | ||
− | Deep in the Catacombs, | + | Deep in the Catacombs, whee the walls are made of skeletal remains cleverly fitted together, can be found the Skulls of the Fallen. These Nightmares seek to confuse, distract, and mislead any who enter their domain. When first encountered they seem to be normal skulls, but when they begin to s peak they glow with a sickly green light that pulses oddly. |
====Blood of the Slain God - Discipline 1==== | ====Blood of the Slain God - Discipline 1==== | ||
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=The Nethers= | =The Nethers= | ||
− | Throughout the Quarters there are pocket regions known as the Nethers, tiny alcove Quarters carved out of the major Quarters and ruled over by median or even | + | Throughout the Quarters there are pocket regions known as the Nethers, tiny alcove Quarters carved out of the major Quarters and ruled over by median or even minor level Nightmares. |
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− | + | [Out in the Nowheres pp 62-64 of DRYH is good background reading for how you might create and run Nethers in the ''Shadow of the Raven King'' setting]. | |
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=The Thirteenth Hour [pp 49]= | =The Thirteenth Hour [pp 49]= | ||
− | During the Twelve Hours of the Watch the Mad City is in sync with the City Slumbering and Nightmares and the Awake both can cross between the two realms if they have the means or know the Ways. But during the Thirteenth Hour the gateways between the worlds remain fast. During this time the Awake are trapped within the Mad City. | + | During the Twelve Hours of the Watch the Mad City is in sync with the City Slumbering and Nightmares and the Awake both can cross between the two realms if they have the means or know the Ways. But during the Thirteenth Hour the gateways between the worlds remain fast. During this time the Awake are trapped within the Mad City. Even the Raven King is subject to the Rules of the Thirteenth Hour. It is rumored, however, that Mistress When is not. |
− | + | In the ''Shadow of the Raven King'' setting there are some other specific effects tied to the Thirteenth Hour. | |
==Mists of Time== | ==Mists of Time== | ||
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No Pain rating is given for the Mists because no conflict or struggle is possible. | No Pain rating is given for the Mists because no conflict or struggle is possible. | ||
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==Other Aspects of the Thirteenth Hour== | ==Other Aspects of the Thirteenth Hour== | ||
− | + | Most of these are discussed with the individual Quarters and Nightmares but are recapped here for convenience. | |
'''The Iron Keep:''' The Iron Keep vanishes during the Thirteenth Hour. | '''The Iron Keep:''' The Iron Keep vanishes during the Thirteenth Hour. | ||
− | '''The Grove of the Slain God:''' The Grove appears in the place of the | + | '''The Grove of the Slain God:''' The Grove appears in the place of the Black Keep during the Thirteenth Hour. |
'''The Iron Chime:''' The Iron Chime of the Grove chimes the hours of the watch from beyond the Mad City and can be heard by their echoes off the walls of the Iron Keep within the Mad City. It chimes the Thirteenth Hour clearly within the Mad City. The Chime can be heard in all the Quarters. | '''The Iron Chime:''' The Iron Chime of the Grove chimes the hours of the watch from beyond the Mad City and can be heard by their echoes off the walls of the Iron Keep within the Mad City. It chimes the Thirteenth Hour clearly within the Mad City. The Chime can be heard in all the Quarters. | ||
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'''The Raven King:''' Is rumored to be trapped outside the Mad City with the Iron Keep during the Thirteenth Hour | '''The Raven King:''' Is rumored to be trapped outside the Mad City with the Iron Keep during the Thirteenth Hour | ||
− | '''Inklings:''' These minor Nightmares take on flesh and lose their Pain rating during the Thirteenth Hour. | + | '''Inklings:''' These minor Nightmares take on flesh and lose their Pain rating during the Thirteenth Hour. They can become trapped in this form of flesh if they are caught in the Bazaar at the end of the Thirteenth Hour. Awakened who consume the substance of Inklings gain their Shadow power until the Thirteenth Hour. |
'''The Bizarre Bazaar:''' Is busiest during the Thirteenth Hour and has more ways to enter more visibly displayed in the Quarters. | '''The Bizarre Bazaar:''' Is busiest during the Thirteenth Hour and has more ways to enter more visibly displayed in the Quarters. | ||
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'''The Nightling Gale:''' Scours the Spires during the Thirteenth Hour. | '''The Nightling Gale:''' Scours the Spires during the Thirteenth Hour. | ||
− | '''The Captain and the Watch | + | '''The Captain and the Hammerwall Watch:''' Resonate with the Iron Chime at the start of the Thirteenth Hour. Captain gains 2 Pain; Watch gains 1 Pain. |
'''The Menagerie:''' The Menagerie's contracts end at the Thirteenth Hour, and their flesh is restored from whatever torture they endured during the Hours of the Watch (including the Captive Raven, though she is never under contract). | '''The Menagerie:''' The Menagerie's contracts end at the Thirteenth Hour, and their flesh is restored from whatever torture they endured during the Hours of the Watch (including the Captive Raven, though she is never under contract). | ||
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I bring that up as a means of evaluating odds. Any player can match or exceed a Nightmare of Pain 9 or less, but is unlikely to see one of their pools consistently dominate against a Nightmare with Pain 6 or higher. And Discipline will generally only dominate against small pain Nightmares where the player hasn't started adding in too much exhaustion. | I bring that up as a means of evaluating odds. Any player can match or exceed a Nightmare of Pain 9 or less, but is unlikely to see one of their pools consistently dominate against a Nightmare with Pain 6 or higher. And Discipline will generally only dominate against small pain Nightmares where the player hasn't started adding in too much exhaustion. | ||
− | Note: This will always be a ballpark guess. | + | Note: This will always be a ballpark guess. As GM I will not always use the suggested Pain rating. Where appropriate, which will usually be always, I will explain in the OOC block containing my dice roll any applicable reasons I might have for moving Pain up or down based on situational conditions, etc. |
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* '''Major Nightmare -''' Replaces ''Boss Nighmare'' | * '''Major Nightmare -''' Replaces ''Boss Nighmare'' | ||
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* '''Denizen -''' Replaces ''Local'' | * '''Denizen -''' Replaces ''Local'' |