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A character for [[Heart:_Into_the_Bloody_Depths | Into The Bloody Depths]] = '''Character Sheet''' = * '''Ancestry:''' Human * '''Calling:''' Adventure * '''Class:''' Deadwalker == '''Beats''' == (Minor) Help an important or influential figure in a have.<br> (Major) Slay a beast that’s at least five times your size. == '''Skills''' == * Delve * Sneak * Kill == '''Domains''' == * Desolate * Religion == '''Protections''' == * NA == '''Core Abilities''' == '''Legendary:''' When you gain a minor advance, refresh D6. When you gain a major advance, refresh D8. '''Death Follows Close:''' You are followed around by a manifest‐ ation of your death that is invisible and intan‐ gible to everyone but you – although when you are on the verge of dying, or in places that reson‐ ate heavily with death and sorrow, it might be visible to others. The exact appearance of it is up to you. The first time each session you suffer Major Blood, Mind or Fortune fallout, your death manifests to protect you and inflicts D8 stress on whatever caused the fallout. '''Enter The Grey:''' Roll Delve+Religion to enact this ritual. It takes around ten minutes of prepar‐ ation, e.g. donning ritual garb, inhaling sacred smoke, communing with your death and so on. On a success, the smoke clears, and you (and anyone you bring with you) are in the Grey. Within the Grey, the world is a shadowy echo of its living counterpart. Some souls linger here, awaiting their eternal reward, but for the most part it is grim, empty and monochrome. (For more information on travelling and surviving the Grey, see p. 169.) Exiting the Grey is a simple enough task for a Deadwalker and those they ferry across; it’s a Delve+Religion roll for anyone else == '''Minor Advances''' == '''Last Rites:''' Gain ''Religion''. When you touch the brow of a recently dead person, you can ask their spirit a single question before it fades away. '''Grim Reaper :''' Gain ''Kill''. Your death's attentions now function as the following weapon: (Kill D8,Ranged,One-Shot). '''Shadow :''' Gain ''Sneak'' By blowing out a lit candle and focusing, you can extinguish all light sources nearby. Sources that cannot be easily extinguished (magelights, glowworms, etc) are temporarily muted instead. == '''Major Advances''' == '''Descent :''' Travel to ''The Grail Road'' When you are in the Grey (see above), you may undertake a delve to one of the eight heavens listed in the landmark section. Choose which one you have access to when you take this advance. -The delve will be Risky unless you and your companions dress in ritual garb and make suit‐ able preparations to enter the heaven in ques‐ tion. Returning to the Grey requires another delve, which can be harder or easier than the ini‐ tial one depending on whether the heaven wants to keep you there == '''Resources''' == * Bag of Intersting Teeth (d6 Desolate) * Tin of Tiny Jewels (d6 Haven) == '''Equipment''' == * Hunter Rifle (Kill d6, Extreme Range, Reload) = '''Backstory''' = Greyson grew up in a large family in the Eastern Kingdoms. Not wanting a life of farming root vegetables in the same villlage he was born in and would likely die in, Greyson signed up with the mercenary recruiter that travelling through looking for recruits. The recruiter told amazing stories of adventure and how farmboys like him had made fortunes beyond imaging fighting far away. Seeing a way out of his turnip based life, Greyson jumped at the chance and left his family and village, presumably forever. The gig wasn't quite what he was sold. Yeah, he had some money. And yeah he was seeing new places, but it turns out much of soldiering is dull as beans until it very much suddenly is it. It was in one such sudden engagement that Greyson ended up fighting for his life, he fought well and bravely but still in the end died a hideous grangrenous death. It didn't quite take though. Now joined with the slightly femine blackness of a warrior-surgeon, Greyson and his death considered his term of enlistment up and journeyed down to the Heart. A brush and now partnership with his own death has Greyson thinking a lot more about his future. Particularly his trek down the Grail Road. Not wanting to be a hopeless shade, Greyson decided to go big. Now looking to become a man of import and righteousness, Greyson is looking to achieve godhood. And if that involves slipping to the Grail Road a bit early and stacking the deck in his favor he has no problem with that. ''What drove you out of the City Above?'' The quest for apotheosis. ''You and another player character barely escaped from a dangerous situation recently. Who was it and what happened?'' While working with another Deathwalker that died their final death, Greyson and Kish barely escaped the rapid reshaping (corruption? metamorphasis?) of what they thought was a new Haven. The barely escaped before become a part of the new scenery. ''Recently, you and another character returned from a delve with an item for a wealthy patron. They wouldn’t give it up – why, and what was it?'' Greyson and Arnet did a job together, acquiring an interesting piece of Heart-tainted technology for a wealthy patron working for one of the many factions plotting in the Spire, but Arnet convinced Greyson to claim to the patron that they could not acquire it, and then quietly give the item to the Brazzacot Institute instead. ''What’s the most dangerous beast or individual you’ve heard tell of, and why haven’t you defeated them yet?'' Greyson has been keeping an ear to the ground for a creature(person?) called The Psychopawn. This (supposed) being looks unasuming, but haunts The Grey and areas close to death hoping to take or trade or otherwise acquire something from a living or dead being. Sometimes even their own death. Rumor has it, the Pyschopawn is easily overlooked until it wants to be seen. Other rumors claims it is trying to gather enough power to create it's own Heaven. No one that has head of it really seems to know if it's real, but no one that has heard of it thinks it's complete nonsense either.
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