Dark Cults of Doskvol: Difference between revisions
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* Buildings: Palatial estates, tumbled into disrepair. Grand manors, remodeled into cramped and cheap apartments. | * Buildings: Palatial estates, tumbled into disrepair. Grand manors, remodeled into cramped and cheap apartments. | ||
== | ==Nightmarket== | ||
Nightmarket is a district dominated by commerce. Situated near Gaddoc Rail Station, Nightmarket receives the bulk of salable goods from the cargo trains that travel across the Imperium, bringing the exotic and rare to Duskwall. The citizens that call Nightmarket home constitute a new class of “elites” — wealthy people who are not of noble descent but nevertheless claim land, status, and power without titles. The district has been taken over by new construction, introducing lavish private townhouses with all of the modern advances for the elites that can afford them. | |||
==SciNet== | ==SciNet== |
Revision as of 18:53, 15 December 2021
Campaign Overview
Doskvol has many rogues, sharpers, cutpurses, chicaners... but there are some who serve a higher purpose. Some have been touched by the Divine. Some follow a calling, out of blind faith or the actual revelation of a God. Their hands may be stained, their methods devious, their minds unbalanced, but their hearts are pure... in the service of a Higher One.
The Forgotten Gods of Doskvol may have been forgotten by most of its citizens, but they have not forgotten the world. They move dark and enigmatic, with plans and intentions far beyond the scope of puny human minds. Is their touch a blessing or a curse? Perhaps only time will tell... when some great revelation or catastrophe shakes the heavens in their spheres once again.
Helpful Resources
- In Character Thread
- Out of Character Thread
- Recruitment Thread
- Blades in the Dark reference site and SRD
- Online character and Crew playbook sheets - Excel
Characters
Crew name [TBC]
Player | Survivor | HP | WP | SAN | BP | Notes |
---|---|---|---|---|---|---|
Astronocky | William ("Will") Aberley | 12 | 17 | 67/78 | 51 | |
Aurebesh | Angel | 8 | 4 | 5 | ||
IMGoose | Ashley 'Ash' Robbins | 11 | 12 | 53/60 | 36 | |
Mockraven | "Nikky" Nikhedonia Cudahy | 10 | 9 | 36/36 | 27 | |
TheUltimateLifeform | Damian Johnson | 12 | 10 | 40/50 | 30 | |
brahnamin | Alice Fletcher | 11 | 16 | 64/64 | 48 | |
Regular Guy | Alex | 12 | 11/12 | 55/60 | 48 |
Important Places and Groupings
Please note: While we're using real place names, the game takes place in an ahistorical future. Any resemblance is coincidental and/or for convenience.
Doskvol
Six Towers
This formerly prestigious district has faded over the centuries into a pale shadow of what it once was. The eponymous six towers were originally the grand residences of Doskvol’s first noble families. All but two (Bowmore House and Rowan House) have been sold off and converted into cheap apartments or fallen into ruin and abandoned. The district has an empty, haunted feel, with many sprawling old buildings dark without power, broad stone streets cracked and buckled, and the fires of squatters crackling from overgrown lots.
- Scene: Bits of trash, blown by a cold wind, skitter across empty streets, illuminated only by a few still-working street lamps and the campfires of squatters. The shutters and doors of abandoned buildings moan, creak, and bang in a haunted chorus. Residents hustle by, heads down, clutching spiritbane charms close to their breasts.
- Streets: Broad stone avenues, cracked and broken, dark without power; overgrown and neglected. Comber Way, Bowmore Way, Rowan Way, Coleburn Avenue.
- Buildings: Palatial estates, tumbled into disrepair. Grand manors, remodeled into cramped and cheap apartments.
Nightmarket
Nightmarket is a district dominated by commerce. Situated near Gaddoc Rail Station, Nightmarket receives the bulk of salable goods from the cargo trains that travel across the Imperium, bringing the exotic and rare to Duskwall. The citizens that call Nightmarket home constitute a new class of “elites” — wealthy people who are not of noble descent but nevertheless claim land, status, and power without titles. The district has been taken over by new construction, introducing lavish private townhouses with all of the modern advances for the elites that can afford them.
SciNet
A dispersed community of scientists and investigators into the unnatural and the invading AI; motives vary but in general they are intent on finding out what they can about it, trying to communicate with the AI, and coexisting with it and the unnatural. They are ostensibly independent of any established “official” groups. Membership by invitation, communication is pseudonymous, though in rare cases members do meet in person. No guarantees that they have not been hacked/infiltrated, or that individual members may not have ulterior motives. Provides access to a pool of knowledge/resource on the unnatural and the AI, and potential contacts/information on areas where contacts are based.
Important People
- President Arpad Chin, current President of the The New National Progressive Miners Union
- Otto Baldwin, the owner of a small motel like business in new green bay.
- Mackenzie Dawson, one of the doctors in Neotropolis
- Juan Ramos, runs a small and seedy bar
House Rules and Quirks
Spending Willpower to Make Rolls Succeed
You can spend your Willpower Points on a 1-to-5 basis to improve most skill rolls (but not SAN rolls or damage rolls, or POW tests, or to change normally successful rolls into crits etc.): 1 WP = up to 5%. This represents making that extra effort of will to achieve a success. But in doing so, you're running down your Willpower Points, which can be dangerous. Also, you have to take the full 1-to-5 conversion - no fractions. If your roll has failed by 6%, you have to spend 2 WP for the full 10%.
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. WP are needed to fuel hypergeometrical rituals and objects, and are sometimes targeted by offensive rituals.
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.