Editing Fate of the Serpentine
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Daring deeds of derring-do in the exquisitely evanescent empery of Eversink! | Daring deeds of derring-do in the exquisitely evanescent empery of Eversink! | ||
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== Characters == | == Characters == | ||
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|[[Lanz Lowborn]] | |[[Lanz Lowborn]] | ||
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|OO-OOOO-OOOOOO | |OO-OOOO-OOOOOO | ||
|[ ] [ ] [ ] [ ] | |[ ] [ ] [ ] [ ] | ||
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|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky] | |[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky] | ||
− | |[https://wiki.rpg.net/index.php/ | + | |[https://wiki.rpg.net/index.php/The_Inanna_Protocol:_KyungminJang Anto Scritti] |
|OOOO | |OOOO | ||
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− | |2/ | + | |2/2 |
|OO-OOOO-OOOOOO | |OO-OOOO-OOOOOO | ||
− | |[ | + | |[ ] [ ] [ ] [ ] |
− | |Decay/Entropy, Memory, Secrets, | + | |Decay/Entropy, Memory, Secrets, Shadow |
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|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK] | |[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK] | ||
− | |[https://wiki.rpg.net/index.php/ | + | |[https://wiki.rpg.net/index.php/The_Inanna_Protocol:_Evelyn_Rousseau Nick "Lucky Bastard" Buonastella] |
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|OOO | |OOO | ||
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=Helpful Resources= | =Helpful Resources= | ||
− | *[https://forum.rpg.net/index.php?threads/ | + | *[https://forum.rpg.net/index.php?threads/the-fall-of-delta-green-is-paris-burning.837850/ In Character Thread] |
− | + | *[https://forum.rpg.net/index.php?threads/the-fall-of-delta-green-is-paris-burning.837849/ Out of Character Thread] | |
− | *[https://forum.rpg.net/index.php?threads/ | ||
*[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink] | *[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink] | ||
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine] | *[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine] | ||
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=Factions and Allegiances= | =Factions and Allegiances= | ||
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Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien. | Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien. | ||
− | Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character makes a roll of their Will skill against the total value of | + | Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character makes a roll of their Will skill against the total value of the Sorcery action (skill +/- roll +/- any other modifiers such as Advantages). If the Will roll is higher, there's no Corruption; if it's lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) Once all four segments are filled, the character has to rewrite one aspect into a Corrupted aspect, a twisted version of what came before, and then clears their Corruption clock. The process continues until all five aspects are Corrupted, finishing with the Trouble aspect and finally the High Concept. Once all a character's aspects are corrupted and they have used up their last empty Corruption segment, they cease to be a playable character and become an NPC monster. |
If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender. | If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender. | ||
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Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands. | Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands. | ||
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=Weapons and Armour= | =Weapons and Armour= | ||
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Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns. | Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns. | ||
− | = | + | =Interesting Leads and Developments= |
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