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Shadows into Light


Fireleaper

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Hi everybody.

 

I'm starting up a Hero campaign and I wondered if anyone could give me any advice/hints/idea's.

 

The basis of the campaign is that the PC's (of wich there are 5) are members of a mystic organisation that has the following mandate:

To protect the mundanes from the supernatural,

To enforce the barrier between worlds,

To prevent those who would rule all.

 

The organisation is hidden but operates like VIPER and DEMON - The bulk of the organisation is divided up into splinter cells, each cell called a circle.

 

I am planning on the campaign to be mystically oriented focusing more on investigation than combat.

 

I am giving each of the PC's a basic contact, 1 level of membership in the organisation and a base as an everyman.

 

Oh and as a side note this will be the second campaign I have run ever, the first being a DND 3.5 game.:fear:

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Re: Shadows into Light

 

It's his own creation. Here's my entry.

[b]Weldun Aconite - High Templar of Marfa, Lord Protector of the Duchy of Lees, 
Chief Lycanhunter to the Kingdom of Crystania[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     10   20      13-       HTH Damage 4d6  END [2]
20    DEX     30   20      13-       OCV 7 DCV 7
16    CON     12   16      12-
14    BODY    8   14      12-
18    INT     8   18      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
6    PD      2   6/16             6/16 PD (0/10 rPD)
6    ED      3   6/16             6/16 ED (0/10 rED)
4    SPD     10   4                 Phases:  3, 6, 9, 12
8    REC     2   8/10
40    END     4   40
35    STUN    3   35
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
4    LEAP     0   4"                4" forward, 2" upward

[b]CHA Cost: 116[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
22     [b][i]Marfa's Blessing[/i][/b]: Variable Power Pool, 15 base + 7 control cost,  (22 Active Points) - END=
    Common Slots - END=
0     1)  [b][i]Cure Wounds[/i][/b]: Healing BODY 1d6, Decreased Re-use Duration (1 Hour; +1/2) (15 Active Points); 
      Extra Time (Full Phase, -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4) [Notes: 7 Real] - END=1
0     2)  [b][i]Shield of Faith[/i][/b]: +2 with DCV (10 Active Points); Restrainable (-1/2), Costs Endurance (Only Costs 
      END to Activate; -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: 4 Real] - END=1
0     3)  [b][i]Steadfast Stance[/i][/b]: Knockback Resistance -4" (8 Active Points); Nonpersistent (-1/4), Incantations 
      (-1/4), Gestures (-1/4) [Notes: 4 Real] - END=0
26     [b][i]Sonenschwert[/i][/b]: (Total: 99 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance
       (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum: 18 (-1), Required Hands Two-Handed (-1/2) (Real Cost: 13)
       [b]plus[/b] Killing Attack - Hand-To-Hand + 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Only Vs. Living 
      Creatures With Innate Shapeshifting Abilities (-1 1/2), OAF (-1), STR Minimum: 18 (-1), Required Hands Two-Handed 
      (-1/2), No STR Bonus (-1/2) (Real Cost: 4) [b]plus[/b] +2 OCV (10 Active Points); OAF (-1) (Real Cost: 5) [b]plus[/b] 
      Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); STR Minimum: 18 (STR Min. Cannot 
      Add/Subtract Damage; -1 1/2), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), Linked (Blade; -1/2) 
      (Real Cost: 4) [Notes: Holy Weapon] - END=0
39     [b][i]Panzer der OberJager[/i][/b]: (Total: 59 Active Cost, 39 Real Cost) Armor (10 PD/10 ED) (30 Active Points); OIF 
      (-1/2) (Real Cost: 20) [b]plus[/b] +2 REC (4 Active Points); OIF (-1/2) (Real Cost: 3) [b]plus[/b] Life Support  (Safe in 
      Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
       (15 Active Points); OIF (-1/2) (Real Cost: 10) [b]plus[/b] +1 DCV (5 Active Points); OIF (-1/2) (Real Cost: 3) [b]plus[/b]
       Reduced Endurance (1/2 END; +1/4) for up to 20 Active Points of STR (5 Active Points); OIF (-1/2) (Real Cost: 3) - END=0
6     [b][i]Scabbard of Quickness[/i][/b]: Fast Draw 15- (15 Active Points); Only For Weapon In Scabbard (-1), OIF (-1/2) - END=
5     [b][i]Magesight[/i][/b]: Detect Magic 13- (Sight Group) - END=0
20     [b][i]Psionic Powers[/i][/b]: Multipower, 20-point reserve - END=
2u     1)  [b][i]Bust of Speed[/i][/b]: Running 10" (20 Active Points) - END=2
1u     2)  [b][i]Hammer Hand[/i][/b]: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) - END=2
2u     3)  [b][i]Inertial Armor[/i][/b]: Force Field (5 PD/5 ED), Hardened (+1/4), Costs END Only To Activate (+1/4),
       Uncontrolled (6 hours, Unconsciousness) (+1/2) (20 Active Points) - END=2
2u     4)  [b][i]Mental Leap[/i][/b]: Leaping 8" (Accurate), Reduced Endurance (0 END; +1/2) (19 Active Points) - END=
1u     5)  [b][i]Precient Combat[/i][/b]: +2 with All Combat (16 Active Points); Costs Endurance (-1/2) - END=2

[b]POWERS Cost: 126[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Lodosso/Weapon Fighting
4      1)  Disarming:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
4      2)  Evade:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      3)  Block; Parry:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5      4)  Jab; Thrust:  1/2 Phase, +1 OCV, +3 DCV, Strike, +0DC
4      5)  Punch/Snap Kick; Slash:  1/2 Phase, +0 OCV, +2 DCV, Strike, +2 DC
5      6)  Rndhs Punch/Kick; Lunge:  1/2 Phase, -2 OCV, +1 DCV, Strike, +4 DC
1      7)  Weapon Element:  Blades, Empty Hand (Default)

[b]MARTIAL ARTS Cost: 27[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
10      +2 with HTH Combat

3      Scholar
1      1)  KS: Arcane and Occult Lore (2 Active Points) 11-
1      2)  KS: Council Of Shadows 11-
1      3)  KS: History of Crystania (2 Active Points) 11-
2      4)  KS: History of Lodoss (3 Active Points) 13-
1      5)  KS: Legends of Crystania (2 Active Points) 11-
1      6)  KS: Legends of Lodoss (2 Active Points) 11-
2      7)  KS: Lodoss Religion (3 Active Points) 13-
2      8)  KS: Lodosso Fighting Style (3 Active Points) 13-
2      9)  KS: Lycanthropes (3 Active Points) 13-
2      10)  KS: Weapon Combat (3 Active Points) 13-
3      Linguist
1      1)  Language:  Beastman/German (fluent conversation; literate)
1      2)  Language:  Crystanian/French (fluent conversation; literate)
1      3)  Language:  Elven/Japanese (fluent conversation; literate)
0      4)  Language:  Lodoss/English (idiomatic; literate)
1      5)  Language:  Old Tongue/Latin (fluent conversation; literate)

0      Acting 8-
3     [b][i] Autohypnosis:[/i][/b] Meditation (Power) 13-
3      Bureaucratics 12-
0      Climbing 8-
0      Concealment 8-
3      Conversation 12-
3      Criminology 13-
0      Deduction 8-
3      High Society 12-
0      Paramedics 8-
0      Persuasion 8-
0      PS: Leatherworker 11-
3      Riding 13-
0      Shadowing 8-
1      SS:  Biology 8-
1      SS:  Chemistry (Alchemy) 8-
1      SS:  Hair/Fibre Analysis 8-
0      Stealth 8-
4      Survival (Temperate/Subtropical, Desert) 13-
3      Tracking 13-
0      TF:  Equines
7      WF:  Common Melee Weapons, Common Missile Weapons, Flails, Lances, Staffs

[b]SKILLS Cost: 70[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Anonymity
1      Fringe Benefit:  Membership in the Council of Shadows

[b]PERKS Cost: 4[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Eidetic Memory (5 Active Points); Requires An Autohypnosis Roll (-1/2)
2      Simulate Death (3 Active Points); Requires An Autohypnosis Roll (-1/2)
2      Resistance (3 points) (3 Active Points); Requires An Autohypnosis Roll (-1/2)

[b]TALENTS Cost: 7[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Normal Characteristic Maxima  No Age Restriction 
10     Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
20     Enraged:  When Innocents Harmed or Threatened (Common), go 11-, recover 11-
15     Physical Limitation:  Unfamiliar With Earth Culture Or Technology (Frequently, Greatly Impairing)
5     Psychological Limitation:  Distrustful of Shapeshifters (Uncommon, Moderate)
15     Psychological Limitation:  Fear of Being Burned (Common, Strong)
15     Psychological Limitation:  Honourable (Common, Strong)
15     Psychological Limitation:  Protective of Innocents (Common, Strong)
15     Social Limitation:  Subject to Orders (Dreams) (Frequently, Major)
20     Vulnerability:  2 x STUN Fire Attacks (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



The background is long, complex and requires the reader to be conversant with Record of Lodoss Wars and Legends of Crystania. The (extremely) short version is that Weldun has met his demise several times, each time by flame. And every now and then he is resurrected by rituals that are attempting to summon a champion. At least this time he got to keep his stuff. Who says that you can't take it with you? :P

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Re: Shadows into Light

 

Are the PCs going to be full-fledged mystic superheroes, or will they be "heroic" normals?

 

Will they all be spellcasters, or can they include more diverse origins?

 

I have pretty much left this open for the players. I don't mind if they are diverse - just as long as they are competant.

 

What is your source material?

 

Whatever information I have floating in the back of my mind. Ask Weldun how I know about Star Treck and you will have an idea of what that means.

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*bump*I do have one suggestion. You may want to check out Lord Liaden's RAVEN thread. From our discussions off-line, I was under the impression that this was going to be a mostly CU setting.

 

In case you can't tell from this post, I don't believe in "rule one".

Rule One: Don't give the GM any ideas.

 

I hate it because it fosters an adversarial relationship between GM and player. Some GMs do that on their own, but that's a different matter.

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  • 1 month later...

Re: Shadows into Light

 

Wanted to post this earlier but only just got the time.

 

First intro adventure completed and the PC's without any evidence Shot/killed/drenched/incinerated and eventually left out in the sun to spread its ashes a lesser vampire who was making beds. Leaving his psychologically damaged thralls to cope on their own as the cops show up to the disturbance.

 

This means that the next adventure will have the master vampire showing up to personally annoy the PC's as the first of my DEMON threads gets underway.

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Re: Shadows into Light

 

Wanted to post this earlier but only just got the time.

 

First intro adventure completed and the PC's without any evidence Shot/killed/drenched/incinerated and eventually left out in the sun to spread its ashes a lesser vampire who was making beds. Leaving his psychologically damaged thralls to cope on their own as the cops show up to the disturbance.

 

This means that the next adventure will have the master vampire showing up to personally annoy the PC's as the first of my DEMON threads gets underway.

In our defence, Sundog initiated that fight, and I did go out of my way to prove that he was undead before we did anything permanent.
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Re: Shadows into Light

 

The deeplink is New Circle, and also I should point out that all the characters in it are OddHat's (note the credit at the top of the page). I just host it because its a fantastic idea.

 

OddHat played a different version of the character Legend in one of my campaigns -- The Millennial Men version of the Champions Universe, as seen here: Legend (MillMen versions), and I implicitly incorporated the general idea of the New Circle into the Millennial Men version of the Champions Universe by virtue of accepting Legend with his backstory intact.

 

I also added a few characters as villains to the "New Circle" concept within my own setting to serve as a Rogues Gallery:

 

Gentleman Jim

Schism

Silvera

Alex Abraxus

Bipolar

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Re: Shadows into Light

 

Thank you both for the links, I will make sure to have a look. I suppose it would help if I described more about the game but I find it easier answering specific questions at this point and it will help me solidify the campaign reality in my head. The PC's have just discovered the DEMON plot I had for this adventure, gaining control of a bed factory and enchanting the beds so that people who slept on them suffered from addictive nightmares which would eventually drive them insane and with enough people open a portal to the quipothic.

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  • 2 weeks later...

Re: Shadows into Light

 

Well the first adventure is completed. The PC's convinced the Champions to use their rep. to issue a recall on the beds, they then teleported to the DEMON initiate one of the characters placed a teleport marker on only to find him on an alter waiting to be sacrificed to hinder the party. The party has a small fight with the vampire morbane which resulted in a "draw". Mainly the party didn't kill the Vampire, but the party suffered no losses either.

 

Currently working on next adventure, some ideas would be appreciated.

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  • 7 months later...

Re: Shadows into Light

 

RESET!!!

 

I'll leave it to Fireleaper to explain what we learned from the last attempt.

My entry this time will be Nightwalker.

 

The campaign is designed around five players, each playing a member of a particular organisation called The Council of Shadows. All characters are going to have the following package.

 

[b]Shadow Council Operative Package - [/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
2      [b][i]Gate Key[/i][/b]: Extra-Dimensional Movement: Floating Fixed Location (1 Location), 
       Usable By Other (+1/4) (6 Active Points); OAF (Key; -1), Requires a Door with a
       Mechanical Lock (-1/2), Gestures (-1/4) - END=0
11     [b][i]The Circle Is Never Broken[/i][/b]: Mind Link , Human class of minds, Cell Members, Any 
       dimension, Number of Minds (x4), Inherent (+1/4) (37 Active Points); Only With 
       Others Who Have Mind Link (-1), Always On (-1/2), Concentration (0 DCV when 
       Transmitting; -1/2), Does Not Provide Mental Awareness (-1/4) - END=0

[b]POWERS Cost: 13[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
1      KS: Shadow Council 8-

[b]SKILLS Cost: 1[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
2      Fringe Benefit:  Council of Shadows Membership (Rank 1 - Initiate)
8      Vehicles & Bases
6      Contact:  Master of the Outer Circle (Cell Controller) (Contact has access to 
       major institutions, Contact has extremely useful Skills or resources, Contact has 
       significant Contacts of his own) 8-

[b]PERKS Cost: 16[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Hunted:  Council of Shadows 11- (Mo Pow, very easy to find, Watching)
15     Social Limitation:  Subject to Orders (Frequently, Major)
      [Notes: The disadvantages in this package DO NOT count towards either your maximum 
       allowable disadvantages or your maximum allowable from a given category.  This is 
       an exception to the normal package deal rules.]

[b]DISADVANTAGES Points: 30[/b]

Total Character Cost: 0

Which brings us to the base.

[b]Shadow Cell Base - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]    [u]Notes[/u][/b]
8    Size    16     8              [font=Verdana][size=3][font=&quot]Length 25.4",  Width 12.7",   Area 322.54"   DCV -9[/font][/size][/font]
7    BODY    5      7      10-
5    DEF     9      5

[b]CHA Cost: 30[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
45     [b][i]Gate[/i][/b]: Extra-Dimensional Movement (Any Dimension, Any Location), Position Shift,
       Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Trigger (Activating
       the Trigger requires a Zero Phase Action, Trigger resets automatically,
       immediately after it activates; +3/4), Continuous (+1) (157 Active Points);
       OIF Immobile (Doorway; -1 1/2), Gate (-1/2), Can Only Teleport To Fixed 
       Locations (-1/2) - END=0
15     [b][i]Other Gates[/i][/b]: 5 other gates (15 Active Points) - END=0
4     [b][i]Wards[/i][/b]: Cannot Be Escaped With Teleportation (+1/4) (4 Active Points) applied to
      DEF - END=
20     [b][i]Ritual Chamber[/i][/b]: Aid 2d6, any Magic power one at a time (+1/4), Continuous (+1) 
       (45 Active Points); Ritual (5 casters; -3/4), Concentration, Must Concentrate 
       throughout use of Constant Power (1/2 DCV; -1/2) - END=0

[b]POWERS Cost: 84[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Library
14      1)  KS: Arcane and Occult Lore 20-
     Magic Lab
7      1)  Analyze:  Magic 11-
6      2)  KS: Magical Research 12-
     Criminal Sciences Lab
5      1)  Criminology 10-
3      2)  Forensic Medicine 9-
3      3)  Forgery 9-
3      4)  SS:  Serology 9-
3      5)  SS:  Document Analysis 9-
3      6)  SS:  Hair/Fibre Analysis 9-
3      7)  SS:  Geology 9-
3      8)  SS:  Forensic Anthropology 9-

[b]SKILLS Cost: 53[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
50      Location:  Distant; Location Easily-defended location, Modifier Another Dimension
3      Anonymity

[b]PERKS Cost: 53[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Hunted:  Council of Shadows 8- (Mo Pow, very easy to find, Watching)
10     Social Limitation:  Secret ID (Frequently, Minor)

[b]DISADVANTAGES Points: 20[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 220



 

Yes, there is a reason why the package is not currently on Nightwalker's write-up.

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Re: Shadows into Light

 

Here is the Code of the Council of Shadows.

Our Oath

The star is scribed,

The circle defined,

Into shadow we call,

In darkness we are answered,

In light we are guided,

 

In shadow we live,

In shadow we fight,

In shadow we serve,

In shadow we guard,

In shadow we die,

 

Five to stand against darkness,

Five to shield from light,

Five to seek that unanswered,

Five to stand between the shadows,

Five to ward those who sleep,

 

Join us between the worlds,

Join us against the darkness rising,

Join us against the light overwhelming,

Join us in our guardianship,

Join us in shadow,

 

So it is willed,

So will it be,

When five are joined,

The star is scribed,

The circle defined.

 

It is these words you hear calling you to this place, in this time to meet. The council of shadows has suffered losses in its war to guard the mundane world from the abuses of magic by those that would tear it apart for their own ends.

 

Our Purpose

 

The purpose of the council is thus:

● to protect the mundane from the supernatural

● to preserve the supernatural against ignorance

● to enforce the barrier between worlds

● to deny those who would rule all

● to bring light where there is none

 

 

Our Number

 

To further this goal the council works using a 5 man cell structure. Each individual cell is called a circle. Each individual member of the circle typically fulfills one of five roles, which have become recognized as official positions:

 

● The Scholar: Either someone with knowledge, or ability to acquire knowledge.

● The Traveler: Enabling personal or group movement capabilities or having abilities dealing with location the group may operate in (Area knowledge, cultural knowledge, languages)

● The Seeker: Ability to locate people/places/things/events. This includes investigation.

● The Champion: The combat expert of the group. This roles primary purpose is to defend the circle and fight for the circles cause.

● The Speaker: Skill in diplomacy, someone able to speak/negotiate/interrogate for the group.

 

Our Fellows

 

The main benefit of joining a circle is the use of a base. This base has 5 main features.

● The base is located in its own dimension located in the barrier between dimensions; this means that it is harder for dimension travelers to reach it, and it is practically unassailable without some form of dimensional travel.

● Upon joining the circle each member is given a key. When the key is turned in a lock three times it opens a portal between that point and the base. This point is changed by using the key in a different location.

● When the group members act in concert their magic becomes more powerful. This is by virtue of a ritual that may be performed in the bases central room.

● The base has a well stocked library containing a vast supply of information and two laboratories to aid in your endeavors.

● Last, the base has several rooms which the circle can put to use however they might wish.

 

Our Order

 

Initiate – The lowest members of the council. Are shown what the council is about. Knowledge is limited but not necessarily restricted without good reason. These members tend to be kept on a short leash. Initiates may leave at any time the only price is the knowledge they have gained in their time with the council.

 

Acolyte – Have more leeway than Initiates. Also might have knowledge of other circles who work with you now and then.

 

Master of the Outer Circle – The leaders of the circles. Each master is given access to and command of at least 5 circles.

 

Guardian of the Inner Circle – They are the direct servants of the inner council and there are only 25 of them at any time. Each one has at least 5 Masters of the Outer Circle reporting to them, which allows them to convey the wishes of the inner circle.

 

The Inner Circle – The leaders of the council. There are only ever 5 of them and they each oversees a full circle of Guardians and is in charge of Council activities in a given region.

And attached is a diagram of the ritual circle used by most cells, which incorporates elements from the two most common mystical traditions within the Council.
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Re: Shadows into Light

 

RESET!!!

 

I'll leave it to Fireleaper to explain what we learned from the last attempt.

 

The main reason's why the last attempt failed were:

 

  • Some players just were not interested in the actual concept
  • I was not able to define my campaign concept very well to the players
  • Most of the characters were lacking a link to the mundane world and so just lived at the base waiting for the next mission

I am working on a couple of ways to fix these problems, some of which is defining the organization more (see the work that Weldun has posted up) and restarting with a group who are interested in the concept.

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  • 1 month later...

Re: Shadows into Light

 

My new campaign will be starting today after a build session to make sure that everyone knows what the game will be about, and if the characters they want will be able to fit in.

 

Their first adventure is simple (thank you Weldûn for volunteering), The ritual worked, but there was an anomaly; the ritual resonated with an event in another world and someone was pulled across. Nightwalker was the first called for the new circle but he has not answered, nor refused.

 

The rest of those called must find him to complete the circle.

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Re: Shadows into Light

 

Sounds a lot like the Hellboy B.P.R.D. ? Maybe read a bunch of H.P. Lovecraft for ideas?
I hadn't considered hellboy, thanks for the idea. The lovecraft will eventually be coming in (after all there is a major organisation dedicated to releasing some of them).

 

I will not object to any plot idea's thrown in my direction.

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Re: Shadows into Light

 

Session two was done yesterday. The circle is coming together, they all made use of their abilities and have tracked down the people who kidnapped the homeless man which Nightwalker has been looking for.

 

On the way there was mention about joining an organization however nightwalker is yet to accept.

 

Unfortunately I am running a tournament at the moment so I was unable to keep notes about what happened. Maybe some of the PC's (at least those who post on this board) could fill in some of the blanks.

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Re: Shadows into Light

 

Well...

 

So far some sparks have flown between our US Marshal and Nightwalker on the matter of perception (both role-played it well). The Stranger has displayed a power directly in front of everyone and no one is capable of telling how/what he did. Our Martial artist got a new snazzy green necklace and our... whatever the hell she's playing can apparently turn into a miniature Chinese dragon and use mental powers...

 

Oh, And I don't pass the chips around (I would if I knew they'd been passed to me)

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Re: Shadows into Light

 

Well...

 

So far some sparks have flown between our US Marshal and Nightwalker on the matter of perception (both role-played it well). The Stranger has displayed a power directly in front of everyone and no one is capable of telling how/what he did. Our Martial artist got a new snazzy green necklace and our... whatever the hell she's playing can apparently turn into a miniature Chinese dragon and use mental powers...

 

Oh, And I don't pass the chips around (I would if I knew they'd been passed to me)

a psycic metamorph ?

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