OOC Chatter [Mission: Infernal]

Persell

Ten Thousand Club
For all the usual stuff.


Basic ground rules. I aim for a strong PG-13 or mild R. The following things are right out: Torture, rape, and bad things happening to kids. Yes, if the Arczeckhi invade Nexus, all that stuff is going to happen in great quantities. Leave it to the imagination. None of it will be happening to your PCs, and I don't want the PCs doing it to anyone else. Your characters are sort-of good people, even if they're bad at it. Stuff that pushes the boundaries will be off screen and probably glossed over.


Fighting: Like I said, there will be some fighting, but that isn't the focus. We're here to get our spycraft on. So while your first op is to kill one or more forbidden gods, and they will not go quietly into this good night, you're also going to have to get to them through the ruins of Rathess. Ye olde 'kill everything between us and them' will not work.


As an addendum to that, eventually I want you guys doing awesome stuff like assassinations through the back alleys of Yu Shan. There are, of course, all sorts of odiously powerful beings there. If you try to punch out the UCS, it will not go well for you. I say this because I've found a lot of tacit assumptions that the GM balances all fights so the PCs have a chance. I explicitly will not do that. Please be ready to run, think of ways of out maneuvering people, and use things like virtues and wp in strange and creative ways.


Requests: If you guys say, 'Formal Request: I want a blah.' You will get a blah if it's remotely possible in game. You won't get it immediately, and it will get tied to the plot, but otherwise, it will happen. Informal requests are also fine, and they usually take the form of 'There's this cool thing in Book A. Can I have one?' I'll see what I can do, but this is more likely limited by whether or not I've got the book.


XP: I'm not quite sure how it will be awarded yet.


Perception rolls: I found that me rolling common things like Percep + Awareness in the background generally speeds things up. Unless someone would rather roll their own, I'll do that in this game too. You can always explicitly call for one, of course, or name a stunt so you can use a different att/abl combination. I just do it to keep things moving.


I'll do an intro post when I make an IC thread, hopefully soon.
 
Custom Charms like the heretical Charms? And are you allowing Kimberry Charms? If so I want to swap out a Charm. :)
 
Miashara said:
Custom Charms: I am never running an Infernals game again.
Good eyes. Fixed that little typo. :wink:


On an unrelated note, is there a different BBC code for strikethrough on this board, or is that just not implemented? No reason.
 
Can everybody try to find a picture of their character? It helps. Thanks.


Anyway, you guys can decide how you want to go about this. As mentioned, you're about six miles form Rathess. That's about twelve hours of travel, so you can decide how to approach, and what time you want to arrive. You're approaching from the south, so if you want to swing around to come with the sun at your back, that will take a bit more time.


Lore 3+ or Savant 2+ and you know the history of Rathess. (Rathess was a backwater by the time your predecessor's got pwned by the Terrestrials. It wasn't a secret, but it was boring and unfashionable. Past lives of 4+ and your prior incarnation may have lived there for a while.) Geographically, you know that it's a circular city divided into eight parts. There's a big road running right down the middle of it from east to west. There are temples at either terminus, and a big one, the one you saw, in the very center. One of the octads is mostly artificial lakes and reservoirs, and connected to a larger lake outside the city to the south. Two others were set aside for human purposes. The rest were for the Dragon Kings.


As to the current state of things, you know little. There are some some significant changes from the writeup in the East book, so don't stick to that too closely. There are no Yozi cultists there, so you don't have any current intelligence. Otherwise you know what White Hands told you. There is at least one forbidden god in there and may be more.


It is in the rainy season now. It's raining roughly half the time, which means you had a spot of luck when you spotted the city. When it rains the cloud cover fully obscures the sun to the point it poses no restrictions on use of the ED's charms. The moon is four days past full, ten from new. It rains all night, though, so visibility goes quickly to nil. The month is descending air, so it would be pleasantly cool for a mortal, think in the 50-60s. This is not cold enough to bother temperature intolerance.
 
Iona has no idea how one would go about finding a forbidden god, but she is currently most concerned with how to get in and what they might face danger-wise.


ooc, it seems we need to do some recon before we are going to know much current information. Once we have an idea we'll probably want to find some place we can use as a base of operations as we explore and investigate to find this god and/or its sanctum.
 
Lore 3 / Occult 2 for Malichoir, so he might have a slight idea at least. Never know. ;) Malichoir was about educating the people, keeping them informed. H got chosen as a Fiend because he was good at getting people to see things his way.
 
Malichoir would know the history of Rathess and know at least that gods have Sanctums. He would not know enough about those Sanctums to devise a connection between them and divine death. Yozi god-killing charms would of course be different.


As a bit of a hint, don't worry too much about planning right now. The key decision is how you guys want to enter Rathess, and any specific plans you want to put into place; stripping naked and acting like jungle natives or Charms you want activated before arriving. Beyond that, things should get moving pretty quickly, so don't worry about it too much.
 
In that case, 7m of personal Essence using Loom-Snarling Deception and Eldritch Secrets Mastery and he appears to be an Ess 2 Awakened Mortal Scavenger Lord, appearing as if he were about 42, hardened, and graying at the temples and along his well-kept beard and sideburns. ;)
 
I have an idea, depending on what Miashara rules. Naturally as a Scourge, Jak has Wind-Born Stride, which allows dashing across treacherous terrain to be an automatic success without a roll. This is extended to such actions as climbing. Therefore, would the walls of Rathess count as treacherous terrain? (pg. 138-139 of Infernals as your Charm reference)


If so, I propose Jak run/climbs up the walls and gets a gate open, while scouting out some of the city along the way? How does that sound?
 
CK: Got it. Mark the motes committed, and you are good.


BA: Yes, they would, and yes, you (probably) can. It's possible there's some odd, old FA magic that would prevent you, but barring that everything would work like you describe. Thank you for the page #s, btw.
 
Miashara said:
CK: Got it. Mark the motes committed, and you are good.
BA: Yes, they would, and yes, you (probably) can. It's possible there's some odd, old FA magic that would prevent you, but barring that everything would work like you describe. Thank you for the page #s, btw.
You're welcome. Anyway, Jak wouldn't know if there is, so in absence of evidence to the contrary, he will try and perform that.
 
I wonder if we can try just to pass as a group of stranded explorers or scavengers, we will never appear as locals, nor I think that we could walk in the city without being noticed, gods can sense essence right? They could tell we are no mortals (unless we cover it with charms, but I don't have it yet) or not?
 
Blackadder said:
I have an idea, depending on what Miashara rules. Naturally as a Scourge, Jak has Wind-Born Stride, which allows dashing across treacherous terrain to be an automatic success without a roll. This is extended to such actions as climbing. Therefore, would the walls of Rathess count as treacherous terrain? (pg. 138-139 of Infernals as your Charm reference)
If so, I propose Jak run/climbs up the walls and gets a gate open, while scouting out some of the city along the way? How does that sound?
I think you should maybe re-read that charm description and then look a bit further along at the charm Gravity-Rebuking Grace (144), which is specifically designed for the action you suggest.


We can probably make some rope from vines or something and just climb it though. And, it would probably still work for making sure you didn't fall off the wall once you were up there (provided dashing).
 
Wind-Born Stride does apply to climbing, I think the difference is that Gravity-Rebuking Grace allows Infernals to move faster, because they are able to run up, instead of climbing. Jak would still be climbing in this case, but he can still benefit from Wind-Born Stride.
 
Sure, I just wanted to clarify the difference. All but one of us have the charm, and we are all pretty sneaky. May as well not split up overmuch.
 
hehe I'm far from an athlete, I hope that the walls won't be that hard to surpass (btw what if we try an opening)


I was thinking, what if one of us feigns to be our prisoners or something (so that eventually can more easily befriend the locals in case something unexpected happens, I don't know a trap)
 
Or you could be the paid assistants and mercenaries to protect Malichoir, aka Jareth the Scavenger Lord, along this expedition that turn out to be underhanded and seedy and sadly betray said Scavenger Lord.
 
ok, the other thing I need to know before we get started is what direction you want to come from (You're to the south now) and do you care at what time of day?
 

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