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PLOT OF THE WEST

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PLOT OF THE WEST Empty PLOT OF THE WEST

Post by Admin Fri Jul 28, 2017 4:20 pm

Rees Victorian Era Plot
Before Rees ever leaves the tower, there should be a scene that narrates the door being open each morning. If he investigates, he's shown a place in the basement where there are dozens of soul jars. This should lead to him thinking Vox is a suspect. Rees would know there's a gate to the Hedge in London's old Hyde Park, located downtown.

Meanwhile, the search for the Sixth Tower promises answers, but it's finite existence in the Fallen World makes it difficult to find, and even harder to ascertain. And so Rees has joined the mortal order known as the Rosicrucians, scholars of the mysterious. Initial findings will use ancient Egyptian script to tell a tale of another supernal realm, one forged by secret treachery within the inner circle of Atlantis. It is said that those knowledgeable of this still walk the Earth, protectors known only by their calling card- red robes. It's said that their enemies have their souls stolen from them.

Rees could follow this lead, but would be interrupted by disciples of Yenrian and the Victorian Emerald Knight. He would then be assisted by a small group of red robes pseudo-assisted Mages, who may harm him but not kill Rees to confuse the Mage. Their tracks would lead him to Antha's old grave. When he unburied, he'd find rubies and other red gems in her coffin, as well as the missing crown jewel from the British crown. This should lead him to the kindred of London "f-ing vampires," who would admit that they know where Antha's corpse is. If he'd help in a simple investigation, the Prince would tell him (her body left with a red robes figure on a boat to the States).

In the end, Rees would learn that when Rees was asleep, Antha was acting as a Red Sentinel, hence the open door. She set off to his more members, using dark arts involving souls to elongate her life. The big plot bomb would be that Antha knows that the Sixth Tower was created by those evicted from Atlantis before the Exarchs ever took over, and that they've built a realm as a foundation to regain their power so they may one day take Atlantis back. When Rees gets back, he'd find dragon eggs in the basement where the souls once were.
-------------------------------------------
Argos Plot
Aegis would be called to London, and Argos possibly forgiven for past crimes, if he can help with current affairs. It seem a strange string of what seems to be unrelated incidents is thinning Owain's domain. The Prince would present police files, and a partner constable to aid in the matters, and ask to first solve the Whitechapel murders that are causing panic with Londoners.

Once Argos looks over the files, he will slowly start to realize that the machine is being tampered with by supernatural terrorists that are looking for the linchpin. The Whitechapel murders are meant to slaughter the paid lovers of parliament, who receive their subconscious orders by laying with these women of the machine. There Murders get closer to the Palace of Westminster. These are done by a recruited Sin Eater who hates female prostitutes.

Next are the frozen murders, which are meant to slay those involved in British industrialization and expansion, which is what attracts the god-machine. These murders lead the demons to understand that the linchpin is somewhere in the Palace of Westminster. Jack Frost does these because the Machine is trying to get into the Hedge, a place free of its influence.

Finally, the madness incidents are a form of sick interrogation by Penisar that uses Malkavianism to find answers about the linchpin. Each victim leads to proof that the linchpin is hidden under the newly renovated floors of the Palace of Westminster. Penisar would give clues that their constable is a demon. If they look into it, they'll learn of Aster who says that the same Machine plot is happening in the Western United States, but involving lycanthropes.

The big "Ah-ha" moment for Argos should be that he learns about the Machine and demons exist. He would also learn that the Herald is what demons call an independent.
--------------------------------------------
Ricun Plot
While chasing the riddle of Octavia, Ricun would learn the dark past she has. Through visits with former cult members and progeny, Ricun would learn that Octavia made a deal with Baba Yaga. "The greatest secrets of Cruac in return for one-thousand years of service". Octavia though, reneged on  her deal half way through, and escaped Baba Yaga's dimension of Everwinter. She now most likely is looking for a way to defeat the ancient vampire hag.

When Ricun reaches Tombstone, he would run into Accursio D'Agostino (through his ghoul, Castellon). Accursio would inform Ricun that there are very few kindred in the west due to the traveling dangers. Most send their retainers to do their dirty work. He would inform Ricun that an Invictus named Clyde Whitlock is organizing outlaws to terrorize Carthian rule (including Jesse James and Billy the Kid). In return, Carthians have sent law enforcers such as kindred, Jack Helm and ghoul, Pat Garrett. Their covert war has all kindred on edge. However, a group of gypsy vampires have been noted as searching for a blood queen called "The Red Mistress" in Dodge City, which sounds like Octavia.

Ricun could travel that way, getting into Western miniplots as he does. When he finally arrives, he'll learn that the gypsies were hired by Octavia to find her due to the fact that it didn't seem as if Ricun cared.
--------------------------------------------------------------------------------------------------------------------------------------
Ludwig Becker Plot
Recap: Not all Awakenings present themselves the same way. Ludwig's brother, Karl, knew his sibling had latent abilities, but he also knew that visiting Pandemonium could make one lose his mind. So, Karl, who was just freshly introduced to the Mysterium, decided not to break the rules of slaying another Mage, and instead tortured his brother by letting him rot in a cell, tasting a power he could never understand. Meanwhile, both Karl and Ludwig were called by Sarsicus to free him by unleashing the powers of the Necronomicon. While Karl felt his invite was only for him, Sarsicus would confess that he will mentor only one, and that will be the person who frees him (freedom through Pandemonium by sneaking out of the Abyss as if using the sewer system). Ultimately, it will be brother-va-brother in a trek to the Americas. The winner frees Sarsicus and gets him as a mentor. The loser, death.

Starting off, Ludwig will awaken through "The Mystery Play." He would free himself from prison by exploring mind and space powers, and following the voice of a demonic guide. When he finally frees himself, he'll be in front of an iron gauntlet, covered in black soot, billowing with acrid smoke. His guide would ask, "Will you face your demons, who above all others are darker than any imp or jinn?" Ludwig's claws would grow ember orange and singe into the metallic shell of the tower as he etched his name.

When he awoke, Ludwig would be in a hay pile where lions sleep. A large Chained feline would eye him, but not act. That's when the Siamese twins would see Ludwig, and chase to tell the Ring Master. The ring master and his masked strong man would confront Ludwig, who would hopefully display his power. They'd then escort Ludwig to the office wagon, where they'd offer to hide him in the ringmaster's occult library carriage.

Eventually, the ringmaster would ask if he was related to Karl Becker. He would say that Karl came to look at his library, looking for a specific book called the Necronomicon. The ringmaster would know where Karl went, and would be glad to tell Ludwig if only he did a favor first. Ludwig would simply need to sneak into the Palace of Westminster and mop their floors with a strong varnish. He'd write up a contract. If Ludwig agreed, the ringmaster would let Ludwig know Karl went chasing after an English man headed towards Nevada who was said to have stolen it from a museum. This affluent businessman is named John Talbot, and he is doing intense research on curses.

When Ludwig went to do the job, he'd run into Argos and Rees. Ludwig would recognize Rees as a Mage. He could take him in and sponsor him, but would be liable for him. There would be deadite attacks for the entire group which should ally everyone. Deadites cause paradox, a problem for Rees.  In the end they'd need to head to the States together. The story would take a turn when it was learned that Talbot sold the book to Karl, and that Karl plans on conducting a great deadite ritual in the silver mines of Nevada, one that he feels will only summon demonic forces, but will actually invite the abyss. Ludwig will hopefully defeat his brother, and take the necronomicon to free his host, Sarsicus.

Jonathan O'Connel Plot
It would start with a visit from the Chained One and his minions. The Rail Baron would remind Jonathan of his promise to find the spirit a home. "There is wound festering from this war. I leave it to you to cleanse it. Only then will I have a Home." The great rail baron will be in a current business battle with his rivals. Between five rail owners, they possess the heart of shipping and transportation routes called the "Sugar Steel" line from Chicago to Houston. Separately they've made a few million, but if they owned each other's rails, they could become transportation tycoons. Jonathan would receive word that three of his rivals may be looking to sell. One, an old man about to retire, just wants to spend time with his daughter. The other, who is going broke from past debts, may sell just to break even. The third might if he feels he's outnumbered, as he thought this was a get-rich-quick business. The fourth is Jonathan's arch nemesis, and would never sell to him.

Jonathan would be able to possibly talk one into selling, but before he could make any other moves, he'd learn that the other two sold their business to Jonathan's nemesis, who is now Jonathan's direct opponent. To add injury to insult, Jonathan has been summoned to Denver, along with other tribes, in order to address a state of emergency. Jonathan would learn that the Pure Tribes are starting to get aggressive, led by a new leader, a Fire-Born that is pushing into Forsaken territories. The Forsaken would ask for permission to use Jonathan's rails as a safe path to try and find these fanatics of the Rabid Wolf.

Jonathan's Plot would be two part- the new rail battle would start when John's rail bridge is destroyed by his mortal opponent. He can counter by assassination (opponent's son would take over), or he could be more covert (labor strike for railroad staff, build a line around his enemy's to Chicago, summon a rust spirit to corrode his lines, set up the enemy by having it look like he was tipping train robbers off about profitable loads). His next part would be to move in on Clive Garret, who has been attacking and killing allies. Clive is trying to get more members for his tribe, and will cross all borders to do it.

Ultimately, Jonathan will learn that the war is being stirred by a Bale Hound from the Chained One.

PLOT MAP
PLOT OF THE WEST The_wi10

Redrise
PLOT OF THE WEST Western_town_at_dusk_by_crayonmaniac-davucio
Redrise was a railroad town that made it big during the early 49er and Colorado mining rushes. It's location, along the merge of Knox Run and Priarb Channel made it a perfect place for steam boats, trains and wagon trails to meet. Supply merchants came from near-and-far in order to make their business there. However, a deadly case of Consumption caused half the population to die off, and the other half to high tail to Pueblo or Thinpass. The quarantine was lifted nearly ten years ago, but Redrise never really recovered. Since then it's become more of a quick stop than a major outfitting town.

Thinpass
PLOT OF THE WEST 40024SO
Thinpass was once where all the railroad workers camped while building the Fair Inlet Overpass. However, as trailblazers and merchants began to make camp along the miners for safety reasons, sales stands became shacks, shacks became buildings, and buildings became a town. The town was made with scrap materials and modestly priced labor, and gives off a ruddy feel. It's known for being a den of thieves by travelers, and is often avoided.

Meekfield
PLOT OF THE WEST The_Last_of_Us_Concept_Art_Twilight_AL-01

Lowreach
PLOT OF THE WEST Final_Comp_01

Coyote Trail
PLOT OF THE WEST 022112ec9ad707c9b162e8961daa9e62

Black Gorge
PLOT OF THE WEST WWTown101


Rotgate
PLOT OF THE WEST Wildwest_by_drake1024


Last edited by Admin on Fri Aug 11, 2017 6:07 pm; edited 3 times in total

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Post by Admin Fri Aug 04, 2017 10:41 pm

JONATHAN O'CONNEL PLOT 8.5.17

*Settle and feel cool with his pack by having them all return from missions to help him
*Find out about new business opportunities
*Get Summons to Denver because of Pure Tribes
*Flashback of the Chained One

Between five rail owners, they possess the heart of shipping and transportation routes called the "Sugar Steel" line from Chicago to Houston. Separately they've made a few million, but if they owned each other's rails, they could become transportation tycoons. Jonathan would receive word that three of his rivals may be looking to sell. One, an old man about to retire, just wants to spend time with his daughter. The other, who is going broke from past debts, may sell just to break even. The third might if he feels he's outnumbered, as he thought this was a get-rich-quick business. The fourth is Jonathan's arch nemesis, and would never sell to him.

1) Manuel 'Bilk' Garner: The cheating Manuel "Bilk" Garner is whispered to perhaps sell if someone doubled the worth.
2) Curtis Reid: In Dept, he'd probably sell if others started to as well.
3) Theodore 'Wild Fire' Ewing: The nemesis of Jonathan, this other young entrepreneur inherited his money from his father and looks to make a name for himself. They call him Wild Fire because his business is spreading like one.
PLOT OF THE WEST 6fa534d53698e2d30905299dd801abd7--douglas-booth-great-expectations

4) Jim Preston: An older businessman looking to retire to be with his daughter. His rail neighbors Jonathan's in the West.
PLOT OF THE WEST P051t21q

PLOT OF THE WEST Rail_b11

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Post by Admin Sat Aug 05, 2017 7:21 am

RICUN PLOT 8.5.17

Ricun's deputies start the scene by being just outside of Tombstone Arizona, scouting the lands while he rests.


TOMBSTONE
PLOT OF THE WEST 29a306a1-16ff-47cc-9cea-455fc084342b.jpg?response-content-type=image%2Fjpeg&response-content-disposition=inline%3B%20filename%3D%22map3.jpeg%22%3B%20filename%2A%3DUTF-8%27%27map3

Golden Eagle (Crystal Palace) Saloon
PLOT OF THE WEST 3ebc9e8bd6761196cdaa3c8355ba5d6f
The usual home of honest blue collared workers, it's recently been occupied by the Cochise County Cowboys, led by Johnny Ringo. While he's been out, they've been misbehaving.

The Oriental Saloon
PLOT OF THE WEST Oriental
Meanwhile the Clanton gang , ran by Ike Clanton (also out of town), has filled the Oriental Saloon every night. A group of miners brave enough to stand up to them were shot dead, and since then no one has tried to calm the storms. Whiskey and lead never mix.

The Bird Cage Theatre
PLOT OF THE WEST 15_OutAbout_main_Gerardine-Vargas
Open 24 hours a day, it would claims the lives of 26 men, and have 140 bullets jammed in its walls. The fine ladies made it hard to keep the testosterone down. This is a neutral ground due to the presence of Doc Holliday, who spends his drunken nights gambling there.
.......................................................................................................................................................................

The Outlaws
PLOT OF THE WEST E79804d069ae195eb5b694071d11f806--gunslinger-art-steampunk-cowboy

HEALTH: 8
WILLPOWER : 5
Size: 5
Speed: 11
Defense:5
Initiative: +6
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
-------------------------------------------------------------------------------------------------------------------------------
MENTAL
Intelligence: 1, Wits: 3, Resolve: 2

PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 1, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts:
Investigation: 00
Medicine
Occult:00
Politics
Science

Physical Skills
Athletics: 00
Brawl: 000
*Drive: 0000 (Horses +1)
*Firearms:000 (Revolvers +1)
Larceny
Stealth: 0
Survival: 00
Weaponry: 000

Social Skills
Animal Ken: 00 (Horse Training +1)
Empathy: 000
Expression
Intimidation: 0
Persuasion: 0
Socialize:
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

Quick Draw, Firearms  (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.

Speed Loader, Revolvers •
Prerequisite: Dexterity 3, Specialization in Weapon
Effect: Your fingers are well practiced at fetching the ammo your weapon requires and putting it where it is essential to continue the fight. o longer does loading individual bullets force you to sacrifice your defense for the round, though reloading does still require an Instant Action.
_____________________________________________________________________________________
Equipment
Reinforced Clothing
Rating:1/0, Speed: 0, Defense:0 , Availability: 2, Minimal Strength: 1, Coverage: Arms, legs, torso

Double Action Heavy Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -2
Damage: 2L
Minimal Strength: 3
Size:1
Availability: 3

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Post by Admin Sat Aug 05, 2017 8:00 am

"GOLDEN EYES" PLOT 8.5.17
*Roll into Cripple Creek and get a lay of the land
*Check bounties and inquire
*Investigate the robbery of Merl and Ray Nathan
*Hunt down the pair and collect bounty
*Orphanage house head waiting outside after he collects bounty talks about strange murders happening in town based around her orphanage

The Donkey District
Made mostly of miners, small shops and traveler's tents. It is the safer part of Cripple Creek. It's where children were aloud to play, and the main carriage roads drove through.

Cripple Creek Bank & Loan
This is not just where people went to deposit their money, but where bounty hunters could collect their coin.

Sheriff's Office
Made of three jail cells and a desk, it's not much. The Sheriff currently in office is Dan Booker. He has two deputies who can't keep the peace if they wanted to, but at least put on a show.

The Red Light District
This area has six saloons, four cat houses and an all night gambling hall. It's where all the vermin come to enjoy themselves.

The Dried Gulch Cathouse
A less impressive prostitute house, this place is known for its fist fights and shootouts. The ladies there are willing stroke egos and more in order to get their coin.
PLOT OF THE WEST 80fdae_5aa3115252f6482199c1302a0f539909~mv2

"Old Homestead" Cathouse
PLOT OF THE WEST 29mtwsy
This was the expensive Cathouse, mostly used by rich tycoons. There were armed guards at the door who collected $40 at the door.

The Red Hippo Casino
PLOT OF THE WEST 80fdae_cb95bd9e7aaf40209e9dd85a8e6ef200~mv2
This gambling hall is built in the side of a mountain. It's where men lose their fortunes. The small hall has craps, poker and roulette. It's known for its angry shootouts.
....................................................................................................................................................................
Merle Bosco
PLOT OF THE WEST 80fdae_53c458c4fec241aeb3d24dc5f2b2d79f~mv2
HEALTH: 10
WILLPOWER: 5
Size: 5
Speed: 9
Defense:2
Initiative:+5
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 0, Wits: 000, Resolve: 00

PHYSICAL
Strength: 00, Dexterity: 00, Stamina: 0000

SOCIAL
Presence: 000, Manipulation: 0, Composure: 000
________________________________________________________________________________________

Mental Skills
Academics:
Computer
*Crafts: 0000 (Cooking +1){Cooking Tools +1}
Investigation: 0
Medicine: 00
Occult:
Politics:  0
Science

Physical Skills
Athletics:
Brawl: 0
Drive: 00 (Wagons +1)
Firearms: 00 {9 Again with Shotgun}
Larceny
Stealth: 0
Survival: 00 (Foraging +1) {Survivalist Kit +1}
Weaponry: 000

Social Skills
Animal Ken: 00 (Horses +1)
Empathy: 0
*Expression: 0000 (Tall Tales +1)
Intimidation
Persuasion: 0
Socialize: 00
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

________________________________________________________________________________________
Equipment

*Shotgun
Range: 20/40/80
Clip: 2
Initiative Penalty: -4
Damage: 3
Minimal Strength: 2
Size: 3
Availability: 3
Special: Provides 9-Again

Ray Nathan Daniels
PLOT OF THE WEST A79c1aeaf87791b3b843a3929192b553--fallout-concept-art-character-portraits
HEALTH: 9
WILLPOWER : 6
Size: 5
Speed: 13
Defense: 5
Initiative: +5
Armor: 0/0 {1/0 vs Bashing w/ Iron Skin, Can spend 1 point of Willpower to 1 Lethal to 1 Bashing}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 0, Wits: 00, Resolve: 000

PHYSICAL
*Strength: 00000, Dexterity: 00, Stamina: 0000

SOCIAL
Presence: 0, Manipulation: 00, Composure: 000
________________________________________________________________________________________

Mental Skills
Academics:
Computer
*Crafts: 0000 (Mining +1)
Investigation: 00
Medicine: 0
Occult: 0
Politics
Science

Physical Skills
Athletics: 000
Brawl 0000 (Grappling +1)
Drive:
Firearms: 000
Larceny
Stealth:
Survival: 0
*Weaponry: 000 (Boards +1) {9-Again Equipment Bonus w/ Pick Axe}

Social Skills
Animal Ken: 00
Empathy:
Expression
Intimidation: 00
Persuasion:
Socialize:
Streetwise: 00
Subterfuge: 0
________________________________________________________________________________________
MERITS
English, Native Language

Street Fighting (••)
Prerequisites: Stamina •••, Composure •••, Brawl ••, Streetwise ••
Effect: Your character learned to fight on the mean streets. She may have had some degree of formal training, but the methodology came from the real world, in dangerous circum- stances. Street Fighting isn’t about form and grace, it’s about staying alive. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as punch daggers, or weapons concealed with the Shiv Merit (above).
Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.
Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.

Iron Skin (••)
Prerequisites: Martial Arts •• or Street Fighting ••, Stamina •••
Through rigorous conditioning, or extensive scarring, your character has grown resistant to harm. She can shrug off shots that would topple bigger fighters. She knows how to take a strike, and can even move into a hit from a weapon to minimize harm. She gains armor against bashing attacks; one point of armor with ••. By spending a point of Willpower when hit, she can downgrade some lethal damage from a successful attack into bashing. Downgrade one damage at ••

Headbutt (•)
Prerequisites: Brawl ••
Style Tags: Striking, Grappling
Effect: Your character has found few arguments she can’t
end by ramming her skull into a softer part of the human anatomy. This Merit allows for a new grappling maneuver  Headbutt: Your character inflicts the Stunned Tilt on her opponent. Each use of this maneuver in a scene imposes a
-2 penalty as the shock and surprise of this tactic wears off.

Choke Hold (••)
Prerequisites: Brawl ••
If you can get your hands on someone, they’re putty in your hands. When grappling, your character can use the Choke move:
• Choke: If you rolled more successes than twice the vic- tim’s Stamina, he’s unconscious for (six - Stamina) minutes. You must first have succeeded at a Hold move. If you don’t score enough successes at first, you can Choke on future turns and total your successes.

________________________________________________________________________________________
Equipment
Dirty Clothes and rotten boots

Board with Nail
Damage: +1
Initiative: -3
Strength: 2
Size: 2
Availability: N/A
Special: Fragile, Stun
.......................................................................................................................................................................
Viola Pearson
PLOT OF THE WEST 80fdae_62c7142c2c434b6fae987f5227526a8f~mv2

Millie West
PLOT OF THE WEST 80fdae_00708304b4af442fb12f32f36d040a2f~mv2


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Post by Admin Wed Aug 09, 2017 5:44 pm

Golden Eyes Plot 8.24.17
Viola Pearson was once the assistant of Rose McDonald, who ran the in the Revelations Orphanage at the edge of the Donkey District. The young woman inherited the orphanage after Rose's bizarre death. Viola is in charge of four children, including...

-Millie West: Oldest, ginger haired girl that helps care for the others.
-Henrietta Burns: Girl in a wheel chair, suffering from a strange lung disease.
-Willy Levine: Young shy boy who doesn't speak, but carries his doll Mr. Stiches with him everywhere.
-Dorthy Coleman: Little three year old child that is constantly on Millie's side.

The Strange Deaths
Benjamin Fulton, the orphanage's volunteer gardener, was found with every bone in his body broken, and a massive hole driven through him, as if he was ran through by an iron fence pole. Strangely, the children heard his muffled scream late at night, after hours, in their garden, but all were too afraid to look. It wouldn't be until that morning that they found his body in their sugar field.

Two days later, Rose McDonald's body was found on top of the orphanage roof. It appears that sometime after putting the kids to bed at night, she went on the porch to drink tea and wasn't seen again until the next morning. Her spine was shattered, and her body twisted like taffy, legs wrapped around shoulders. No one heard a thing, though a rain storm was happening during the night, so thunder could have easily muffled it up.

Finally, a note carved in what could be described as a knife or dagger, cut the words in Viola's bedroom door that say, "You're Next."

Behind the Scenes:
Young Willy Levine wanted to get revenge on Benjamin Fulton for his perverted ways, and retribution on Rose McDonald for using the hickory stick on his back. He was offered a toy, Mr. Stitches, by a strange man with snow white hair (Marsius). Mr. Stitches killed Benjamin and Rose. Once Viola took over, Willy was happy. But then she talked about breaking up the orphanage to protect the kids, and Willy figured he needed to sick Mr. Stitches on her as well.
PLOT OF THE WEST 80e1441fd5763b8742f6d5cc7cee38b0--oogie-boogie-man-walt-disney-studios

Afterwards, Marsius, the Acomoth possessed Thyrsus of the Nexus, would reintroduce himself to "Golden Eyes".

"I've been looking for the Creature of Flame that brought down all of our work so long ago. I was told it would return some day. Welcome home."

*Marsius would proclaim that while the Phoenix is helpless to aid in the Fallen World, Golden-Eyes newest sponsor, The Herald, is quite formidable. However, Marsius has looked through time, and learned that there will be a time when this Creature of the True Aether releases the Mage-Reborn from its watch. And when it does, Marsius will strike. Until then, Marsius looks to simply make "Golden-Eyes"'s life miserable.
PLOT OF THE WEST 80fdae_b772fe180e024d2991f6785c671c00d6~mv2

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Post by Admin Wed Aug 09, 2017 10:23 pm

RICUN PLOT 4.12.17

Doc Holiday would invite Ricun to a game of cards. During that time, he would confess his distress over "The Riddle." Doc would confess that he was nothing but a no-good gambler and gunslinger whose several attempts at being an honest doctor always ended in failure. The one person who believed in him though was his girlfriend, Big Nose Kate. However, Big Nose Kate's encouragement slowly started becoming more than just advice. She began telling him people in Dodge City that needed reckoning, and for some strange reason, Doc always felt obligated to oblige. When he finally had the courage to ask why it was she was so good at bewitching him, Big Nose Kate came clean. Her features became more beautiful, and she came clean that she was really Ida Stokes, a vampire Madame who lived in Dodge City.

She confessed to Doc that she was looking for an old compatriot of hers- someone who she crossed paths with during the last hundred years. This powerful Elder is said to have gone missing, but left a riddle in case her long awaited Giant never came- Back up plans she said for anyone brave enough to search the western wilds. So Ida now, who maybe in a strange predicament due to her constant backhanded deals, may be looking for an Elder's favor, and has shared her blood with Doc in order to solve the riddle. Doc was given a lead in a Lancea de Sanctum named Hiram Troyer, who is rumored to be storing an elder in his community safe house. Doc went there once, but his negotiations went sour. He came back to Tombstone to regroup, but his special blood is running low, and he's been despondent as to what he should do. Maybe the blood burning out, though so desired, would clear the spell that Ida has on him.




THE HALLOWED FARMS OF HIRAM TROYER
PLOT OF THE WEST 80fdae_1b688b8391644ce69dd7d3f2e75f6319~mv2


Hiram Troyer would inform Ricun that his current crops, which are the only sustenance for his community, are being uprooted by something at night. Since they own 37.5 acres of land (2.5 acres equals 1 city block, so 15 blocks), it's hard to manage. If Ricun and his armed men would be willing to find out how these crops are being uprooted, Hiram would let Ricun know who the elder is sleeping in his secured barn.

The uprooters would end up being several desperate thugs from the nearby town of Duncan, called the Benson Brothers, who were hired by Clyde Whitlock. Clyde was a pasty gentleman that requested the trouble making brothers to visit him in nearby Virden (2.5 hours walk) after paying their bail after they stole several jugs of whiskey.

Once Ricun deals with the situation as he sees fit, he would learn that the elder is a Julii named Septimus Metellus, who retreated from the east some time ago. His torpor body was found in the mountains of Tennessee, near Chattanooga. Septimus was weak due to a lack of sustenance, as he could only drink from other kindred. He vaguely described that he was from Rome before falling into his great slumber.

Duncan
Duncan is a town in Greenlee County, Arizona, United States. The population of the town was 696. Duncan is in the Gila River valley, 4 miles west of the Arizona-New Mexico border.


Virden
Virden is a village in Hidalgo County, New Mexico, United States. The population was 143. The nearby community of Summit, essentially belongs to Virden, and is included in the population.

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Post by Admin Fri Aug 11, 2017 5:08 pm

JONATHAN O'CONNEL PLOT 8.12.17

*Discover Fair Inlet Overpass is broken.
*Rally temporary workers via Thinpass and/or Redrise
*Get offered a deal by several hopeful businessmen
*Assassination by Clayton Carver
*Lead on a Ghost Wolf named Gus Kelly, who is hiding out in the nearby wilds to avoid Pure Tribes
*Gus's confessions of a powerful fire spirit, an instigated fight from mysterious sources AND the Pure Tribe's chase for Talbot

As O'Connell and his team steam  their way to Dodge City, there will be talk of the train line where John Henry and O'Connel first met. It was a massive bridge made for trains called "The Fair Inlet Overpass." Unfortunately, when arriving there, they'd learn that the bridge has been destroyed, most likely due to outlaws hired by Theodore 'Wild Fire' Ewing. John Henry would say that if he can borrow the train crew, and get a few locals from either Thinpass and/or Redrise, he can get the bridge back together in less than three days.

When O'Connell meanwhile checks into the nicest inn in Thinpass or Redrise (Tightrail Tavern and Inn), he'll quickly find out that several businessmen would love to meet with him.

Henry Thompson
PLOT OF THE WEST A8f153abf051002b130db71608b991dc--character-creation-character-ideas
Henry would let Jonathan O'Connel know that in 1776, General Custer heard of tribes amassing in Montana, and ordered his 650 men to hurry north to what would be the Battle of Little-Big-Horn. He knew he would engage the Sioux and needed to make his calvary speedier. In order to lighten his load, his men buried federal gold they were secretly hired to take to Denver so they could make haste north-west. Henry Thompson claims to know where this treasure is, and would happily share the rites 50/50 if Mr. Jonathan O'Connel funded his expedition.

Matthew Gallegos
PLOT OF THE WEST E7e5115e2b754efff787c2dad7a14e02--weird-west-game-character
Mathew runs the most popular entertainment spot in Thinpass, The Pistachio, and would love for a big-shot like Jonathan O'Connel to be at Mathew's main table during their upcoming "Bare Knuckle Boxing" fights in the neighboring barn. This in secret is a power play to get his rival, Renaldo "Ribbit" Tibbs, owner of The Green Tulip Pub jealous.

Captain Horace Webster
PLOT OF THE WEST 6a2a6c8e17196527106db76810436879
Captain Horace Webster and his veteran Confederate posse are known as "Lee's Men." They were once the National Guards for General Robert E. Lee, and even after the Confederacy's defeat, Captain Webster and his men went West to continue to wage war. Their acts of terror have fought off Union soldiers in ambushes and wagon attacks all throughout the West. Recently, Captain Horace Webster has come across a wagon full of Nitroglycerin that cost his men many lives, and he wishes to send it east towards some of his other men in Dodge City. He'd be willing to pay "Cash 3" for safe transportation to Dodge City. If O'Connel refuses, Horace would ask that he can at least transport his men's corpses to Dodge City for "Cash 2." If O'Connel does, Captain Horace Webster would sneak the nitroglycerine in the bodies of his men.

After the fighting and mayhem, and a quick assassination attempt, the group would get a lead from either one of Nick's outlaws or one of the town outlaws that a criminal named Gus Kelly is in the nearby wilds stealing food and drink from wagons. The group would know Gus Kelly as a Ghostwolf who betrayed the Arisen for Pure Tribes, and then ran from them. Gus, when caught up to, would say that there's a powerful fire spirit that the Fire-Touched are worshipping, and it is telling them to lay waste to the Forsaken.

GUS KELLY
PLOT OF THE WEST 80fdae_748963f821474428a91d7ef2c669321d~mv2
Gus would inform the group of the following...
*POWERFUL FIRE SPIRIT LEADING THE FIRE-TOUCHED IN SOME STRANGE PLOT OF REVENGE
*SEEMS AS IF THIS SPIRIT/PURE WERE TRICKED TO WAGE WAR BY AN OUTSIDE SOURCE IN A DISTRACTION-PLOY
*MENTION OF A TALBOT LINE OF WOLVES THAT CAN CAUSE LYCANTHROPY THROUGH LUNACY

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Post by Admin Fri Sep 01, 2017 5:57 pm

Ricun Plot 9.2.17
PLOT OF THE WEST Giphy
*Secure passage on train to Dodge City
*Wake up in the evening to the train being stopped
*Investigate the fact that Otis "The Counselor" Reynolds, Howard 'Grits' Melbourne and Clyde "Roses" Warner  through clay into the Water Condensers (Steam locomotives consume vast quantities of water because they operate on an open cycle, expelling their steam immediately after a single use rather than recycling it) in order to return to the Amish farm for more vegetables (Second Stage of Blood Bond p.100, after bringing more vegetables on the road with them).
*Need a source of water, find the Temple of Mending and its well, find Wu Chen the Salubri.
*Heal Racism if an option
*Talk about how Octavia came to him, but pulled away when she saw she was nearly becoming enlightened.

PLOT OF THE WEST 80fdae_be4f221eedce40f7978a362974b638f5~mv2

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Post by Admin Sun Sep 17, 2017 5:07 pm

SEPTEMBER 30TH GAME SESSION

LuCiouS PLOT
ROTTING VANGUARD
PLOT OF THE WEST The_Alamo-50
A Messenger Spirit has been passing information between Marshals in Northern Oklahoma and a road bound Bass Reeves. While most of it involves human affairs, the occasional sighting of large coyotes on the prairie or fire worshippers along the trail gives clues of Fire-touched whereabouts. However, if someone could destroy this information spirit, it would shut down Bass's vital intelligence line for sometime.
Number of Marshals at Fort: 10
Number of Uratha: 1
Number of Spirits: 1
Description: The Fort itself is a stone structure with barred windows, steel doors and gun-holes. The lodged bullets and scorched roof tells onlookers that this place has seen a few battles before. Yet, the integrity of the building still stands true, making the Marshals inside safe from the men they may be chasing along the wayside.
Spirit: The messenger spirit has the head of a telegraph, and the well-shaped body of a woman clad in a loose dress and heeled boots. Her fingers are shaped like type-writer keys and she has words in different languages flowing across her skin.
Information that the Marshals Have:
1) The James-Younger gang has been nearly annihilated (historically accurate). Jesse and the Ford brothers are suspected to be hiding out in Missouri. There's reason to believe that they are still planning a heist, even in their dwindled state, causing the government to raise their worth to $5,000 per person caught dead or alive.
2) There's rumors that a savage group of Native Americans addicted to arson have been scalping settlers near the Sage Bush cattle trails between Houston and Dodge City. The savages take the scalps and throw them into large bonfires. One local posse road the trails in search of the mud-worshippers, but came up empty.  
3) Billy the Kid was finally caught and was transported to New Mexico where he's set to stand trail. Newspaper interviews state that he doesn't seem concerned with the murder charges held against him, though the jury will likely hang him.
4) A coal depot off of the train tracks near Wichita was allegedly taken by armed men calling themselves "Keepers of the Flames.." These men seen to be running the business as usual by day, but are rumored to join a local pack of wolves each night as they bark at the moon. Marshals without assignment are encouraged to investigate.
5) While heading from Arizona, a Marshal spotted a pair of fools worshipping a dead horse. One, named Tobin Spates, was dressed like a robed monk, while the other was a known card shark named Ethan "Aces" Wakefield. They promised there wasn't any bestiality going on, but informed the Marshal that what they were doing certainly wasn't Christian. The marshal took their names and warned that he'd be keeping tabs on the strange duo.

MARSHALS IN CAMP
PLOT OF THE WEST U-s-marshal-badge-round-5
1. Vernon Boyle
2. Melvin 'Horse Whisperer' Mercer
3. Levi Hicks
4. Arthur 'Brawn' Glover
5. Eli Small
6. Noah  Barnett
7. Emil Olson
8. Oliver Tyler
9. Prescott Nicholson
10. David 'Scorpion' Quinn

Halloween Plot 10.7.17

*"Lucius"*

After attacking the Marshal depot, Lucius will be headed home when he realizes one of his pack members are missing. When they try to track back for him, they'll find a beautiful pregnant Navaho woman walking with two children. They'll smell their old pack mate on her and can do an "Investigation" check to realize that this woman is not pregnant, but has consumed their packmate. Moreover, the creature will shift into Lucius's old Roman wife, who will waylay the ack with her Underworld Powers.


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Post by Admin Thu Sep 21, 2017 7:59 pm

SHACKLED FISTS
PLOT OF THE WEST Desert_castle_fortress_thing_by_alexbnntt-d6jk054
The Omega Mercenary unit was captured while trying to smuggle Fort plans for the Mexican government. Two of the ten men (Alexei Volkov, Maxim Sokolov) have already seen a firing squad, and the remaining eight are being tortured for confession..
Number of Soldiers at Fort: 3,000
Number of Cannons: 250
Number of Gatling Guns: 50
Number of OMEGA: 8
Description: The Fort is located along the Coyote Trail in northern New Mexico. It's still under construction, but meant to be the place to make a major stand should an invading Mexico ever defeat the initial border armies. The building is half way complete, and construction is heavily guarded. Special granite, the strongest of building stones, has been shipped from North Carolina to protect soldiers and withstand heat. There are canon-windows, rifle slits and dynamite rigged murder holes throughout the labyrinth. A high-tech clockwork system can mechanically shut and lock all doors at anytime. The building itself is over 38 acres (4 square miles) with multiple checkpoints. Like many prison sectors, the cells holding Omega are likely either in the center of the building or in any subterranean levels. Should guards be alerted to an invasion, the skies would be littered with waves of bullets from sniper holes and a barrage of canon fire. Not even the most powerful of Uratha could survive.

OMEGA MERCENARIES

1. Vladimir Dragomirov Todorov (Bulgarian)
2. Johnny Isaksen (Danish)
3. Jean-Pierre Belyea (French)
4. Kapila Jogalekar (Indian/Hindu)
5. Inácio Alcantara (Portuguese)
6. Sharaf el-Ayub (Afghanistan)
7. Narseo Pelosi (Italian)
8. Rangi Loto (Samoan)
9. DEAD-Yuan Zhi (Chinese)
10. DEAD-Baroda Yangi (Aboriginal)


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Post by Admin Thu Sep 21, 2017 8:14 pm

PORTER "GOLDEN EYES" GLENFIELD
PLOT OF THE WEST Fleshscape_title_art_by_araknophobia-dazyw1q
Description: While traveling east after finding his first "Branded," Porter and Fabian would make contact with Tobin Spates and Ethan "Aces" Wakefield as they investigate the Wound. According to the pair, dark entities have been coming from this horrific gouge in the Gauntlet. While Tobin looks to document the activity, Ethan wants nothing to do with it. If they dare enter the Wound, they'll find a toxic environment filled with horrific spirits of the Maeljin. They'll also discover a Bale Hound that worships "Thurifuge, Architect of Violence." In the nest, there is proof that dark spirits are capturing and converting regular denizen into horrific entities of the Wound. There are signs that these creatures are what stirred the war between the Forsaken and Pure in an attempt to distract them from what it's been harvesting in the Wound- a Shadow-organ that can taint spirits and energy in order to strengthen the Maeljin's power in the Shadow.

Final Thoughts: The group should escape the Wound with an understanding that Thurifuge is converting spirits into nightmares. If this were to continue, its rule over the Shadow would upset the balance between worlds by destroying the Gauntlet and bleeding both planes into one. An act like this would have catastrophic effects on other supernal realms as well, including the Abyss.

Tobin Spates
PLOT OF THE WEST 80fdae_fd6a164a19f6431aa42425e9d36e3e48~mv2
Tobin Spates has been compiling a codex of spirits, ghosts, and the difference between them since he was inducted into the Mysterium. His 320,000 word book could use some slimming down, but the details of what he's put together are paramount. He writes about making deals with spirits, putting specters to rest, and identifying the capabilities of each. He has chapters on The Shadow, accounts of ghostly possession and instructions on how to best battle malicious ephemeral beings. But Tobin has saved the last chapters of his book for his most dangerous expedition yet, reading signs of an apocalypse.

t started with a close encounter from a ghost, freshly murdered by werewolves in the western United States. The victim convinced Tobin that the beasts were working with a terrible spirit that wanted one thing...to destroy mankind. Tobin began an inquiry and found merit to the claim. He obsessed about the issue, documenting his encounters from the field. What he found though caused him to petition aid from the Pentacle. While the Diamond rejected his formal request, the Free Council offered a partner to delve further. After formal meetings, Tobin and the Free Council member disappeared into the deserts, where they are yet to be seen.

Descriptions of Tobin are consistent. Tobin is an average height male of Serbian descent. He has blue eyes, a cherry birth mark on the back of his neck and pointed features. His shaggy black hair is rarely combed, and he wears a ruby colored coat made of rare exotic leather. The Mysterium is concerned of his whereabouts and is willing to reward anyone who can bring him back alive, as well as his recent works.

Ethan "Aces" Wakefield
PLOT OF THE WEST 80fdae_c778ced71f854b5ca2ef8a11ab28d5af~mv2
n some western towns, gambling was not only the principal and best paying industry, but it was also reckoned among its most respectable.If that’s the case, than theres no one more respectable than  Ethan “Ace” Wakefield. The Louisville native watched his father waste away their savings at the tables until he was so in debt that the collectors gifted him with a California Neck Tie. Ethan chalked it up to a bad hand. His older brother, whom Ethan played cards with on milk crates as kids, faired a little better. He won it so big that the muck-snipe he’d beaten pulled out his barking iron and shot Ethan’s brother before turning the gun on himself. Ethan considered it a draw. But just as Ethan was starting his career as a young Blackleg, his Awakening happened and the stakes were raised.  

Ethan had a bee in his bonnet afterwards and decided to study the arts gifted to him by those Bottom Dealers at the Watchtower of the Lunargent Thorn. He wouldn’t “jump the cut” or “open a snap” to make his money. Instead, he’d rely on luck to earn his fortune- a luck that he created with magic. As soon as Ethan earned his title as a “Voter” in the Free Council, he went back to gambling. Ethan was like a Shakespearian actor, pretending to lose when he needed to and get flustered when circumstances demanded it. But all the while, whenever there was a showdown on the table, Ethan came up smelling like roses. He became a high-roller, earning the nickname “Aces”.

But what Ethan forgot was that he was duty bound to the Free Council. The Order charged Ethan with helping them build relations with the Diamond by partnering him with a wandering Mysterium mage. Ethan was requested to use his cover as a traveling gambler to cover up research that he and a Mysterium scholar would conduct. Ethan was reluctant, but had little choice. Before long, he was traveling the card circuit by day and chasing spooks at night. And while Ethan considered it chips he’d have to sacrifice in order to continue with his career, he wasn’t all too sure that he wasn’t going to sacrifice his life as well if he took too many risks with his adventurous partner.




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Post by Admin Mon Sep 25, 2017 5:52 pm

Ricun Plot 9.30.17
As the giant continues north-east to Dodge City, he will have some crew follow up.

Tilly "Sanguine" Meyer's witch powers- Tilly will come clean that she is a practicing witch, and has lain with the devil in order to gain dark powers. She now wishes to grow in power by discovering a window to become even more supernatural. She would offer to punish Otis "The Counselor" Reynolds, Clyde "Roses" Warner & Howard "Grits" Melbourne if Ricun would like.

Gomer "Pick Axe" Foster- needs to be cleansed of his blood Bond. This can be done with Cruac or through time.

AFTERWARDS: The crew would arrive in Dodge City (14 square miles, 1200 locals, 150 visitors) and learn that it's roads and rail lines make it a crossroad for traveling mortals and paranormal creatures alike. The kindred at Dodge City would all be involved in their own plots as stated below...

Shen Liang
PLOT OF THE WEST 80fdae_333b9eecdc284a7e966c2b19fd750a10~mv2
Shen Liang has nearly a hundred slave-workers both building the railroads headed west, and working the opium dens. Recently, several of his Chinese slaves, including his beloved painted lady, Jin "Blue Eyes" Yun, have escaped to the hidden temple nearby. Shen Liang is willing to give 10 slaves to anyone who can provide the location of this temple. He has also become extremely frustrated with the Carthians, who are forcing Shen to cooperate with their laws in Dodge City, which include providing reports of his activity to the Carthian inner-circle.

The Ravnos
PLOT OF THE WEST 80fdae_4e363b4e55204c69ae14e263ad45a00e~mv2PLOT OF THE WEST 80fdae_6f2542ead3244744b67e47398b3820b4~mv2PLOT OF THE WEST 80fdae_4164962b1e7143ad8af87a6b24ccc869~mv2
Composed of their ancient leader, Kissarie Nadahaw, her progeny, Saban Morjiano, and his neonate child, Vasquez Gamble, the Ravnos claim to be waiting for the Longbranch Poker Tournament. However, a closer examination would show that they are looking to find sanctuary and respite at different Carthian and Invictus towns. They are stirring the pot between the two factions in Dodge City, sharing information they have with one group to the opposition, and then getting more details as they report to sell back to the other side. So far, they've let Jack Helm/Alvero Montero (Carthian) know that Clyde Whitlock has brought cases of dynamite in town, then shared with Clyde Whitlock (Invictus) know that Jack Helm and Alvero Montero are calling for more men in an attempt to kill Clyde. The Ravnos stay on the outskirts of town near the main roads, where they're always ready to make a quick exit.

Jack Helm
PLOT OF THE WEST 80fdae_33f6ce7ae3054cb685622062dff7efde~mv2
The Sheriff and Bailiff of the "New Movement" has waged war on anyone that breaks Carthian law. Recently, he dragged Invictus Venture, Jarlen Creighton into the sun for final death after the vampire intentionally murdered three of Ida Stokes's herd. While he's known for his prowess, Jack Helm can sniff out an ambush as well, and is said to have fired his way out of a trap allegedly organized by Clyde Whitlock. Jack Helm stays under the Dodge City sheriff's office in their tornado shelter, using the mortal "Dodge City Peace Commission," which includes William Harris, Luke Short (owner of Longhorn Saloon), William "Bat" Masterson, William F. Petilon, Charlie Bassett, Wyatt Earp, Michael Francis "Frank" McLean and Cornelius "Neil" Brown, to protect his back.

Alvaro Montero
PLOT OF THE WEST 80fdae_dc8be69ee8bc46729d633a097ab35232~mv2
Although he hates Jack Helm with a passion for killing him and leaving him to die, his dedication to Juggler makes him a reluctant participant in the Carthian movement out west. His bounty hunter posse have been ordered to eliminate Clyde Whitlock, a mysterious villain who claims independence, but is likely working with the Invictus. Alvero is also secretly trying to get Jack Helm killed, and will drag his feet to ambushes, withhold vital information about Helm's survival, and

Clyde Whitlock
PLOT OF THE WEST 80fdae_a356f12da3de4abebc892cd9de2ef2f1~mv2
The always heard, never seen Mekhet is rumored to be the covert child of either Prince Owain or Alena Atropus. He claims himself an independent, but has made several jabs at the Carthian organization, including having bandits attack the Santa Fe Trail (from Kansas to New Mexico), causing illness among the cattle of Dodge City, and blowing up the rail lines being built by Carthian based investors. No one knows where Clyde stays, but he'll always show up for a meeting on his own terms, when the person is alone and vulnerable. He's suspected of trying to kill Jack Helm as well by ambushing the sheriff with the "Georgia Boys" bandit group. Jack shot his way out of it and those who survived were found drained and dead the next morning in the prairie.

Ida Stokes
PLOT OF THE WEST 80fdae_62ab4fb182f4472ea22efca8f41770e9~mv2
The lonely painted lady is a mastermind at making allies and getting in on the action. She shifts her face often, and pretended to be Big-Nose Kate in order to get what she wants. It's said that she even shifts into "Maid Marian" in order to help extinguish Robert Hoad's hurt. She is the coordinator of Seamus O'Farrell's New Jersey whiskey trade, Juggler's information brokering, and smuggling "Majesty" based art for Belle Eve Taliesin. She has been searching for Octavia, her cult leader when Ida was a neonate, who vanished before showing Ida Cruac. Since then, Ida has made a dark pact with Baba Yaga in order to find Octavia in return for blood sorcery mentoring.

Wú Chén 吴晨
PLOT OF THE WEST 80fdae_1b8421f606f84c65ae444a43332e221f~mv2
This exotic Salubri kindred just wants to offer sanctuary for oppressed mortals and relief for anguished vampires. He's recently taken to smuggling out some of the downtrodden slaves belonging to Shen Liang even though Wu understands the tension this will create between the two.

Yaryan
PLOT OF THE WEST 80fdae_c137c29617414dc388ee8c7b13e9dfca~mv2
The strange and handsome Native American vampire has tried to warn kindred that the spirit world is out of balance. It has been wounded and filled with disease. Unfortunately, none of the other vampires seem to care. Since then, Yaryan has been looking for ways to show other kindred the truth, and is willing to take them on a spirit quest in order to prove what he knows to be true.

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Post by Admin Mon Oct 02, 2017 7:20 pm

Halloween Plot 10.7.17

*Ricun*
PLOT OF THE WEST Sdj__witch__s_house_by_artholistic-d4yyqcc
"Ricun, who'd been checking in with the Ravnos, would receive word that the "Sisters of the Mortar" have made a home for themselves in the "Saint Mary of the Plains" forest just north of Dodge City. This mysterious coven just appeared there one day, and children have been going missing ever since. The Carthian sheriff looked into the forest, but never found anything. It is as if the cottage these witches are supposed to live in appears only when it wants to. However, being that the Ravnos are masters of illusion, they know a way to break the illusion should Ricun be interested. It involves...
*a Wood bowl
*Black Candle
*Clear water
*Salt
Place the candle upward in the bowl, surrounded by salt water and keep it unlit. Then place it on the edge of the forest just before 3am. If it lights during the witching hour, you will be able to see through any illusions for the remainder of the night.

If Ricun goes in, he will find the trap laid down for him by Baba Yaga's cult, led by the witch of Newark. The women will try to coax him into the hut via a sage potion they can brew to locate anyone. Ricun will feel the earth move under his feet (the hut is walking towards a whicker-man burn container) as they cry their incantations. However, Ricun will begin to get clues that this is a set up once the coven cries, "Bone-Mother, we have done as you've asked and captured the Giant so that we can burn him in order to coax out Lilith."

When Ricun fights them off, he'll find that they've taken him to a place on the Kansas cliffs. There are two whicker-man huts on the cliff. A primitive painting of Ricun in blood sits in front of one, and what appears to be a winged devil-woman painting at the feet of the other. Ricun can surmise that they were planning on burning a sucubus as well in order to get their answers.


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Post by Admin Mon Oct 02, 2017 7:48 pm

Halloween Plot 10.7.17

*Argos, Ludwig & Rees*
PLOT OF THE WEST Jayati-chakrabarti-ghost-train-misty-forest-train-display
"The waters of the Atlantic had never been so black. For twenty-six days, the sun was always smothered and the moon stayed home. Rats aboard the S.S. Grim seemed frightened, and it wasn't because of Tituba, the resident black cat. Something darker was on the horizon. Something spun from fate and twisted by nightmares.

Rees and Ludwig tried to keep their minds free from Deadites and Red Cloaks by studying the arts together. The affable Rees taught Death arcane through fish corpses, demonstrated Life magic through ailing sailors and lectured on Atlantis while taking tea on the main deck. Rees learned that Ludwig's inexperience did not make him feeble. The Warlock was quite talented at bending the wills of mariners, and manipulating distances for his own advantage. Together, the two were quite a pair, all secrets aside.

In the evening, after Argos meditated and fed, he would join the mages. The three would discuss the events in London, what to expect in the Americas, and where the Branded might be. They surmised reasons why a war between tribes could result in concern from the Herald, who only ever wished to suffocate Calos and the Necropolis. The trio wore brave masks, but they knew that any conflict involving werewolves could easily end in a grizzly death. Uratha only fought one way... to the death.

So when the S.S. Grimm finally made it to New York's shores, Argos, Ludwig and Rees were brimming with theories on the War and its relation to the Machine. They checked in with the proper kindred and awakened societies in order to gain passage inland, and then headed north-west to Chicago. After several days of layover, they traveled via the Sweetsteel railroads towards Dodge City. The trip was scheduled to take 23 hours, with several stops in order to cool off the locomotive's engines. However, when a scheduled group of twenty-three passengers near LaPlata, Missouri (6 hours into the trip) didn't show up at the station, the conductor decided to wait.

With midnight approaching, Argos, Ludwig and Rees could only wait, keeping themselves occupied with light conversation. Outside their cart's window were a fence of sturdy trees, the station plank, and little more but shadow. There were no crickets or birds. There was no signs of life. That darkness they'd felt on the horizon during their ocean voyage seemed to creep nearer. Fate twisted by nightmares."


-Karl has been notified that his brother, Ludwig, has made it to the Americas. In order to stop him, Karl has dispatched a legion of Deadites to slay his brother and his companions.

-Team will investigate missing passengers, then retreat back to train in order to get the train started in order to escape certain doom.

Deadites
PLOT OF THE WEST Evil_ed_rough_sketch__evil_dead_2__by_samraw08-d91s6yy

Size: 5
Speed: 16 (fleet of foot)
Defense: 6
Armor: 0
Initiative Modifier: 4
Health: 8
Willpower: 4

INTELLIGENCE 2   WITS 2    RESOLVE 2

STRENGTH 2 (5)    DEXTERITY 2 (5)    STAMINA 2 (5)

PRESENCE 2 (1)   MANIPULATION 2 (1)   COMPOSURE 2

Skills

Mental (-3 unskilled)
CRAFTS 00
MEDICINE 0
OCCULT 0

Physical (-1 Unskilled)
ATHLETICS 0
BRAWL 00 (000)
DRIVE 0
STEALTH 000
SURVIVAL 0
WEAPONRY (AXES) 00

Social (-1 Unskilled)
EXPRESSION 0
INTIMIDATION 00
SCOIALIZE
STREETWISE 0

Merits
Language, English :N/A
Fleet of Foot 00
Professional Training 00


Dread Powers
IMMORTAL
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like noth- ing happened. Even if it’s destroyed with its Bane, it’s never really gone — some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

JUMP SCARE
The creature appears suddenly or lurches into abrupt action just when you thought it was down for the count. By spending 1 Willpower, the creature may resolve the Shaken condition on another character, choosing which action will automatically fail. The character still earns a Beat as normal. Alternately, the creature may spend 1 Willpower to turn the automatic failure caused by a character resolving the Shaken Condition into a dramatic failure. In this case, the character earns two Beats (one for resolving the Condition, one for the dramatic failure).

NATURAL WEAPONS (•)
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armor- piercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

SKIN-TAKER
The creature can steal the face and skin of another. It must kill the victim first, then spend 2 Willpower and merge the features of the corpse with its own. The change is permanent; it cannot return to an earlier face and appearance.

SURPRISE ENTRANCE
No matter how secure its victims think they are, by spending 1 Willpower the creature may suddenly appear in the scene. Perhaps it can manifest out of higher-dimensional space via any right angle, emerge from any reflective surface, or it can simply burst through the wall. Any character wit- nessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition.
If the characters have actively taken appropriate measures to keep the Horror out (barring and locking the door, smash- ing all the mirrors they can find, etc.) it will take the creature one full turn to break through, giving the characters time to react. If not, it’s just there as a reflexive action and can take one more action before anyone can react.

Weapons/Attack
Claws/Grab: +10
Damage: +1L, -1 Armor Piercing


Last edited by Admin on Sat Oct 07, 2017 7:06 am; edited 11 times in total

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Tue Oct 03, 2017 4:25 pm

Halloween Plot 10.7.17
PLOT OF THE WEST Scary-street-fantasy-wallpaper-scary-clown-wallpapers-1864288993
*"Golden Eyes" & Fabian*
"There was no words that could describe the Wound. Porter didn't think that spirits had the ability to draft such a forbidden plot. He didn't know that the Shadow or its denizens could be twisted into such appalling abominations. He was never taught about werewolves tainted by dark powers. Then there was their black-lord. Thurifuge.

Anyone who studies the world of spirits hears about the Maeljin- boogymen of the Shadow. Thurifuge, Architect of Violence, was one of the most frightening of these entities. However, the last time anyone ever documented his presence was during the Hundred Years' War in the 14th century. It was claimed that he'd been destroyed, but clearly those records were inaccurate. Porter had seen the bloodcurdling monster, and it nearly killed him.

These thoughts flooded Porter's mind as he, Tobin, "Aces" and Fabian retreated through the Kansas weeds. After the shock wore off, the group slowed down to catch their breath. They agreed that sticking together would be the safest bet, and decided that going back for the horses just outside the wound wasn't an option. There was a small town, Tumbleweed, just an hour out. With darkness approaching, and a need to regroup waining, it was decided that they'd take a night to rally. In the morning, they could aim their sites on Dodge City, which should be no more than a day away."

When the group gets into town, they'll notice some strange affairs in Tumbleweed.
-The streets are cleared, and doors/windows are boarded up.
-The church seems to be built like a fortress with shudders and reinforced double doors.
-There is a massive pile of shattered glass that appears to have been lit and burned at some point in time
-There are dolls and toys placed on the doorsteps of most homes

Once the group settles down, they'll enjoy a dinner under the blood moon. Afterwards, they can go to bed. Each room has a mirror, and Porter will start hearing children's sobbing. If he investigates, it's coming from the mirror. As he continues to investigate, he'll spot two little girls behind him in the mirror. They will explain that some dark magic trapped them inside and that someone needs to say their names in order to free them (though they can't say their names themselves). They would say their names rhyme with "Aura" and "Flora" (Nora & Cora). If he says the name, they'll be free, and Porter will be trapped in the mirror world. If Porter doesn't say their name, he'll hear "Aces" shout. The girls will be seen chasing him in the mirror world.

It will end with Porter needing to escape by getting through their maze and puzzles.

Riddles
what turns everything around but does not move?
a mirror

Riddle:
There were two twins. 1 of them were 20 and the other was 22 how does this work?
Answer:
1 of them were 20 and the other 1 was 20 TOO!

Riddle
If a blue house is made of bricks, and a yellow house is made of bricks, what's a green house made of?
Answer: Glass

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Wed Oct 04, 2017 4:13 pm

Halloween Plot 10.7.17

*"Jonathan O'Connel"*
PLOT OF THE WEST Red-barn-photo-art-gothic-and-crows-art-photography
Once he returned from New Mexico, O'Connel would receive reports of an attack on Bass Reeve's messenger spirit/the marshal rest-stop, and how it's eliminated Bass's frontline intelligence. Bass would know that the only person who knew about his spirit was his old friend, Ben Dixon. Bass would let Jonathan know that he knows where Ben Dixon hides out, and would ask Jonathan to join him in a hunt to bring Ben down.

However, when Jonathan O'Connel and pack arrive at Ben Dixon's old barn, they'll find some odd evidence of something foul afoot, including....
-The wood of the barn is inhaling/exhaling as if it is slowly breathing
-The trees around the barn have twisted and warped as if they are hands with broken fingers
-The smell of rot emanates throughout the countryside

When O'Connel enters the barn, he'll find the Wound. If he goes in, enter the Necro-maps. If he does not, horrific wound-spirits and the Bale Hound will come out. Horrifying things they'll do include...
-Twisting onto the face of one of the pack members to plant wound-seed
-Transforming an ally spirit into a horrific wound-spirit
-Belching of bike from the wound, which injures Uratha

PLOT OF THE WEST Tumblr_nii6gpKR9W1s4peqyo1_400

End Conclusion: "As O'Connel and his allies draw away from the grisly rip in the Gauntlet, they realize that this blight is a poison upon the Shadow called a "Wound". If this sickly spiritual disease were to spread, it could consume the spirit realm, Uratha and perhaps even Luna herself. The results would be horrific.

Once more, whatever dark entity is controlling this monstrosity must be incredibly powerful. Perhaps it is one of the Malejin, Lords of Darkness, amongst the spirits. It is said that these are demi-gods of evil, kept in check only by Luna herself. If this were the case, then the war against the Fire-Touched was frivolous. It paled in comparison when put up against the consequences of allowing the Wound to spread. O'Connel had some tough choices to make. He was the holder-of-truths, and his actions could affect the balance between the mortal world and the Shadow. "


Wound-Spirits
PLOT OF THE WEST 80fdae_6f0555f2c94544feae77efee1f780c7a~mv2


ADVANTAGES
Spirits don’t have an Integrity trait, or a Virtue or Vice. Instead, they regain one point of spent Willpower per three points of Essence they consume by gorging or stealing as described above.

Corpus (Health): 20 Resistance + Size and grants Corpus boxes that act like Health boxes, filling when the spirit suffers injury. Corpus boxes don’t have wound penalties associated with them.

Willpower: 10 equal to Resistance + Finesse with a maximum of ten dots for spirits of Rank 1 to 5. As well as being able to gain Willpower by gorging on Essence, all spirits regain one point of Willpower per day.

Initiative: equal to Finesse + Resistance. +30

Defense: 15 Defense is equal to Power or Finesse, whichever is lower, except for Rank 1 spirits which use the higher of the two Attributes, and dormant spirits which do not have Defense at all. The more a spirit is driven by raw instinct, the more animal defense it displays in combat.


Speed: 30 (Can Double Speed for 2 Essence (60) or Triple Speed for 4 Essence (90))

Language:Spirits all speak the native tongue of the Hisil, a strange, sibilant language, but often learn the human languages common around their Essence-feeding grounds. Uratha are capable of speaking the spirit tongue, but do so with a discernible accent.

Armor: 0/0


--------------------------------------------------------------------------------------------------------------------------------
ATTRIBUTES

Power: Strength, Intelligence, or Presence 15
Finesse: Dexterity, Wits, or Manipulation 15
Resistance: Stamina, Resolve, or Composure
15

--------------------------------------------------------------------------------------------------------------------
SKILLS
Spirits don’t possess skills, but don’t suffer unskilled penalties as long as the action they’re attempting is appropriate to their nature. They roll the appropriate Attribute + Rank for actions relating directly to their concept, or Attribute + Attribute for actions like surprise and perception.
--------------------------------------------------------------------------------------------------------------------------------
BANS
All spirits suffer from a mystical compulsion known as the ban, a behavior that the spirit must or must not perform under certain conditions. Bans increase in both complexity and consequences with Rank.

Rank 2 and 3 spirits have moderate bans that curtail their activities in a more serious way than mere distraction. The murderous spirit of a car that has run down multiple people loses all Willpower if it doesn’t kill one person a month.



--------------------------------------------------------------------------------------------------------------------------------
BANES

Spirits are not of the material world and react strangely to some elements of it. The interaction between a spirit’s ephem- eral Twilight form and physical substance always contains a flaw — a bane — that damages the spirit’s Corpus through symbolic or mystical interference. The bane is a physical substance or energy that the spirit can’t abide.
• A spirit voluntarily attempting to come into contact with the bane must spend a Willpower point and succeed on a Power + Resistance roll with a dice penalty equal to their Rank.
• Banes are solid to spirits, even when they are in Twilight. They do not, however, affect spirits on the opposite side of the Gauntlet.
• Simply touching the bane — even voluntarily — causes one point of aggravated damage per turn if the bane is in the Hisil or the spirit is Materialized, and causes any relevant Condition to end unless the spirit succeeds in a roll of Rank in dice. Repeat the roll every turn if contact holds.
• If the bane comes into contact with an item or person linked to a Fettered spirit, the spirit suffers one point of lethal damage per turn as long as contact holds. The spirit must use the Unfetter Manifestation Effect to escape.
• Touching the bane while in Twilight causes one point of lethal damage per turn to non-Manifest spirits.
• If the bane is used as a weapon against the spirit, the spirit suffers aggravated wounds if both bane and spirit are in the Hisil or the bane is in the physical world and the spirit is using a Manifestation. The wounds are lethal for spirits still in Twilight when the bane is physical.
185
Banes are increasingly esoteric and obscure for spirits of increasing Rank.

Rank 2 and 3 spirits have difficult to obtain but still “natural” banes. A wildwood spirit must be killed by a sharpened stake made of pine.


--------------------------------------------------------------------------------------------------------------------------------
COMBAT
• As noted earlier, spirits use the lower of Power or Finesse for Defense unless they are Rank 1, in which case they use the higher. They apply Defense against all attacks, even firearms.
• Spirits roll Power + Finesse (+16) to attack. The spirit’s attacks inflict bashing damage unless its nature (a spirit with metal fists, for example) indicates that it should inflict lethal wounds instead. Some spirits use ephemeral weapons, in which case roll Power + Finesse and then apply weapon damage on a successful attack.
• Spirits in Twilight can only attack or be attacked by other spirits, unless the attack utilizes the spirit’s bane.
Physical attacks on a Manifest spirit, or one in the Hisil, that would normally cause lethal damage only cause bashing damage unless the attack utilizes the spirit’s bane. Even a spirit that’s solid to its attacker doesn’t have any internal organs to injure.
• Spirits record and heal from wounds the same way as human characters, but in addition lose one point of Essence for every aggravated wound they suffer.
• Spirits that lose all Corpus from lethal or aggravated wounds explode into bursts of ephemera stylized to their natures. For example, a forest spirit dies in a hail of rapidly vanishing pine needles. The spirit isn’t actually dead, though, merely returned to dormancy unless it has also run out of Essence. If it has even a single Essence point remaining, it reforms in a safe place (a Resonant location, usually), hibernating. Once it has regained Essence points equal to Corpus dots, it can spend an Essence point to reawaken. As the spirit can’t act while hibernating, this means waiting for the one point of Essence a day that it receives for being in a suitable area to slowly build up to the spirit’s Corpus — which means that more powerful spirits take longer to recover from being “killed.”
.............................................................................................................................................................
BANS
Description: His pack must hunt and take a life with fire each day or Cinder weakened daily.
Rank 4 and 5 spirits have complicated bans that put an end to whatever the creature is trying to do — often in an explosive fashion. They have consequences in game traits or long-term actions, but esoteric requirements. The spirit of Mount Iliamna, a volcano in Alaska, must use its Numina to kill a victim named by anyone who makes it an offering of platinum that was mined from its foothills.

BANES
Description: Can only be damaged or destroyed by a creature that was around during Cinder's creation (Fall of Rome 450 A.D.)
Rank 4 and 5 spirits have highly-specific banes that require great effort to acquire. The spirit of the US Treasury (the building) can be killed by a silver bullet made from a melted-down original dollar.
The hierarchical nature of spirits also plays a part — Rank isn’t a social convention for them but a fundamental part of their natures. Spirits of two Ranks or more higher than an opponent (a Rank 5 spirit attacking a Rank 3 spirit, for ex- ample) count as their opponent’s bane when using unarmed attacks, claws, or teeth.
.............................................................................................................................................................
INFLUENCE
All spirits have a degree of Influence over the world that they can leverage to control and shape the basis of their existence, control their environment, and encourage the phenomena they were born from.
Spirits begin with dots in Influence equal to their Rank. Although a spirit’s Rank is also the maximum rating for an Influence, a spirit can split its dots to have more than one Influence. A Rank 4 spirit of dogs, for example, might have Influence: Dogs ••• and Influence: Loyalty •.
Spirits may reduce their number of Numina granted by Rank to increase Influence dots at a cost of one Numen per dot. Spirits have Influences that relate to their natures, but that may be used in multiple circumstances — the dog spirit, for example, has Influence over Dogs as a whole, not merely over a particular dog.
The People have a sense for spiritual Influence. When an Uratha has a spirit’s scent, roll Primal Urge minus the spirit’s Resistance. Success reveals the spirit’s highest-rated Influence, while exceptional success reveals them all.
Influence is measured in both scale and duration. To use an Influence, compare the spirit’s Influence rating to the total dots of the intended effect and how long it is to last. The total must be equal to or less than the spirit’s Influence rating in order for the Influence to be attempted.
The spirit pays the listed cost in Essence and rolls Power + Finesse, with success creating the desired effect. If the Influence is altering the thoughts or emotions of a sentient being, the roll is contested by Resolve or Composure (whichever is higher) + Primal Urge.


INFLUENCE DURATIONS
••••• Mass Create
The spirit can create multiple examples of its sphere of influence; trigger emotions in multiple people; or create new copses of trees, small groups of animals, or multiple identical items. The cost is 5 Essence. The number of examples of the Influence created is equal to Rank. Alternatively, the spirit may create one instance of its sphere of influence — including creating the Resonant Condition — permanently, without spending additional Essence for duration. A spirit can’t permanently alter the mind of a sapient being through Influence.
•••• Permanent: For 2 additional Essence

--------------------------------------------------------------------------------------------------------------------------------
MANIFESTATIONS
Spirits can interact with the mortal world in many dif- ferent ways, from lurking in the Hisil and Reaching across the Gauntlet to physically Manifesting or merging into a human soul. Just as Influence traits determine what level of control the spirit has over its environment, Manifestation traits note which forms of Manifestation are possible for a particular spirit.
Spirits begin with the Twilight Form Manifestation and a number of Manifestation Effects from the list below equal to Rank. Spirits may increase their capabilities by reducing the number of Numina they possess, at the cost of one Numen per Manifestation Effect.
Most Manifestation Effects have prerequisite Influence or Manifestation Conditions — a spirit can only Fetter to something with an Open Condition, for example.
All Manifestation Effects require a Power + Finesse roll to use. Most have an associated cost in Essence, and some are contested or resisted.

TWILIGHT FORM
If the spirit enters the material world, it does so in Twilight (see p. 183). The Effect has no cost.

RESONANT
The subject of this Condition is within the sphere of influence of a spirit.
Causing the Condition: This Condition is common and naturally-occurring — if an object, phenomenon, person, or place matches the spirit’s purview in some way, it has this Condition. Anything matching the description of one of a spirit’s Influences counts as having this Condition tagged to the spirit. Summoning rites intended to entice a particular spirit to a location work by instilling the qualities that result in this Condition. Finally, a high-Rank spirit can use a Create Influence to cause the prerequisites for the Condition itself.
Ending the Condition: The Condition ends if the phe- nomenon creating it ends. A forest stops being Resonant for a tree spirit when humans fell all the trees, a grief spirit can’t Influence someone who has healed and let go of his pain, and a fire spirit must move on when the fire is extinguished. Banishing rites may temporarily suppress the Condition.

OPEN
The place, object, animal, or person covered by a Resonant Condition is now conditioned to accept the resonant spirit. That spirit can now attempt to Fetter itself to the subject of the Condition, or, if the Condition is on a location, Materialize.
Prerequisites: The Resonant Condition for the same phenomenon to which this Condition is tagged.
Causing the Condition: This Condition is usually the result of fine-tuning the Resonant Condition as part of an extended action, involving the subject and spirit acting in concert for a number of scenes equal to Rank or a living subject’s Resolve, whichever is higher. Using a Strengthen Influence allows a spirit to temporarily upgrade Resonant to Open as an instant action. Last, both Lunacy and some Wolf-Blooded Tells can cause Open spontaneously, offering the subject up to a spirit without any effort on its part.
Ending the Condition: The Condition ends if the prerequisite Condition is removed. Exorcism rites work by removing this Condition, reverting it to the prerequisite.

MATERIALIZED
The spirit has shifted from ephemeral to material substance, Manifesting in physical form. All the rules for ephemeral spirit’s traits still apply except for the effects of being in Twilight. This Condition protects the spirit from Essence bleed for its duration.
Causing the Condition: This Condition is created by a spirit using the Materialize Manifestation Effect on an Open Condition. If the Open Condition used is on an object or person, the spirit must materialize within its Rank in yards.
Ending the Condition: Materialization lasts for one hour per success on the activating roll. When the duration ends, the spirit fades back into Twilight. Physical contact with a Bane or removal of a prerequisite Condition causes the Condition to end early.

SHADOW GATE
The location has a hole punched through the Gauntlet. Spirits, packs — and even incautious humans — can cross through it without the use of any powers. The Shadow Gate is visible even to material beings, as the Shadow world and material worlds mix.
Causing the Condition: This Condition can be created by using the Shadow Gateway Manifestation Effect on an Open Condition.
Ending the Condition: At the end of the scene, the Condition fades.

.............................................................................................................................................................
NUMINA (7)
NUMINA
In addition to Influence and Manifestation, all spirits have a number of discrete supernatural powers called Numina. Each Numen is a single ability linked to the spirit’s nature — activated by a successful Power + Finesse roll unless stated otherwise.


BLAST
The spirit may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The spirit may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank.

DEMENT
The spirit may torture its victim’s mind via psychic as- sault. This Numen costs one Essence. The activation roll is contested by the victim’s Intelligence + Primal Urge. If the spirit succeeds, the victim suffers the Madness Condition (p. 309) for the rest of the scene.

FIRESTARTER
The spirit causes flammable materials to combust. This Numen costs one Essence and causes one small fire to break out per activation success within the spirit’s Power in yards.

GHOST EATER
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

IMPLANT MISSION
This Numen grants a mortal a vision of a task the spirit wishes him to accomplish as well as a mystical determination to see it through. The spirit pays 2 Essence and rolls Power + Finesse. On a success, the subject receives a short vision of whatever the spirit wishes him to do and is under the Obsessed Condition regarding carrying that mission out.

REGENERATE
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing. or lethal damage — the spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

SPEED
The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while spending 4 Essence triples it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

DICEPOOLS



...................................................................................................................................................................

Gauntlet Strength
The strength of the wall between the world and its Shadow depends mostly on how many people are present in the area. The paradox of why human activity pushes the Shadow away when it also creates vast quantities of emotionally-resonant Essence is a mystery. If the spirits know, they aren’t telling, but the Gauntlet breaks more easily away from civilization.
Whenever a spirit attempts to cross between the material world and the Shadow, uses In uence
or Manifestation to reach across, feeds from the material world’s Essence while still being in the Shadow, or uses a Reaching Manifestation (see p. 130), the dice pool is penalized by a number of dice according to the following chart.
Strength Location ModiFIER

Dense urban areas -3
City suburbs, towns -2
Small towns and villages -1
Wilderness, countryside 0
Locus: +2

A Locus is a location in which the Shadow world is especially close. Spirits don’t need the Reaching Manifestation Effect to use their powers across the Gauntlet at a locus, attempts to cross over are at +2 dice, and spirits whose nature matches the Locus’ Resonant Condition heal at twice the normal rate.
[/color][/size][/color][/b][/size][/color][/size]

BALE HOUND, DESCENDENTS OF TORIN
PLOT OF THE WEST 80fdae_3d1445733e3f4f96a7d4003da49e8105~mv2

Blood: Destroyer {gain 1 Willpower when causing significant damage in pursuit of success- All Willpower when he abandons himself to Kuruth w/out exploring other options}
Bone: Lone Wolf {Gain 1 Willpower when acting independently to solve a problem, all Willpower when his pack is on the hunt, and he subverts their plans and solves the problem alone}
Concept: Bale Hound Clan Leader
Auspice: Rahu (Purity- Brawl, Intimidation, Survival)
Tribe: Bale Hound (Glory- Gifts: Inspiration, Rage, Strength, Strife)
Lodge: Hills of Toul Mountains (Scotland)
Health: 0000000000000000 (16) {Warrior’s Hide +5}
Willpower: 0000000 (7)
Primal Urge: 000000 (6) {Attribute/Skill Max: 6, Max Essence: 20/6 per turn, Regeneration 3B, Basu-Im Time 1 Hour, Feeding Restrictions: Carnivore, Hunt Time: 3 Weeks, Lunacy Penalty -2, Tracking Bonus +2}
Essence: 0000000000000000000000 (20)
Harmony: 00000000 (Kurith Trigger: Common, Control: 30 seconds)
Defense: 12
Armor: 4/4
Initiative: 9
Speed: 16
Flesh Touchstone: Whip used by his father
Spirit Touchstone: Idea of who he wants to be

-------------------------------------------- ----------------------------------------------------- ---------------

Intelligence: 00
Wits: 0000
Resolve: 0000

Strength: 00000
Dexterity: 000000
Stamina: 000000

Presence: 00
Manipulation: 00
Composure: 000

-------------------------------------------- ----------------------------------------------------- ---------------

Mental (-3 Unskilled)
Crafts: 0
Investigation: 0000
Medicine: 0
Occult: 000 (Uratha +1)
Politics: 000 (Tribe Politics +1)

Physical (-1 Unskilled)
Athletics: 000000
Brawl: 000000 (Area of Expertise: Claws +2){9-again}[Advanced Action: roll twice and take the best roll]
Stealth: 00000
Survival: 00000 (Tracking Prey +1)

Social (-1 Unskilled)
Animal Ken: 000
Intimidation: 00000 (Stare Down +1)
Persuasion: 000 (Recruiting +1)
Socialize: 0
Streetwise: 000
Subterfuge: 00
Renown, Purity: 00000
Renown, Glory: 00000
Renown, Dread: 00000
Renown, Wisdom: 00
Renown, Cunning: 00

-------------------------------------------- ----------------------------------------------------- ---------------

Merits
Native Tongue, English

Resources: 00

Favored Form (Gauru): 00000
*0 Choose a Physical Skill (Athletics). An Exceptional Success occurs on 3 successes instead of 5.
*00 Choose an Attribute (Stamina). Gain an additional dot in the favored form.
*000 Choose a Facet. When using the Facet in the favored form, 3 gains an exceptional success instead of 5.
*0000 Choose a different Attribute (Strength). Take an additional dot in the favored form.
*00000 Choose a relevant Skill (Brawl). Apply the Advanced Action quality to use this skill in favored form (Advanced Action: roll the “dicepool” twice, and take the better of the two rolls).

Fortified Form 00000 (Stamina 000, Survivial 00)
*Character adds 2/2 armor in Gauru form.

Living Weapon, Claws: 00000 (Stamina 000, Survival 00)
*Character gains +2 Armor Piercing, Increase attack’s damage by 1 and ignore any non-magical armor.

Moon-Kissed, Brawl: 0 (Auspice skill at 00)
Character gains 9-again quality for this skill. When auspice moon is visible, spending Willpower gives +4 dice to rolls.
Drawback (Medicine): One non-auspice skill does not gain 10-again quality.

Instinctive Defense: 00 (Primal Urge 00, Athletics 00)
*The higher of Wits of Dexterity determines their Defense.

Area of Expertise, Brawling: 00
Gain +2 to rolls instead of +1.

----------------------------------- ----------------------------------------------------- --------------------
Rites

Forge Alliance (Wolf Rites): 00000
Symbols: Symbol of shared purpose, Fresh Blood
Rite: Group members not only share what they are good at (including a description of their Gifts), but share Gifts as well (Presence + Persuasion).
Cost: 1 Essence per pack-mate joined in alliance
Action: Extended (10 successes, each roll represents 1 minute)
Duration: 1 month or until the prey named during the rite is destroyed
Success: Every pack member is treated as a single pack for purpose of Gifts (but not rites), Death Rage triggers, and other supernatural effects, although they do not share totem advantages. The rite master may declare a specific prey during the rite, to which the alliance dissolves the moment the prey is brought down. All members gain an additional Aspiration to hunt that prey as well.

-------------------------------- -------------------------------------------------------- --------------------
GIFTS

FULL MOON 00000
*Killer Instincts 0
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
Rahu benefits from the 8-again rule on Brawl and Weaponry dice pools for the duration of the scene.

*Warrior’s Hide
Duration: Permanent
The Rahu adds his Purity Renown to his Health, gaining an extra point of Health each time he increases his Purity. This is permanent.

*Bloody-Handed Hunter 000
Costs: 1 Essence
Action: Instant
Duration: The full duration of Siskur-Dah
For the duration of the Facet’s effects, the Rahu adds his Purity Renown to his attack rolls against anyone who is serving as an obstacle to successfully pursuing Siskur-Dah. It doesn’t work on the prey itself.

*Butchery 0000
Cost: 2 Essence
Dice Pool: Wits + Brawl + Purity
Action: Reflexive
Duration: 1 turn per success
Success: For the duration of the Facet and as long as the Rahu is engaging more than one enemy, whenever Rahu hits a foe with an unarmed attack (including teeth and claws), or is hit by a foe, he may apply one of the following Tilts regardless if the hit does not deal damage.
-Arm Wrack
-Blinded
-Deafened
-Knocked Down
-Leg Wrack

*Crimson Spasm: 00000
Costs: 1 Essence per turn
Dice Pool: Stamina + Survival + Purity
Action: Instant
Success: Each success allows the Rahu to add two dots to Strength or Stamina, to add a point of general armor, or to increase the lethal damage done by natural weapons by +1. These benefits stack with other bonuses. This continues so long as the Rahu continues to spend Essence every round.

Barghest (Glory, Shadow Gift)
Cost: None
Duration: Permanent
The Uratha can perceive ghosts and other disembodied undead or death-infused beings in Twilight. While in Gauru, Urshul and Urhan, the werewolf can attack such Twilight beings and damage them by spending 1 Essence per scene. They add their Glory Renown to Percpetion and Empathy dice pools against undead of any kind. If they damage the form, they may reflexively spend 1 Essence to drain it of a single Willpower point.

Berserker’s Might (Glory, Gift of Rage)
*Cost: 1 Essence
Action: Reflexive
This can be used once per turn when in Dalu, Gauru or Urshul. They may reduce the damage inflicted by a single source by his Glory Renown or immediately heal a single Tilt that is a physical injury such as an Arm Wrack, Blindness or Leg Wrack. If Uratha is in Basu-Im, Berserker’s Might costs no Essence to use and will be used instinctively.

Slaughterer (Purity)
Cost: 1 Essence
Action: Reflexive
This can only be used in Uratha form, and hits with a brawl attack. The Uratha adds his Purity Renown to the damage he inflicts. If in Basu-Im, Slaughterer costs no Essence to use and is instinctive.

Primal Strength (Purity)
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
The Uratha adds her Purity Renown (5) to Strength for the duration of the Facet. If the Uratha falls into Basu-Im, the will instinctively activates this facet at no cost.

Man of Madness (Purity, Gift of the Pack)
Cost: 1 Essence
Action: Reflexive
When the Uratha successfully inflicts damage with his bite on a living victim who is not an Uratha, the victim suffers the “Moon Taint” Condition.

[ 3 ] Broken Moon ( Blasphemies -- Page 139 )
Cost: 1 Essence
Dice Pool: Presence + Expression + Honor (11 dice) versus Resolve + Primal Urge
Action: Contested; resistance is reflexive and unconscious
The Elunim police the Uratha for violations of Honor, seeking balance between human and wolf, Rage and temperance. After the flaying rites of the Bale Hounds, the Lunes look at the broken moon as just further evidence that balance is unnatural, and they are quite happy to teach the Asah Gadar how to upset it. Successful use of this Gift forces other werewolves into Death Rage. The Bale Hound need only glance at the target to activate the Gift.
Dramatic Failure: The Bale Hound immediately enters Death Rage.
Failure: Nothing happens.
Success: The target automatically enters Death Rage, changes to Gauru form and attacks the first thing at hand.
Exceptional Success: No extra effect.

[ 4 ] Sickle Moon ( Blasphemies -- Page 139 )
Cost: 1 Willpower
Dice Pool: Strength + Occult + Wisdom (12 dice) - spirit's Resistance
Action: Instant
Under the crescent moon, the Asah Gadar's warped Lune servants show them how to silence any spirits that might ally with their prey. Use of this Gift requires that the werewolf see the spirit, either by peeking into the Hisil or using the Two-World Eyes Gift (a manifested spirit is also vulnerable). A spirit's Defense does not apply to this attack.
Dramatic Failure: The Bale Hound's attack on the target spirit not only fails, but alerts every spirit in the area as to what just happened. Even in areas populated by spirits that despise the Forsaken, the Hound won't remain masked for long.
Failure: Nothing happens. The spirit notices the attempted attack with a successful Finesse roll.
Success: The spirit is wracked with searing pain as its Corpus sloughs away like diseased flesh. The spirit suffers one point of damage per success on the Bale Hound's attack.
Exceptional Success: Damage is applied to the spirit's Corpus and Essence, making it possible for a Bale Hound to completely destroy a spirit with this Gift.


GIFT OF STRIFE (Dread Powers)
*Armored Hide 0 0 0
The creature’s hide is heavily armored, adding the amount of dots to armor.

*Gauntlet Cloak
By spending 2 Essence, the creature can reach into the Gauntlet as an instant action, concealing and hiding it just parallel to the physical world. The creature is effectively invisible. If they enter combat, add +3 bonus to its Dexterity + Stealth roll for Surprise Attacks.

*Natural Weapons 00
The bony spines of the Bale Hounds works as armor piercing -2.


------------------------------------- --------------------------------------------------------------------
EQUIPMENT
Backpack
Scottish Traveler’s Clothes (Reinforced Clothing) 1/0, Strength 1, Defense 0, Speed 0, Torso, Arms, Legs
Claymore: Damage 4, Initiative -4,  Strength 3, Strength 4,  Size 3, 9-again
---------------------------- ---------------------------------------------------------------- ------------

DARU (Near-Human)
Strength: 6
Stamina: 7
Manipulation: 1
Size: 6
Defense: 12
Initiative: 9
Speed: 17
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 9
Teeth/Calws +0L, -3 Armor Piercing due to Gift of Strife Ability
Defense vs Firearms
Mild Lunacy
Badass Motherfucker

GAURU

Strength: 9 (11, 1 Essence for the Scene){Primal Strength: 16, 1 Essence for 1 round}
Dexterity: 7
Stamina: 9 (Crimson: 11 for 1 Essence, 1 Turn){Reduce damage by 5, 1 Essence}
Size: 7
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Defense: 13
Initiative: 10
Speed: 20
Perception: 10
Teeth/Claws +2L, -3 Armor Piercing due to Gift of Strife, Spiny Natural Weapons
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Near-Wolf)
Strength: 8
Dexterity: 8
Stamina: 8
Manipulation: 1
Size: 6
Defense: 14
Initiative: 12
Speed: 23
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 10
Teeth +2L/Claws +1L, -3 due to Gift of Strife Power Spiny Natural Weapons
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

URHAN (Wolf)
Strength: 5
Dexterity: 8
Stamina: 6
Manipulation: 1
Size: 4
Defense: 14
Initiative: 12
Speed: 21
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 11
Teeth +1L, -3 Armor Piercing due to Strife Power, Natural Spiny Weapons
Chase Down


Major Dice Pools

-Attacks in Gauru:+18 for the scene with a point of Essence {8-again, and rolls the attack twice and keeps the best roll}
+3L, -5 Armor Piercing (3 for Gift of Strife), Ignore any non-magical Armor {Living Weapon}

-Major Attacks in Gauru (4 Essence)
23 (Slaughterer 1 Essence/1 Round, Crimson Spasm/1 Round, 1 Essence Butcher)
8-again, roll attack twice +Blinded + Moon Taint + either Blinded or Limb Wracked

+4L, -5 Armor Piercing (3 for Gift of Strife Power, Spiny Natural Weapons), Ignore any non-magical Armor {Living Weapon, Hunter’s Claws 1 Essence}

*28 to attack anyone that gets in the way of the Werewolf’s prey

*Can also reduce any damage by 5 for 1 Essence


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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Wed Oct 04, 2017 4:21 pm

SEPTEMBER 30TH GAME SESSION

LuCiouS PLOT
ROTTING VANGUARD
PLOT OF THE WEST The_Alamo-50
A Messenger Spirit has been passing information between Marshals in Northern Oklahoma and a road bound Bass Reeves. While most of it involves human affairs, the occasional sighting of large coyotes on the prairie or fire worshippers along the trail gives clues of Fire-touched whereabouts. However, if someone could destroy this information spirit, it would shut down Bass's vital intelligence line for sometime.
Number of Marshals at Fort: 10
Number of Uratha: 1
Number of Spirits: 1
Description: The Fort itself is a stone structure with barred windows, steel doors and gun-holes. The lodged bullets and scorched roof tells onlookers that this place has seen a few battles before. Yet, the integrity of the building still stands true, making the Marshals inside safe from the men they may be chasing along the wayside.
Spirit: The messenger spirit has the head of a telegraph, and the well-shaped body of a woman clad in a loose dress and heeled boots. Her fingers are shaped like type-writer keys and she has words in different languages flowing across her skin.
Information that the Marshals Have:
1) The James-Younger gang has been nearly annihilated (historically accurate). Jesse and the Ford brothers are suspected to be hiding out in Missouri. There's reason to believe that they are still planning a heist, even in their dwindled state, causing the government to raise their worth to $5,000 per person caught dead or alive.
2) There's rumors that a savage group of Native Americans addicted to arson have been scalping settlers near the Sage Bush cattle trails between Houston and Dodge City. The savages take the scalps and throw them into large bonfires. One local posse road the trails in search of the mud-worshippers, but came up empty.  
3) Billy the Kid was finally caught and was transported to New Mexico where he's set to stand trail. Newspaper interviews state that he doesn't seem concerned with the murder charges held against him, though the jury will likely hang him.
4) A coal depot off of the train tracks near Wichita was allegedly taken by armed men calling themselves "Keepers of the Flames.." These men seen to be running the business as usual by day, but are rumored to join a local pack of wolves each night as they bark at the moon. Marshals without assignment are encouraged to investigate.
5) While heading from Arizona, a Marshal spotted a pair of fools worshipping a dead horse. One, named Tobin Spates, was dressed like a robed monk, while the other was a known card shark named Ethan "Aces" Wakefield. They promised there wasn't any bestiality going on, but informed the Marshal that what they were doing certainly wasn't Christian. The marshal took their names and warned that he'd be keeping tabs on the strange duo.

MARSHALS IN CAMP
PLOT OF THE WEST U-s-marshal-badge-round-5
1. Vernon Boyle
2. Melvin 'Horse Whisperer' Mercer
3. Levi Hicks
4. Arthur 'Brawn' Glover
5. Eli Small
6. Noah  Barnett
7. Emil Olson
8. Oliver Tyler
9. Prescott Nicholson
10. David 'Scorpion' Quinn

Halloween Plot 10.7.17

*"Lucius"*

After attacking the Marshal depot, Lucius will be headed home when he realizes one of his pack members are missing. When they try to track back for him, they'll find a beautiful pregnant Navaho woman walking with two children. They'll smell their old pack mate on her and can do an "Investigation" check to realize that this woman is not pregnant, but has consumed their packmate. Moreover, the creature will shift into Lucius's old Roman wife, who will waylay the ack with her Underworld Powers.

Sheeanah (She-Anna)
Corpus 000000000000000000 (17 Health) {No wound penalties}
Willpower: 0000000000 (10) {All spirits gain 1 willpower per day}
Initiative: 24
Defense:12 {applied to all attacks, including firearms}
Speed: 29 (Can make it x2 (58) for 2 Essence or x3 (87) for 4 Essence)
Size: 5
Language: Hisil, English, Latin, Greek, French, German, Norse, Hebrew, Wolf-tongue, Arabic
Bans: Must influence loved ones to slay one-another at least once a month
Banes: Can only be damaged/dispersed by a virgin of pure heart
Combat: Power + Finesse (24) to attack
Weapon: Ephemeral (whenever fighting spirits of 2 ranks lower, Strife counts all attacks as if they are his target's  spirit banes)
------------- ---------------------------------------------- ----- --------
{35 Points/Max 12/ Can pump up attributes for Essence as a turn. Can only boost a single Attribute in a turn.}

POWER (Strength, Intelligence, Presence)
0000000000000 (12)

FINESSE (Dexterity, Wits, Manipulation)
000000000000 (12)

RESISTANCE (Stamina, Resolve, Composure)
00000000000 (12)

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, CREATE: ANGUISH
Duration: Permanent
Cost: 2 additional Essence
Dicepool: Power + Finesse (24) {If vs sentient being, have them contest with Resolve or Composure, whichever is higher)
*The spirit can not only make changes, but create a new example of its sphere of influence, instilling emotions, creating new war devices, or young warriors. The spirit can cause a temporary Resonant Condition in a subject for the duration of the influence. The cost is 4 Essence.


*Aggressive Meme
Dicepool: Power + Finesse (24) vs Resolve + Composure + Primal Urge
The spirit speaks to a person and plants an idea in her mind. When that person tells someone else the idea, it takes hold in his mind too. And whoever he tells wants to spread the idea as well. Those affected aren't compelled to act on the idea, buy they're thoroughly "ear wormed" by it, and their thoughts turn to it when idle until their Willpower in days has passed. The Numen costs seven Essence to activate.

*Awe
Dicepool: Power + Finesse (24)
The spirit causes terror in anyone who can see it. The Numen costs 3 Essence to activate and is contested with Presence + Composure + Primal Urge. Anyone who fails is unable to move or speak for a turn. If the spirit gains an exceptional success, the effect lasts three turns.

*Blast
The spirit may wound opponents at a distance. Range is equal to 10 yards per dot of Power (120) and the spirit suffers no range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The spirit may increase the lethality of its Blast by paying Essence- every two Essence spent increases the blast by +1L. The maximum weapon bonus is equal to the spirit's Rank (4).

*Drain
Cost: None
Dicepool: Power + Finesse (24) vs Stamina + Resolve + Primal Urge
The spirit can steal Essence or Willpower (choose during activation). Whichever character gains the most successes receives points equal to the number of successes, while the victim loses the same number.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Implant Mission
Cost: 2 Essence
Dicepool: Power + Finesse (24)
On a success, the subject receives a short vision of whatever the spirit wishes them to do and is under the Obsessed Condition regarding carrying that mission out.
Obsessed (Persistent) Something's on your mind and you can't shake it. You gain 9 again on all rolls related to pursuing the obsession. On rolls not pertaining to the obsession, you lose the 10 again quality.
Resolution: Character sheds or purges their fixation.
Beat: Character fails to fulfill an obligation due to pursuing their own obligation.



*Regenerate
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

*Speed
The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while 4 triples it.


THE TRUE FACES

PLOT OF THE WEST 80fdae_8a8e4ae2a697404292f4d216a67c958d~mv2_d_1200_1681_s_2
(Abomination)

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Wed Oct 04, 2017 4:24 pm

HALLOWEEN PROLOGUE: "HUNTING FOR A BRIDE"
PLOT OF THE WEST Latest?cb=20151221080215
PCs Involved
Abraham Van Helsing
Dr. John Seward
Inspector Frederick Abberline
Arthur J. Raffles
Thomas Carnacki
R.M. Renfield
Mircea III (Alucard)


"The great Abraham Van Helsing is called to London by his former student, Dr. John Seward, to assist with the mysterious illness going on. Van Helsing's friendship with Seward is based in part upon a prior event in which Van Helsing suffered a grievous wound, and Seward saved his life by sucking out the gangrene. When Van Helsing arrives in London, he notices that the disease going around London is not what doctors call Consumption, a disease of the lungs. What Van Helsing notices is that those who die from the alleged disease later spread their illness to their mothers, fathers and siblings. Those ailing family members claim to be visited by their dead relatives in their dreams, and wake up the next morning even more ill than before.

Van Helsing knows this is a true sign of the vampire, who is drinking the blood of its former loved ones. Once more, Van Helsing has been tracking what he feels are one of the Brides of Dracula, a maiden of the powerful vampire, Vlad Tepes. It is Van Helsing's thought that she has spread her terrible vampiric condition to locals in an attempt to create a brood for her master. Van Helsing looks to visit the St. Pancras & Islington Cemetery in North London, the largest cemetery in London (200 acres), where most of the victims have been buried. He has called upon every ally he has in the area, including the famed Scotland Yard Detective, Inspector Frederick Abberline, Arthur J. Raffles, notorious gentleman thief, Thomas Carnacki, an occult investigator that's worked with Van Helsing in the past. In addition, Dr. John Seward has brought one of the patients from the lunatic asylum, R.M. Renfield, who claims that he can sense vampires due to his past relations with them. Finally, as the group heads to the massive St. Pancras & Islington Cemetery, they are trailed by a mysterious figure. This eccentric and handsome man goes by the name Alucard, and claims to be a vengeful descendant of Vlad Tepes. The group would reluctantly allow him to travel with them on their hunt.

So, with the use of Inspector Abberline's authority, the group has entered the massive St. Pancras & Islington Cemetery. While Dr. John Seward keeps an eye on the madman, Renfield, Thomas Carnacki takes notes for his occult study. They use Arthur J. Raffles cat-burglar skills to get past locks and security measures, and Mircea's expertise on vampires to keep them informed. Meanwhile, Abraham Van Helsing uses his expertise at eradicating the monsters to lead the team in a rescue operation to save London from Vlad Tepes's bride."



Vampire Brood
PLOT OF THE WEST D4ae8c03acee8b36118be63389751252
Mask: Follower
Dirge: Survivor
Size: 5
Speed: 10
Defense: 5
Initiative: 6
Armor: 1/0 Huntsman leathers
HEALTH 9
WILLPOWER 5
VITAE max 10/ 1 per turn

Aspirations:Go Hunting

MENTAL
Intelligence 2   Wits 2   Resolve 2

PHYSICAL
Strength 3  Dexterity 3  Stamina 3

SOCIAL
Presence 2   Manipulation 2   Composure 3

Mental Skills
Crafts 2 (Bow and Fletcher)
Investigation 1
Occult 1

Physical Skills
Athletics 3 (Archery) 9 AGAIN
Brawl 3
Stealth 3 (Stalking) 9 AGAIN +2 Equipment Bonus from Huntsman Leathers
Survival 3 (Tracking) 9 AGAIN
Weaponry 1

Social Skills
Animal Ken 3
Empathy 2
Socialize 1 (Campfires)
Streetwise 1

MERITS
Native Language: English
Professional Training Hunter: 3
Ordo Dracul Status:1
Direction Sense: 1
Resources: 1
Patient: 1
Good Time Management: 1
Danger Sense: 2

Disciplines
Animalism 1
Protean 2
Resilience 1

Dice pools
Protean Claws +6, 1L

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Fri Jan 12, 2018 9:43 pm

ALL ROADS LEAD TO DODGE CITY
PLOT OF THE WEST Dodgecity-1874

Dodge City is a wicked little town birthed in blood and cow dung. The roads leading in are all part of the "Great Western Cattle Trail," as one can tell from the hundreds of steer herded along the dirt paths. It's single railroad drives from the northeast to southwest, and is secured by militia in order to keep Cheyene from tampering with it. The city itself is home to nearly two-thousand rugged locals that cater to three major markets- cattle, travel and pleasure. Blacksmiths, slaughter houses and graze fields make the big money for cattle while hotels, suppliers and stable houses dominate the travel exchange. But above all, it's the pleasure market that gives Dodge City it's reputation.

Front Street hosts many businesses of pleasure, including saloons, casinos and cat houses. Most notably,  The Long Branch Saloon is an inn and tavern that serves milk, tea, lemonade, Sarsaparilla, all types of alcohol including champagne and Anheuser-Busch beer. Drinks are kept cold with ice that came from the river and imported from the mountains of Colorado. Painted ladies from the China Doll brothel come downstream to entertain high rollers and big spenders alike. Gambling ranges from a game of five cent "chuck-a-luck" to thousand dollar poker pots. It's owner, gunslinger, Luke Short, is rumored to be hosting a major poker tournament with an alarming fifty-thousand dollar first prize for the next few nights. The competition has brought in hundreds of outsiders that overfill hotels and lodges.

Meanwhile, the excitement has stirred outside entertainment as well. The Breeder's Cup steed races take place at high noon, where racers speed over the Red Hills and past the Arkansas River in a loop that brings them back home. The race is followed by a street festival at sundown. Hundreds are expected to crowd the roads for fiddling, a boot-stepping competition and marksman's contest. Then it's on to the final rounds of the poker competition. During these exciting card battles, extra peacekeepers have been called in to help keep the streets safe from travelers who may have let the whiskey get the best of them.

Unfortunately, it doesn't take long for the Branded to realize that they are amongst their own. The fiery burn of their brands seers through their flesh, causing an unsettling cry, growl or whimper to come from them. Onlookers stare for a moment before moving on with their day. For those asleep, the vision of a colossal metallic angel cradling Dodge City with its wings fills their mind's eye. For those who are conscious, they swear they see someone crossing the crowded road with a metallic mask similar to the Herald's. When they look again, it's an innocent milk maid or shop keeper. Everyone's inner voice tells them that this might be the first of many strange events that are likely to take place in a town like Dodge City, known for its excitement and mayhem.


PLOT OF THE WEST OWT-Dodge-City-KS_ad_01

Dodge City Map
............................................................................................................................................................
Argos, Ludwig and Rees
When the trio gets into town, Rees will excuse himself, announcing that he needs to meet with a few local mages in order to gain permission to be amongst their study grounds.

Argos:
Human:
Vampire:Daeva Ida Stokes is having patio tea with Daeva Carthian Myra Pearson, who is retreating from the Southwest.
Era Plot: Aster will try to meet with Argos to let him know that he's willing to strike a deal. Get an audience between The Herald and him, and Aster will inform Argos that the demons have used a Bale Hound (servant of Maejin) to stir a war between Fire-Touched and Southwest Foresaken packs to disrupt the Infrastructure. It's gotten out of hand though now, as information they have has the Maejin trying to make a powerful home for himself in the Mallor Silver mines (which awoke something during mining).

Ricun's Return
Human: Denny "Halfgrin" Spiller wants to fulfill his agreement so that he can find his glory for the next 3 days.
Vampire:Clyde Whitlock would give a suggestion to Ricun to make a deal with a local rail baron in town that drives through the "Sisters of the Mortar"'s  home in the "Saint Mary of the Plains" forest. There's wood and supplies already, and Clyde knows where they can get cheap labor (Chinese).
Era Plot: Lady Nylora, who travels with Jon Talbot, would request a meeting with Ricun. She would let him know that she is the sucubis that was supposed t one burned, and that she knows where Octavia is. Octavia has great plans for Ricun, but is currently in hiding. She will come to him once Baba Yaga's minions are gone.

The Rail Baron's Tracks
Human: Theodore 'Wild Fire' Ewing is in town for the poker tournament, and will play Jonathan O'Connel for big stakes in it.
Werewolf: Sir Jon Talbot and Bass Reeves have arrived to meet and come up with a game plan as to how they'll battle back these Fire Touched. Ben Dixon will arrive to warn Bass Reeves halfway through the meeting.
Era Plot:
............................................................................................................................................................

The Midnight Visit
PLOT OF THE WEST 55246fe1d1db8eacb2f428a9862e6cea





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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Mon Jan 29, 2018 10:52 pm

Game Session: 2.3.18
PLOT OF THE WEST Hell-or-high-water-57f2d3350931a

"The Rooftop Assault"
PLOT OF THE WEST 4067461-7970476127-VanHe

Dramatic Combat Scene Outcomes

Argos: Rescues a painted lady from Uratha
Ricun: Powers through a wall to save Tilly
John O’Connel: Gets the train started via Gifts
Lucius: Battles Bass Reeves to the death in streets
Rees: Finds a blueprint of the Mallor Mines “Shaft Six” after killing a Uratha
Golden Eyes: Nukes a werewolf into dust
Ludwig: Uses Gatling Gun to shoot down a werewolf


Plot Goals
Once the smoke settles with the combat, the Branded will be approached by a now sober Jack Swift. The team will learn that Swift has been Adaranth this entire time. Adaranth would inform the group that the demon plan to free Calos (whose motives oppose the god machine) by working with Bales Hounds has gone to shit ever since Aster and Mara found out that there is a powerful source known as “Six” that can possibly outright destroy the god Machine. Adaranth will inform the group that he had been trying to shepherd the Branded to help in the demon cause since 1773 (disguised as Spanish Conquistador helping Sven). Now, he just wants out. He’d be willing to help the “Original” in return for freedom in Hell with the Herald.


Investigation at Bass’s Overnight Barn
Success: A pointed barn’s doors flap open and shut in the winds. Judging from the scene, Bass Reeves and his pack had just arrived in town hours before the tournament. Like so many, they were likely shocked to learn that there were no hotels, and so they must have paid to sleep in Guffrey’s Stable overnight. The group’s six bags are still packed, and four bedrolls are laid out. One pillow still has a Colt Single Action revolver tucked under it. There’s no bullet casings to show signs of a firefight.

The stable gates all seemed to be smashed from the inside, as if the horses planned a unified escape. The barn doors are similar, with horse hooves that apparently smashed the inside. In the center of the stable along the main support beam, four charred skeletons with mouths gaping are tied by chains, posed in the last minutes of their lives. Each of them grips their neighboring packmate’s hands as if they went out in a unified choir of screams. The crisp hay surrounding the bodies still have embers that breath orange when a breeze blows.

Exceptional Success: On the second level of the barn is an ignorable detail that just so happens to catch your attention. Four different colored eyes are sitting in a handful of bloody hay, barely noticeable in the disheveled scene. Each of them seems to have been squeezed in someone, or something’s, fingertips. As the character sweeps away the hay on the floor, they notice freshly scorched marks burned into the wood floor, circular in shape as if made by hot spoons or molten coins. Whoever played with these plucked eyes was also playing with hot metal, the type only a blacksmith might handle.
..........................................................................................................................................................
From there, the plot should lead to the group heading to the Mallor Mines. During that time a deadite will be caught spying on the group, and will cackle as it declares, “Karl knows where to go now in order to conduct the Kandarian ritual!”

When they arrive, they’ll meet Acanthus Silver Ladder Leader, Widow Advanthia Mallor (student of Mary Hale). She will say that there’s been a lot of attention given to the Mines as of late, and that they’ve caught a lady in a wolf pelt hat scouting the entrance out, but not entering. Advanthia would give them access in return for one of the following...

  • Brailin’s youth
    O’Connel’s seed
    The murder of one of the mining union reps


From there, they may enter the Mines....

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Tue Feb 06, 2018 6:40 pm

2.10.18  The Mine of a Maniac
PLOT OF THE WEST Knotts-scary-farm


After war comes famine. It’s not just food and shelter. The shortages of famine comes in all colors and shapes. There’s a famine of truth. There’s a famine of direction. There’s the famine of the lost.  

The sun came out shortly after the Branded finished organizing their thoughts. While the kindred fled for their slumbers, the living were left to bury their dead. As graves were dug along Boot Hill Cemetery, the Branded took notice of those who perished. There were several bystanders from whores to gamblers, but the casualties were minimal. Those who suffered the greatest losses weren’t Dodge City. It was the Branded and Forsaken. They were the targets- objectives of an operation.

The Branded agreed that their best lead was the Mallor Mines, but their vision was still blurred. Why did the Fire-Touched have the map? Why did “The Six” roll off of tongues like saliva from a starved lion? How did demons, Maeljin and Bale Hounds all come together? Were they puppets or the puppet master?

As the tracks were rebuilt, and reports were conducted, an odd shadow casted over Dodge City. It’s use was coming to an end. The Forsaken due to meet here were gone. The Carthians grew restless of dangerous visitors. There were no more answers to be had.

...........................................................................................................................................................
MALLOR

The mining town of Mallor is set on a dusty backdrop draped in muck. The sharp rocks protruding from the field weeds surround a village of sandblasted wood buildings. A cesspool welcomes newcomers with its foul aroma. Two cows of skin and bone chew hay as they stare at visitors with tired outrage near the village gates. There’s several yellowed tents surrounding the town courtyard, each with mining supply signs staked up near their flaps. Flies buzz over the endless drumming of steel on rock a few miles away.

The people of Mallor are a shade darker than most. It’s not hereditary, but filth. Their teeth are buttered, their clothes are sweat stained, and there hair frazzled. Many have sandpaper skin, baked from hours working in the sun. Everyone looks haggard, and their existence seems arduous. All except for whoever lives in the mansion at the end of town.

The Mallor Manor is a freshly constructed mansion with a large wood tower surrounded by two wings that spread in each direction. The blood colored estate has pointed roofs with ebony shingles and large draped windows. The wrought iron gates that surround the house keep the riffraff at bay, as the property is near the main road. Large stone lionesses guard the entrance and a brass cat’s paw scratches at the door as a knocker. Tall rose bushes with speared thorns hug the foundation of the mansion, keeping unwanted guests out.

Perception Checks
Success: As you study the population, you notice that there is a lack of young women. The community is mostly made up of bachelors, veteran miners and elderly women.

Exceptional Success: Wheel barrels stained in red surround the road to the mines called “Black Path.” The Mines themselves are nearly a mile away in the low lands.
............................................................................................................................................................
Widow Advanthia Mallor
PLOT OF THE WEST 80fdae_dbc2ac763bcd477ab8470ffcb7fb68ce~mv2

Willard Linch (Henchman)
PLOT OF THE WEST 4f73e823bf3530f6ea9c98e2ba02f244--western-comics-western-art


Wits + Empathy: The Widow seems to be curious of the mages, like a feline stalking her prey before striking or running away.

The Great Widow would send a party of ruffians to welcome the group. She would request that the mages meet with her in her home. Everyone else would be welcomed to stay in the "Sierra Resort & Spring Water Spa." Advanthia would tell the mages that she has been having major problems defending her mines since the cave in of 1881. After that, bizarre activity has attracted everything from local horrors to Apostate Mages (those who reject membership or resigned membership to any order). Since it is illegal to study such supernatural occurrences without experts since the Lex Magica Act (The body of magical law used by Consilia to establish limits on the behavior of the Wise and to punish infractions), she has patiently waited for the Mysterium Acquisitors to arrive. Until then, she has requested the Adamantine Arrow, whose Citadel is based out of Wichita, to help her guard her great Mystery.

Karl Bauer (Ludwig & Golden Eyes): Widow Advanthia would inform the mages that she has cut a lopsided deal with Karl Bauer, a Mysterium Mastigos, who arrived last week. During her experimentations, she had multiple arcane errors that costs the lives of living focuses. Not only is the town suspicious, but the Guardians of the Veil are dispatching an Emissary to investigate. In return for his entrance to the mine, he has taken the corpses hidden at the mouth of the mines and used them for his own undead reinforcements. Should the mages testify that Bauer was killing young women in town and taking their bodies for perverted magic, she would allow them entrance into the mines.


MEETING WITH THE ADAMANTINE ARROW

Adamantine Arrow (Ludwig & Golden Eyes): The Arrow has heard that there are monsters that have somehow slipped through Widow Advanthia’s wards, and are looking to enter the dangerous mines in order to steal whatever strange and exotic arcana exists inside. The pair have been asked to enter and purge the cave, but they feel they are too few. They’d ask to allow  them to enter with the Branded. However, the pair has been promised more power by Bauer in secret.

Asato
PLOT OF THE WEST 80fdae_70d923d8747a496dac403af22a626840~mv2
Asato is part of the Brotherhood of the Demon Wind, a combative Mastigos Legacy that focuses on Space in order to be the most effective combatant possible. He is looking to combine the art of swords with a force known as the Onikaze.
Wits + Empathy: This gentleman seems to be very cold, judging a person's character only by their might and bravery.

Pistol Pete Eaton
PLOT OF THE WEST 80fdae_d1ad786806914518979503762fc07a44~mv2
The showboating Pistol Pete feels that firearms are the future, and studies martial arts that combine magic with weaponry. He has created ways to master damage, range, and cause bullets to turn corners or act semi-intelligent in order to hit their targets.
Wits + Empathy: This man has a swagger that fills the room. He's either looking at a lady to see if she's worthy of him or looking at a man to see if he's armed. Everything else seems to be a waste of time to him.


SIERRA RESORT AND SPA
PLOT OF THE WEST Old_west_hotel_concept_by_whatyoumaydo-d5318jx
The Six (Argos):
PLOT OF THE WEST 80fdae_a872683105514ece877bec35e51469c4~mv2
Mary Hale would plan a midnight visit, and ask where Rees may be. When she learns he’s preparing research, she would let her visitor know that she is willing to cut him a deal. She has powerful friends within the Diamond. “In return for my name being scribed again in his name, I would use all my resources to petition for acceptance within the Diamond.” But before she could give any more details, four red robed figures would arrive, frighten Mary off, and then disappear.
PLOT OF THE WEST 80fdae_3508e564c58f42faacf4a44a46e72535~mv2

The Wound (Jonathan O’Connel):
PLOT OF THE WEST 80fdae_bf55fecca5a24df8b080dfa6db233c94~mv2
While other’s are having their meetings, The Chained One would visit O’Connel. It would tell him that no magic can hold back travel into the mines via the Wound, as the “Tower Chasers” have no concept of its capabilities. The Chained One would urge Thurifuge’s destruction. It would warn that the Mailjin is the master of destruction and that attacking it only makes Thurifuge stronger. The only way to defeat it is by first weakening the conflict it feeds off of, and then using its Bane against it. Unfortunately the Chained One does not know Thurifuge’s bane, and would earn that the only one that does, Torin Mhor, has been dead for 500 years.

As a gift, The Chained One would announce that it has a gift for O’Connel. It would take him to the valley where a giant Camazotz awaits. Apparently the creature has the lifespan of ancient turtles and wales, and can live to be nearly two hundred years.
Camazotz
PLOT OF THE WEST Batqueen
It would also use the tomahawks to create him a Foci Rifle out of Clayton's old rifle.
PLOT OF THE WEST Magica11

For the Cause (Lucius): The Fire-Touched have decided to create a small new pack in order to investigate the mines that could steal power away from the Forsaken’s Storm Lord spirit and give it to Cinder. The group will use “Form the Pack” in order to unite the powerful Pure. When they head to Mallor, they’ll learn that the mine entrance is lined with silver. There is also a magical ward in front of the mouth. The Pure will need a way to reroute and sneak inside. Ben Dixon will say he has an idea, but needs to find a local spirit in this area. He’ll ask for a day.

Meanwhile, wherever the Pure rest their heads, they’ll be hunted by Sir Miles Crowley. He’ll bait the creatures with a bleeding dingo that is crying from its wounds that it must have attained while bringing down an antelope. Then his Maori tribe will come out and attack. Crowley will take shots from his sniper rifle from far away.

Once the Pure slay the hunter, Ben will return with a bizarre thirteen eyed spirit with a venomous tail dripping ooze. It can open a special gate by opening a regular shadow gate and then placing its venom inside (Wound infection). Once open, the group can travel inside to the mine.
PLOT OF THE WEST Jk573c29ea

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Tue Feb 13, 2018 6:01 pm

THE SIX
PLOT OF THE WEST Indy-cart-7

The mine’s mouth yawns from the face of a rock hill. Three thick timber logs fasted together into an arch hold up the opening’s walls and ceiling. Large nailed boards with the words, “Keep Out” painted in red feebly block the path. Along the mine’s threshold is a line of salt, a few rat skeletons and broken glass from a smashed kerosene lamp. The entrance’s hall reaches into the cliff for several yards before dipping down below the earth.

As the group stares into the corridor, gusts of hot air waft from within. It’s as if the mines are breathing. Though the quarry appears long abandoned, the faintest knocking can be heard. The smell of brimstone trails from within. A strange bouquet to be had near a mine.

For kindred, there’s a perfume of coagulated blood. For Awakened, peripheral senses faintly pick up on all schools of arcana. Uratha fight off the pain from veins of silver webbed along the cave walls to hear the squeals of distant grinding steel. As inert as this mine may have seemed at first, it’s suddenly come to life by trained observation and supernatural senses. The Mallor Mines are restless, surging with secret activity.

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Silver Paralysis

Some say it’s because it is the most ancient of metals. Others whisper that Luna chose Silver, as she was born of it. Whatever the reason, Silver is the Uratha’s greatest weakness. It’s very presence, no matter how minor, agitates and drives werewolves away.
The Mallor mines swell with raw silver veins, and it’s easy to see why even the most Renown Uratha would have troubles stepping foot into the Mallor Mines. All Uratha that step within the mine’s must make a

Effects

Roll: Stamina +Composure -2 Dice if Pure
WILLPOWER can be spent for +2 Dice
Use Human Form Stamina & Composure

(Staminia is Physical Endurance & Composure is a Character's ablity to remain unflustered)

Exceptional Failure: The Silver overwhelms the Urathia. The ever present painful bite of the Silver content has not only mentally crippled the Urathia, but will soon kill him. The Urathia can not change forms within the Mine, nor can they Regenerate within the Mine. In addition the Urathia will take a box of Lethal Damage every hour they remain within the Mine. This Damage can not be healed until the Urathia leaves the Mine.

Failure: The Urathia is overwhelmed by the threat of Silver and can not change their Form without spending a point of Willpower and Taking an Instant Action to do so. The Urathia's Regeneration does not function within the Mine, and they take a Box of Bashing Damage every hour, this damage can not be healed within the mine.

Success: The Urathia maintains their sense of self and situational awareness despite the threat of Silver and may still change forms by spending an Instant Action to focus. In addition the Urathia must spend a point to Essence to activate their Regeneration ablities, otherwise the Silver in the Mines negates them. In addition the Urathia takes a Box of Bashing Damage an hour that can not be healed within mine.

Exceptional Success: The Urathia may Change Forms normally, despite the ever present Silver. In addition the Urathia Regenerates Normally but still takes one Box of Bashing Damage an Hour that can not be healed within the Mine.
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THE MAP
PLOT OF THE WEST Map10


MINE ENCOUNTERS
PLOT OF THE WEST Gruesome%2Bdiscovery%2B8


PLOT OF THE WEST Element_symbols_by_v_pk-d72ukrt

ENCOUNTER 1: THE PRISONER
PLOT OF THE WEST Real-life-disney-character-jane-from-tarzan
While exploring the mine,they would find that the mine carts that trail this entire mining system have been disabled via the main pull bar. The group can attempt to repair it (Repair item (Dexterity + Crafts), 10 Minute interval). Also, it seems that someone has set a trap that has gone off, as hundreds of stones have collapsed upon the entrance (Strength + Athletics to dig it out, 10 Minutes).

Meanwhile, whoever is the back of the group would hear a girl faintly calling out for help while gasping. If they investigate, they'll find...

"A young lady in dirty clothes whimpers in chains that are linked to a large bolder. Above her, several other loose stones seem to be ready to collapse, held back by a chain and large iron circular seal with the symbol of a mountain (see picture). The girl fearfully asks, "Are you with Karl?"

She would explain that Karl was going to create some sort of ritual on her, but she heard a ruckus far off, and he never came back for her. The surprise will be that the girl is already a Deadite, and along with several other Deadites, buried in the walls, she'd try to slow the group down for Karl Bauer.

PLOT OF THE WEST Giphy
Size: 5
Speed: 16 (fleet of foot)
Defense: 6
Armor: 0
Initiative Modifier: 4
Health: 8
Willpower: 4

INTELLIGENCE 2   WITS 2    RESOLVE 2

STRENGTH 2 (5)    DEXTERITY 2 (5)    STAMINA 2 (5)

PRESENCE 2 (1)   MANIPULATION 2 (1)   COMPOSURE 2

Skills
Mental (-3 unskilled)
CRAFTS 00
MEDICINE 0
OCCULT 0

Physical (-1 Unskilled)
ATHLETICS 0
BRAWL 00 (000)
DRIVE 0
STEALTH 000
SURVIVAL 0
WEAPONRY (AXES) 00

Social (-1 Unskilled)
EXPRESSION 0
INTIMIDATION 00
SCOIALIZE
STREETWISE 0

Merits
Language, English :N/A
Fleet of Foot 00
Professional Training 00


Dread Powers
IMMORTAL
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like noth- ing happened. Even if it’s destroyed with its Bane, it’s never really gone — some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

JUMP SCARE
The creature appears suddenly or lurches into abrupt action just when you thought it was down for the count. By spending 1 Willpower, the creature may resolve the Shaken condition on another character, choosing which action will automatically fail. The character still earns a Beat as normal. Alternately, the creature may spend 1 Willpower to turn the automatic failure caused by a character resolving the Shaken Condition into a dramatic failure. In this case, the character earns two Beats (one for resolving the Condition, one for the dramatic failure).

NATURAL WEAPONS (•)
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armor- piercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

SKIN-TAKER
The creature can steal the face and skin of another. It must kill the victim first, then spend 2 Willpower and merge the features of the corpse with its own. The change is permanent; it cannot return to an earlier face and appearance.

SURPRISE ENTRANCE
No matter how secure its victims think they are, by spending 1 Willpower the creature may suddenly appear in the scene. Perhaps it can manifest out of higher-dimensional space via any right angle, emerge from any reflective surface, or it can simply burst through the wall. Any character wit- nessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition.
If the characters have actively taken appropriate measures to keep the Horror out (barring and locking the door, smash- ing all the mirrors they can find, etc.) it will take the creature one full turn to break through, giving the characters time to react. If not, it’s just there as a reflexive action and can take one more action before anyone can react.

Weapons/Attack
Claws/Grab: +10
Damage: +1L, -1 Armor Piercing

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ENCOUNTER 2: TOMMY KNOCKERS

While playing with switches ahead in order to choose left or right, the group would hear knocking. Anyone can make an Intelligence + Academics to recall a story they heard about "Knockers."
"Knockers" Time: 19:18 - 21:45

While researching the knocking, the group can make active Perception checks with a -5 to sight.
Success: There is a draft coming from a part of the wall that makes you feel as if there is a secret door near the cart switches. As you search, you find that there is a switch near a circular iron seal with a fire symbol etched along it (see photo of 6 seals).
Exceptional Success: You spot a drop trap with spikes.

Fall Pit
5L Falling Damage
4L Piercing Damage -1 Armor Piercing
PLOT OF THE WEST 9k=

If the group follows and completely enters, read the following...

A temple of ancient sandstone is littered in ruins of High Speech, telling a tale to the Awakened that would take great feats of mathematics, astronomy and lore to understand. Large pillars hold up the high ceilings, and a horrific marble fountain, nearly empty at its double basins, bleeds from the mouths of impish creatures (see picture). In High-Speach, the words NO ONE LEAVES WITHOUT SPILLING BLOOD at the base of the sculptures. At the temple's alter, a train conductor known as Samuel from the Ambassador turns and smiles before taking a new form.

Aster's flesh is sinewy and mauve. His armor has stained charcoal with sharpened gears and razor instruments. His once majestic wings are now leathery and veined. His hands are clawed and his feet have denatured into talons. He has teeth like a shark, eyes flushed viper-gold and a pair of ribbed horns that stand guard a top of his head. Cratered scars plate magma through his chest, arms and neck, and a billow of nauseous smoke fumes from his frame.

PLOT OF THE WEST Ximagen_3_john_silence.jpg.pagespeed.ic.35WmA2Vjtt

Aster: "Interfering will ruin you...Branded. Don't you see, there's only one way to stop the Machine. We must use the Six as a weapon."

Without warning, Jack Swift's form changes. This winged being is enshrouded in plates of argent steel soddened with blood. Braidings of entrails and hawser-veins protrude from armor slits, drifting in the air like windblown wheat. At his chest, a mechanical heart ticks like a clock and his wings, made of glass feathers and barbed iron, weep scarlet.

Adaranth: "This was never the plan!"

Aster: "You're right. Our organization and structure was a weakness the God-Machine could exploit."

Adaranth: "So you betrayed me?"

Aster: (Laughs like a lion) "So young. With our kind, there's no such thing as treachery. We do what must be done to stop the Machine."

Adaranth: "Don't you understand. There is no end to the Machine. The only end is to let the Herald show us the way to hell."

Aster: "Everything has an end." (The Walls rumble). "Even you."

The walls erupt from every side, pouring a striking heat into the room. Neon colored molten magma pours inside, creating a river of lava that flows each way.

PLOT OF THE WEST Giphy
EXTREME HEAT CONDITION
Environmental (sometimes Personal)
Description: The character might be stumbling through the desert with the sun beating down on him, or running through the steam tunnels surrounding an old boiler room. This Tilt can also be personal, the result of a debilitating fever that spikes his temperature far above the norm. Extreme heat is normally anything above 40 degrees Celsius (104 degrees Fahrenheit), whether internal or external.
Effect: When the temperature is far above normal, characters can’t heal bashing damage — the extreme temperature deals damage at the same rate normal characters heal it (a cut might heal, but it’s replaced by sunburn or sunstroke). Supernatural beings and characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is continuously affected by this Tilt, he accrues a -1 penalty to all rolls. When that penalty hits -5, he instead suffers a point of lethal damage per hour.
Ending the Tilt: The key to ending this Tilt is simple: get out of the heat. In a desert or similar environment, finding shade is paramount. Elsewhere, the character needs to escape whatever is causing the abnormal temperatures.


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ENCOUNTER 3: THE ARCHITECTS OF VIOLENCE

Ben Dixon can not find “The Six.” With the help of the seducing sucubus, Mara, Ben has enslaved John Talbot, a werewolf that can create other Uratha. His plan, birth more Bale Hounds to search the dangerous mines.

The Fire-Touched would travel through gore covered earth raining with bile, being watched by creatures with seven heads and one-hundred eyes. They would follow Ben through a womb like canal, slurping out onto the other side. Lucius, Cinder and the other Uratha would cringe as their feet hit the hard stone floor, the surge of silver radiating through their bones. Chipped walls with silver veins are draped by chords of oozing organics. A large steel saucer with an etched picture of wind (see picture) rests on the floor as if freshly discovered and discarded. Lucius can feel an energy coming from it. Before Lucius could say anything, he would witness several familiar faces from Dodge City dangling from wrapped cocoons, only their faces showing. It's a mix of mortal drunks and whores. A cloaked woman with bat wings stands before the Fire-Touched, a chain in her hand that extends to the neck of a middle-aged man with mutton chops. "He has changed them," the woman with wings would direct to Ben. "Now change them more."

Talbot converted the mortals to Uratha and kept them in a Loci. After, Wound Spirits would enter them, creating horrific Bale Hounds. Ben then would release them to find “The Six.” He’d then explain to the Pure...


LOCI
PLOT OF THE WEST You_are_a_terrible_person_by_daimera-d4hbys6




Some material objects, and even people, have such a strong connection to the Shadow that they focus spiritual energies, forming a locus of a particular kind of Essence. Loci are individual objects or creatures; loci affect increasing areas around the focal point in both the material and Shadow worlds as they grow in power. Loci are prized by both Uratha and spirits as crossing points, vital territory, and oases of Essence.
• The zone of influence of a locus is permanently under the Open Condition linked to its resonance.
• Spirits of matching resonance within the zone of influ- ence heal Corpus at twice the normal rate, and gain +2 dice to attempts to cross the GauntletNo spirits require the Reaching Manifestation effect to use their powers across the Gauntlet in a locus’ zone of influence.
• Spirits of matching resonance may conceal themselves within the zone of influence. A spirit merged into a locus in this way can’t take any actions except reveal itself, but while concealed it is impossible to perceive without supernatural powers that reveal spirits, even to Uratha in the Hisil.
• Uratha can use a locus to Reach and cross between worlds, as described in Chapter Three.
• Finally, loci generate three times their level in Essence on the Hisil side per day, which often results in a brood of spirits vying for the chance to feed. The Essence matches the resonance of the locus.

Loci arise naturally (if rarely) when large quantities of Essence build up around the focal point without attracting any spirits. Individual ecstasy or private tragedy is more likely to form a locus than a publically-known event. Uratha can simulate the necessary conditions by clearing an area of spirits while allowing Essence to gather. After around 150 points of same-resonance Essence collect for over a week, it settles into an object or person in the vicinity and becomes a one-dot locus. Loci increase in power if they continue to accumulate Essence — 150 points per dot, or 50 days of uninterrupted growth.
If the focal item is destroyed, the Essence bound up in it is released. Unless the Essence is all removed quickly, the locus will reform into a new item within a few weeks — espe- cially as the area is still Resonant. Packs wanting to be certain they’ve destroyed a locus have to counteract the resonance and remove the Essence, or flood the space with equal quantities of differently resonant Essence.


Ben: “We are about to embark on a spiritual revolution. The Fire-Touched have long been exiled by Luna. We too wage a war against the whore. Let us join together under the black moon.”

From there, the Fire-Touched would refuse and partake in battle with new Bale Hounds and Wound Spirits alike. It should end with the Fire-Touched retreating, and realizing there is no escape from the mines. They’ll either need to fight the forces in an outnumbered scramble or join the other Branded (can use the Herald if need be to guide Lucius to the Branded.)


WOUND SPIRITS
PLOT OF THE WEST 3933a1b571578e05227add1c9dcb0881
Rank: 4
Attributes: Power 12, Finesse 10, Resistance 8
Willpower: 10
Essence: 25 (gains +1 Essence whenever it grapples)
Initiative: 18
Defense: 10
Amor: 8/8 (Colossos)
Speed: 22
Size: 9
Corpus: 26 (heals +1 whenever it grapples)
Influences: Flesh •••, Acid •
Manifestations: Gauntlet Breach, Image, Materialize, Reaching, Shadow Gateway (Wound), Twilight Form
Ban: The Wound Spirit must corrupt one spirit per week, or corrupt one loci per week in order to avoid Essence Leak.
Bane: Any spells, items or supernatural abilities that are considered holy or righteous.

Numina:

AWE
The spirit causes terror in anyone who can see it. The Numen costs three Essence and activation is contested indi- vidually with Presence + Composure + Primal Urge by anyone looking at the spirit. Anyone gaining fewer successes than the spirit is unable to move or speak for a turn. If the spirit gains an exceptional success, the effect lasts three turns.

BLAST
The spirit may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The spirit may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank.

SHIFTING
The idigam can reform its shape in accordance to its needs. Once per turn, as a reflexive action, the idigam may change itself in a significant manner. The possibilities are endless, but include:
• Developing Armor equal to its Rank.
• Growing limbs or means of locomotion that add +10 to its Speed (and possibly allow it to fly, swim, climb, or tunnel with ease).
• Changing appearance to perfectly copy a person or animal.
• Break apart into a swarm, suffering only half damage from most attacks but double damage from area of effect attacks.
• Dissolve into a liquid or gas, allowing it to escape a grapple and move through tiny gaps, grilles and channels.
• Shift dots from one trait to another on a one-for-one basis, up to its Rank in dots per round. It can change Attributes and Influences in this way.
• Exchange one Numen for another.
Some idigam possess limited forms of shifting — some can only turn into water, for example, or can only mimic human beings. Such idigam gain a +5 bonus to dice pools where their new form should benefit them, such as disguise and deception for an idigam mimic attempting to pass as a human.

DEVOURER
To this idigam, everything is just raw material to be shoveled into its hungry maw. Whenever the idiom inflicts damage in a grapple, it regains 1 point of Essence per point of damage inflicted and heals one point of Corpus. The idigam can consume any material without suffering harm, no matter how corrosive or poisonous, and can devour up to its Power in Structure of objects per turn, ignoring the object’s Durability.

HOST JUMP
The spirit may leap from host to host when using the Possess or Claim Manifestations. The current host must touch the intended host while the spirit spends 3 Essence; the new host must be under all necessary prerequisite Conditions. If both prerequisites are met, the spirit immediately transfers the Possessed or Claimed Condition to the new host, although Claimed hosts must begin the process of Claiming again. The spirit does not need to re-spend Essence on the Manifestation Effect when jumping hosts with this Numen. Living Claim victims who are vacated with the use of this Numen still suffer the aftereffects listed under the Claimed Condition.

DIVINE CLAY
Flesh is as clay to the touch of the idigam. It can mold and sculpt meat, sinew, and bone with ease if it has an incapaci- tated or unresisting living victim. When working on a living creature of the Flesh, the idigam can move one Attribute dot each minute that it works, or turn an Attribute dot into one of:
• A point of Armor
• 1L of natural weaponry rating
• A sense that the victim does not normally possess (such as echolocation, infrared vision, or similar)
• A Dread Power that suits the change in question

REGENERATE
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing or lethal damage — the spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

SHIFTING
The idigam can reform its shape in accordance to its needs. Once per turn, as a reflexive action, the idigam may change itself in a significant manner. The possibilities are endless, but include:
• Developing Armor equal to its Rank.
• Growing limbs or means of locomotion that add +10 to its Speed (and possibly allow it to fly, swim, climb, or tunnel with ease).
• Changing appearance to perfectly copy a person or animal.
• Break apart into a swarm, suffering only half damage from most attacks but double damage from area of effect attacks.
• Dissolve into a liquid or gas, allowing it to escape a grapple and move through tiny gaps, grilles and channels.
• Shift dots from one trait to another on a one-for-one basis, up to its Rank in dots per round. It can change Attributes and Influences in this way.
• Exchange one Numen for another.
Some idigam possess limited forms of shifting — some can only turn into water, for example, or can only mimic human beings. Such idigam gain a +5 bonus to dice pools where their new form should benefit them, such as disguise and deception for an idigam mimic attempting to pass as a human.

Bale Hounds
PLOT OF THE WEST 26d8aa28f20b6fa4eae18bce8eabe6b1
Auspice: Irraka
Tribe: Bale Hounds
Blood: Destroyer
Bone: Hedonist
------------------------------------- --------------------------------------------------------------
PRIMAL URGE: 1
DEFENSE: 6 (Gauru/Urshul: Defense against Firearms)
ARMOR: 1/1 {3/3 Armored Hide in other forms}
HEALTH: 9 {11 in Gauru and Urshul}
WILLPOWER: 0 0 0 0 (4)
INITIATIVE: 5 {Gauru 6, Urshul 7}
HARMONY: 7
ESSENCE: 5
SPEED: 12 {16 in Gauru, 14 in Urshul}
SIZE: 5 (Gauru 7, Urshul 6}
------------------------------------- --------------------------------------------------------------
Intelligence: 0
Wits: 00
Resolve: 00

Strength: 0000
Dexterity: 000
Stamina: 0000

Presence: 0000
Manipulation: 000
Composure: 00
----------------- ----------------------------------------------------- -------------------------------------
Mental (-3 Unskilled)
Crafts 0
Investigation 00
Occult 0000 (Bale Hounds +1)

Physical (-1 Unskilled)
Athletics 0000
Brawl 0000
Larceny 000
Stealth 0000 (Shadowing +1)

Social (-1 Unskilled)
Animal Ken 0 (Sheep +1)
Expression 0000
Intimidation 00
Persuasion 0
Socialize 0
Streetwise 0
Subterfuge 000
----------------- ----------------------------------------------------- -------------------------------------
Renown
Renown, Cunning: 0
Renown, Dread: 0

Benefits/Gifts

Auspice Benefit
* “Closer Than You Thought”
Under the dark moon, prey cannot judge distance or threat. Once per chapter, the Irraka can become suddenly closer to a target. Wolf can move close enough to target to use teeth and claws against one opponent who isn’t attacking them.

Gifts of Stealth (Auspice)
*Shadow Pelt
Can treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.

[ 3 ]   Broken Moon   ( Blasphemies -- Page 139 )
Cost: 1 Essence
Dice Pool: Presence + Expression + Honor (11 dice) versus Resolve + Primal Urge
Action: Contested; resistance is reflexive and unconscious
The Elunim police the Uratha for violations of Honor, seeking balance between human and wolf, Rage and temperance. After the flaying rites of the Bale Hounds, the Lunes look at the broken moon as just further evidence that balance is unnatural, and they are quite happy to teach the Asah Gadar how to upset it. Successful use of this Gift forces other werewolves into Death Rage. The Bale Hound need only glance at the target to activate the Gift.
Dramatic Failure: The Bale Hound immediately enters Death Rage.
Failure: Nothing happens.
Success: The target automatically enters Death Rage, changes to Gauru form and attacks the first thing at hand.
Exceptional Success: No extra effect.

[ 4 ]   Sickle Moon   ( Blasphemies -- Page 139 )
Cost: 1 Willpower
Dice Pool: Strength + Occult + Wisdom (12 dice) - spirit's Resistance
Action: Instant
Under the crescent moon, the Asah Gadar's warped Lune servants show them how to silence any spirits that might ally with their prey. Use of this Gift requires that the werewolf see the spirit, either by peeking into the Hisil or using the Two-World Eyes Gift (a manifested spirit is also vulnerable). A spirit's Defense does not apply to this attack.
Dramatic Failure: The Bale Hound's attack on the target spirit not only fails, but alerts every spirit in the area as to what just happened. Even in areas populated by spirits that despise the Forsaken, the Hound won't remain masked for long.
Failure: Nothing happens. The spirit notices the attempted attack with a successful Finesse roll.
Success: The spirit is wracked with searing pain as its Corpus sloughs away like diseased flesh. The spirit suffers one point of damage per success on the Bale Hound's attack.
Exceptional Success: Damage is applied to the spirit's Corpus and Essence, making it possible for a Bale Hound to completely destroy a spirit with this Gift.

GIFT OF STRIFE (Dread Powers)
*Armored Hide 0 0 0
The creature’s hide is heavily armored, adding the amount of dots to armor.

*Gauntlet Cloak
By spending 2 Essence, the creature can reach into the Gauntlet as an instant action, concealing and hiding it just parallel to the physical world. The creature is effectively invisible. If they enter combat, add +3 bonus to its Dexterity + Stealth roll for Surprise Attacks.

*Natural Weapons 00
The bony spines of the Bale Hounds works as armor piercing -2.
---------------------------- ---------------------------------------------------------- ---------------------
MERITS
Language, English: 0

Fading (Cunning 2) 0 0 0
Character has kinship with shadows and their ethereality compounds with each person who does not see them. Each time an individual fails to notice your character in a scene, all future attempts in that same scene suffer a cumalitve -1 peanlty. Once per scene, add your character’s cunning to any rolls to act unnoticed or unobtrusive.
---------------------------- ---------------------------------------------------------- ---------------------
OTHER FORMS

Daru (Near Human)
+1 Strength
+1 Stamina
+1 Manipulation
+1 Size
New Defense
New Initiative
+1 Speed
New Armor
+2 Perception
Teeth/Claws +0L
Defense vs Firearms
Mild Lunacy
Badass Motherfukcer

GAURU
+3 Strength
+1 Dexterity
+2 Stamina
+2 Size
New Defense
+1 Initiative
+4 Speed
+3 Perception
Teeth/Claws +2L
+3 Initiative
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Dire-Wolf)
+2 Strength
+2 Dexterity
+2 Stamina
-1 Manipulation
+1 Size
New Defense
+2 Initiative
+7 Speed
New Armor
+3 Perception
Teeth +2L/Claws +1L
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

Urhan (Wolf)
+2 Dexterity
+1 Stamina
-1 Manipulation
-1 Size
New Defense
+2 Initiative
+5 Speed
New Armor
+4 Perception
Teeth +1L
Chase Down


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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Sat Feb 17, 2018 8:47 am

ENCOUNTER 4: THE RED WATCHMEN
The Red Watchmen are Legacy members of the Sixth Watchtower. Since "The Six" is the original gate that Draig-Gach left from in order to enter earth eons ago, they have sworn themselves to protect it. Now that the mines that intertwine with the ancient ruins are littered with supernatural forces trying to expose the Supernal Gate, the Red Watchmen will need to do their best in order to protect it from being exposed by the wrong forces, while guiding Rees to see the gate's majesty for himself.

The group would head to a section of the room where the Red Mages are waiting in ambush. One would turn into a Red Dragon form (Red Watchmen), while the other two sling spells.

DRAGON FORM
PLOT OF THE WEST Red_dragon_by_manzanedo-dbwmts7
STRENGTH: 12 (This also changes your Speed)
DEXTERITY: 7 (This also changes your Initiative and Speed)
STAMINA: 12 (This also changes your Health)
............................................................
DEFENSE: 6 (+5 for enemies to attack)
ARMOR: 5/5
HEALTH: 32 (Unbreakable: Unless someone scores Exceptional Success on attack, they only deal 1 Bashing)
SIZE: 20
WILLPOWER: 7
ATTACK: +15, 3L CLAWS, -3 ARMOR PIERCING

DREAD POWERS
Flight (custom): The creature can fly at their Movement speed by flapping their gargantuan wings. Certain challenging activities may cause a Strength + Athletics roll.

Madness and Terror (p. 146 WoD): The monster’s gaze (or perhaps its voice, touch, or toxic blood) induces madness and terror in its victims. By spending 1 Willpower and making a roll of an appropriate dice pool (usually Presence + Intimidation) contested by the victim’s Composure, the Horror may inflict one of the following Conditions on the victim: Guilty, Shaken or Spooked. For 3 Willpower it may instead inflict the Broken, Fugue or Madness Condition.  

Natural Weapon 000 (p.147 WoD), Claws & Bite : The creature is armed w/ formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armor-piercing quality equal to the number of dots in this Dread Power (+3L, -3 Armor Piercing). If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

Regenerate, 00000 (p. 147 WoD): The creature possesses incredible powers of regeneration. As a reflexive action once per turn, the creature can spend 1 Willpower per dot in the Regenerate Dread Power, healing once point of lethal damage or two points of bashing damage for each Willpower expended in this way.

Red Scales 00000 (custom): The monster has a natural scale hide that grants 5/5 physical armor. This does nothing against certain spells or elements that ignore armor (IE: lightning). The creature also gains immunity to Fire.

Unbreakable (p.148 WoD): The creature is nearly indestructible. Any attack that does not score an exceptional success inflicts only a single point of bashing damage. Exceptional successes inflict damage as normal. If the creature has a weakness of some sort, attacks incorporating that weakness bypass this power.

Optional Arcanum: Spirit 3
If the mage also has Spirit 3, they can affect spirits in the same manner that they affect physical beings with this form (can physically attack spirits they can see).

Dragon’s Breath
Prerequisites: Forces 2, Life 3, Occult 2
Once per scene, the mage can call forth the energy given by Ddraig-Goch and weave it into a  wave of flame that protrudes from their mouth. Creating Dragon’s Breath requires an instant action (no roll required). The fire does an amount of aggravated damage equal to the Mage’s dots in Forces. The range is the Mage’s  dots in Life x5 meters (5 squares on maps). Though the flame appears slightly cone shaped, the true damaging fire only affects a straight line.
Optional: Spirit 2
The Red Watchman may also affect spirits with this attack
...............................................................................................
RED WATCHMEN
PLOT OF THE WEST 8618453583_80b765a28d_b

ATTRIBUTES: Strength: 2, Dex 2, Stamina 2, Int: 3, Wits: 2, Resolve: 3, Presence: 2, Manip: 2, Composure: 3
SKILLS: Academics 3, Occult:3, Politics: 3, Athletics: 2, Brawl: 2, Stealth: 3, Persuasion: 3, Subterfuge: 3
Gnosis: 3 (12 Mana/3 per round)
Willpower: 6
Defense: 4
Health: 7
Armor: 0/0 (Can spend 1 Willpower to make it 3/3)
Quick Dicepool
(Spells casted are Rote Spells)
Gnosis 3 + Arcanum 3 + Skill 3: TOTAL 9

Telekinesis (Forces •••)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Athletics, Brawl, Science
The mage can conjure telekinetic force to lift or manipulate an object remotely. Apply the spell’s Potency to either the force’s Strength (raw lifting/pushing power) or its Dexterity (fine manip- ulation). The other score defaults to a score of 1. When moving objects, the force moves at a Speed equal to the caster’s Gnosis + Forces. This requires concentration as an instant action each turn; if the mage fails to concentrate on moving the force, it simply hangs suspended, holding any objects it held before but no longer pushing or pulling (or manipulating objects, if used for that). The mage may then resume directing the telekinetic force until the spell’s Duration expires.
+1 Reach: Add +1 to the force’s secondary Attribute. This Reach may be performed up to Potency times.

Telekinetic Strike (Forces •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Athletics, Firearms, Science
The mage manipulates kinetic forces to crush subjects or form a “ball” of highly pressurized air and kinetic energy that she can hurl at foes. The spell inflicts bashing damage equal to its Potency.
+1 Reach: The spell inflicts the Knocked Down or Stunned Tilt.

Many Faces (Life •••)
Practice: Weaving
Primary Factor: Duration
Withstand: Stamina
Suggested Rote Skills: Medicine, Stealth, Subterfuge
The mage may alter her subject’s body in any way, within the confines of species and age. Rather than an illusion as with “Mutable Mask,” the transformation caused by this spell is en- tirely physical and functional — subjects can be made fertile in their new forms, be granted radically altered weight and fitness, and have poor vision or other senses corrected. If the subject is missing organs or limbs, however, they remain gone in the new form, and injuries carry over from one form to the next. The mage may rearrange up to the spell’s Potency in Physical Attribute dots, for example moving a dot of Strength to Stamina, but cannot change the total number of dots, bring any to 0, or raise them above the subject’s limit.
Add Time •••: The mage may change the subject’s physical age as well.

Shared Fate (Fate •••) Practice: Weaving
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Medicine, Persuasion, Politics
Fate is an instrument of both justice and punishment. This spell braids the fates of two subjects together. Whatever befalls one subject affects the other.
Whenever one subject suffers damage, a Tilt, or an unwanted Condition, any others suffer it as well. If Scale is not increased when casting this spell, the mage herself is treated as a subject.
+1 Reach: The link instead only works one way for one of the subjects — such that the subject suffers harm inflicted on the others but not the reverse.

Shifting Sands (Time •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Academics, Occult, Survival
The mage may step back through time a short distance, un- doing a few precious seconds. This spell sends the subject back through time a number of turns equal to Potency. The subject retains any injuries and Conditions gained in the undone turns, and spent Mana and Willpower do not return. Spells cast on her person in the undone time remain as long as she cast them. All other spells she may have cast or had cast on her in the intervening time are canceled. Until the subject catches up to the present, the distortion caused by this spell is visible under Active Time Mage Sight. Once she does so, any changes she made to history become Lasting.
+1 Reach: The subject travels back a full scene. This Reach effect may be applied multiple times.


PRAXES (3 SUCCESSES EXCEPTIONAL)

...............................................................................................
The Red Watchmen include...

Pippa Spooner:
PLOT OF THE WEST 80fdae_d74d13542a30412c868ccfb18c4280be~mv2
Mysterium Acquisitor and author of Teratology, The Study of Various Supernatural Inhabitants of the Fallen World.

Prince Osman Murad Osmanoğlu
PLOT OF THE WEST 80fdae_cc5f65372ad047b886c6c5b55e534b83~mv2
The secret son of the Ottoman Sultan, Price Osman is a Silver Ladder member that's known as "The Luck Child."

Eliphas Levi
PLOT OF THE WEST 80fdae_eb813f15707e4162a6c3c31294d491da~mv2
Writer of "The Transcended Mage," and Free Council Member, Eliphas believes that Sleepers can be Awakened with research.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
ENCOUNTER 5: THE KANDARIANS

Locked away in a temple section of the Mallor Mines is Karl Bauer, who along with the Necronomicon, is certain that he is in the perfect spot to summon the Six, the greatest of Kandarian demons. Along with his Deadites, Karl would fend off the Branded.

Six large worn statues stand within this polished temple hall. Beyond the worn statues lies an ornate set of Roman like stairs. They're covered in crawling insects, bat droppings and ash. The torches along the wall allow you to see a pair of broken stone doors to each side, forgotten and maimed by time itself. Above the stairs is a twisted alter. Large claw marks scatter across the temple walls. You step closer to inspect it and.. wait.. did somebody just clap?

A tall bald man with a dark goatee and a wine colored gown holds a large tome wrapped in leather. The books' cover has a horrific face, with a maw that seems to be frozen in a growl. The cover'e eyes seem to be slowly looking back and forth, as if inspecting its surroundings.


Karl Bauer: "Welcome to the Black Mass brother," he says while raising the Necronomicon over his head. "You and your pathetic friends can now watch me summon the Sixth Mandarin Demon. Peter, Asato, slay them."

Deadites
PLOT OF THE WEST Giphy

Size: 5
Speed: 16 (fleet of foot)
Defense: 6
Armor: 0
Initiative Modifier: 4
Health: 8
Willpower: 4

INTELLIGENCE 2   WITS 2    RESOLVE 2

STRENGTH 2 (5)    DEXTERITY 2 (5)    STAMINA 2 (5)

PRESENCE 2 (1)   MANIPULATION 2 (1)   COMPOSURE 2

Skills
Mental (-3 unskilled)
CRAFTS 00
MEDICINE 0
OCCULT 0

Physical (-1 Unskilled)
ATHLETICS 0
BRAWL 00 (000)
DRIVE 0
STEALTH 000
SURVIVAL 0
WEAPONRY (AXES) 00

Social (-1 Unskilled)
EXPRESSION 0
INTIMIDATION 00
SCOIALIZE
STREETWISE 0

Merits
Language, English :N/A
Fleet of Foot 00
Professional Training 00

Dread Powers
IMMORTAL
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like noth- ing happened. Even if it’s destroyed with its Bane, it’s never really gone — some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

JUMP SCARE
The creature appears suddenly or lurches into abrupt action just when you thought it was down for the count. By spending 1 Willpower, the creature may resolve the Shaken condition on another character, choosing which action will automatically fail. The character still earns a Beat as normal. Alternately, the creature may spend 1 Willpower to turn the automatic failure caused by a character resolving the Shaken Condition into a dramatic failure. In this case, the character earns two Beats (one for resolving the Condition, one for the dramatic failure).

NATURAL WEAPONS (•)
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armor- piercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

SKIN-TAKER
The creature can steal the face and skin of another. It must kill the victim first, then spend 2 Willpower and merge the features of the corpse with its own. The change is permanent; it cannot return to an earlier face and appearance.

SURPRISE ENTRANCE
No matter how secure its victims think they are, by spending 1 Willpower the creature may suddenly appear in the scene. Perhaps it can manifest out of higher-dimensional space via any right angle, emerge from any reflective surface, or it can simply burst through the wall. Any character wit- nessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition.
If the characters have actively taken appropriate measures to keep the Horror out (barring and locking the door, smash- ing all the mirrors they can find, etc.) it will take the creature one full turn to break through, giving the characters time to react. If not, it’s just there as a reflexive action and can take one more action before anyone can react.

Weapons/Attack
Claws/Grab: +10
Damage: +1L, -1 Armor Piercing


Karl Bauer
PLOT OF THE WEST 80fdae_bfc642dd8a6f40be8a47aca184ad1093~mv2
Virtue: Ambitious
Vice: Vengeful
Concept: Demon Warlock
Path: Mastigos
Order: Mysterium  
Gnosis: 000 (Ritual Interval 1 Hour, Max Trait 5, Yantras 3, Paradox 2, Combined Spells 2, Obsessions 2, Mana/Per Turn 12/3, Highest Arcanum Max 4, Other Arcana Max 3)
Mana: 12
Health: 8 (Can use Death Mage Armor to turn lethal damage into Bashing)
Speed: 9
Willpower: 5
Wisdom: 7
Initiative: 5
Defense: 10 w/ Improved Skill [+2 Life Armor for 1 Mana] 14 (w/ Mind Mage Armor)
Armor: 0/0
[/i]_________________________________________________________________________________
ATTRIBUTES

Mental
Intelligence:0000, Wits:00, Resolve:00

Physical
Strength:00, Dexterity:00, Stamina:000

Social
Presence:00, Manipulation:00, Composure:000
______________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics: 0000 (Pandemonium +1)
Computer:
Crafts:000
Investigation: 000
Medicine:
Occult: 0000 (Demonology +1) {+4 w/ Improved Skill}
Politics:
Science:0

Physical (-1 Unskilled)
Athletics: 00 (Spell Casted: Enhanced Skill + 8 )
Brawl:
Drive:
Firearms:0
Larceny:0
Stealth: 00 (Hiding +1)
Survival: 0
Weaponry:0

Social (-1 Unskilled)
Animal Ken:0
Empathy:
Expression:
Intimidation:
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge:
_________________________________________________________________________________
ARCANA
Mind: 0000
Space: 000
Prime : 0
Death : 000

ROTES
When casting a Rote from memory, using an Order's recall techniques, the character may use dots in the associated Skill as a Yantra. The character must be free to make the mnemonic gestures to recall the Rote in order to benefit from the Skill bonus. The caster of the rote is considered to have five dots in the highest Arcanum used for purposes of how much free Reach she has. In addition, the Signature Nimbus of the caster is indistinct, hiding the caster's identity unless another mage fully Scrutinizes the spell. Rotes do not stack with Praxes. They do not require a point of Mana to cast from Interior of Common Arcana. (p.112).

Dispel Magic (Prime •) {+8 w/ Improved Skill: Academics}
Practice: Compelling
Primary Factor: Potency
Withstand: Arcanum rating of the subject spell’s caster Suggested Rote Skills: Athletics, Intimidation, Occult
All Awakened magic contains the capacity to end, to allow the Fallen World’s laws to reassert themselves. By Compelling these flaws in an extant spell, the mage may temporarily suppress it — or even destroy it entirely. This spell is not potent enough to dispel an archmage’s spells, and only works against Awakened

Hallucination (Mind ••••)
Practice: Patterning
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Academics, Persuasion, Subterfuge
The mage creates false sensory input in her subject, tricking his senses and creating a hallucination. The mage creates a single illusion that seems completely real to her subject. She affects sound, smell, taste, and sight with the illusion, though she is unable to make the illusion tactile to the subject.
+ 1 Reach: As above, but the mage can make the hallucination tactile to the subject. The illusion cannot attack or harm the subject in any way, but when he interacts with it, the subject believes he can feel the illusion. This may mean that a large illusion, such as a wall or other barrier, may make the subject believe he is incapable of passing through, barring his way.

Warp (Space •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Athletics, Brawl, Medicine
The mage twists the space her subject occupies, torquing joints, bruising flesh, and tearing muscle. This is an attack spell; its damage rating is equal to the spell’s Potency, and it inflicts bashing damage.
+1 Reach: The pain of the attack is such that the victim gains the Arm Wrack or Leg Wrack Tilt.

PRAXES (3 SUCCESSES IS EXCEPTIONAL SUCCESS)
Enhance Skill (Mind •••)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Academics, Expression, Survival
The mage is capable of temporarily increasing one of her subject’s Skills. She can increase one Skill that the subject already has at least one rank in by one dot per level of Potency of the spell. The spell cannot increase the subject’s Skill above the normal maximum.
+1 Reach: The mage may increase an additional Skill with the spell per additional Reach spent, dividing the spell’s Potency
among them. The Skill must still be one that the subject already has at least one rank in. For example, a mage can spend +2 Reach with a Potency 3 spell to increase the subject’s Subterfuge by +1, Stealth by +1 and Medicine by +1.
+ 2 Reach: By spending a point of Mana, the mage may increase her subject’s Skills above the normal maximum allowed.

Secret Door (Space ••)
Practice: Veiling
Primary Factor: Duration
Suggested Rote Skills: Occult, Stealth, Subterfuge
Doorways, roads, and portals represent a liminal point between two distinct locations — but if distance is an illusion, there can be no “distinct locations.” This spell cloaks a door, intersection, or similar aperture between two locations, such that one’s mundane perceptions simply slide ride past it. All magical attempts to uncover the door provoke a Clash of Wills.

Suppress Life (Death ••)
Practice: Veiling
Primary Factor: Duration
Suggested Rote Skills: Subterfuge, Medicine, Academics
The mage can temporarily suppress the subject’s life; the subject appears for all intents and purposes as though she is dead. All physical symptoms of death appear to set in and the soul appears absent from the body to magical senses.
+2 Reach: By spending a point of Mana, the mage may cast the spell reflexively in response to something that would reasonably cause the subject’s death.

Pierce Deception (Prime •)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Investigation, Medicine, Occult
Prime is the Arcanum of pure Truth, and no falsehood may stand before it. By means of this spell, the subject sees illusions, phantasms, and lies for what they are. The spell sees through mundane falsehoods the subject perceives automatically; magical illusion or deception automatically provokes a Clash of Wills.
This spell only reveals “active” untruths: the subject would see that someone with dyed hair isn’t really a blonde, or recognize a lie when she heard it, but she wouldn’t know that a Wall Street executive has been committing tax fraud for years just by looking at him. If she got a look at his tax return, however, she would see that it was a falsehood.
+1 Reach: In addition to sensing falsehoods, the subject gets some symbolic sense of what the actual truth is, veiled in Supernal symbolism.

________________________________________________________________________________
MERITS
*Resources: 00
*High Speech The character can use High Speech as a Yantra in spell casting (see p.120).
Language, German: Native
Language, Wnfliah: 0
*Status, Mysterium 0: Your character's position grants them certain access to Mysterium resources.
_______________________________________________________________________________
DEDICATED MAGICAL TOOL
Necronomicon: Can invoke healing, intuition, perceptual magic and gathering together. Drinking from a shared cup is a common way to spread a spell among a group.
________________________________________________________________________________
ATTAINMENTS
One-Dot Attainment: The mage disrupts the caster's Imago. The counter spell Attainment is 10 different Attainments, one for each Arcanum. By learning even the most basic principles of an Arcanum, a mage understands how to Counterspell it. By the time a spell takes effect and a mage feels it in Peripheral Mage Sight, its too late to counter. To use this attainments, the countering mage must see her rival casting in Active Mage Sight (p.192). RULES: Counterspell is a Clash of Wills (p.117) pitting the acting mage's Gnosis + Arcanum against the countering mage's Gnosis + Arcanum. A mage can attempt to counter any spell that uses the Arcanum, even if if it uses other Arcana as well but always counters the highest spell. The comparative ratings of the two mages's Arcana are irrelevant, an Initiative can counter spell a Master. Countering a spell requires an instant action and the player spends a point of Mana. If the mage is implying Active Mage Sight (p. 90), she can attempt to counter a spell of the appropriate Arcanum in combat, regardless of her position in the INitative order, provides she has not used her action yet.

Two-Dot Attainment: The second dot of an Arcanum grants a Lesser Utility Attainment and a form of Mage Armor. Lesser Utilities are Attainments that fit into the purview of the Arcana, but don't to the Practices and rely more on a general understanding of the Arcanum in question than of specific spells.
*PRIME, Universal Counterspell: The mage may use Counterspell on any Awakened Spell. The player rolls Gnosis + Prime when the character does not know the Arcanum used, or when this would be a higher dice pool than the appropriate Arcanum. The Mage can also spend a point of Mana to Counter a spell's lowest Arcanum rather than its primary Arcanum.
*LIFE, Improved Pattern Restoration: Instad of each bashing or lethal wound costing three points of Mana, the mage can heal bashing damage at a rate of one wound per point of Mana, and lethal damage at a rate of one wound per two points of Mana. In addition, if the mage Scoures a Physical Attribute, any deprived traits based on that Attribute are not affected (can Scour Strength without losing a point of Speed).
*DEATH, Eyes of the Dead: The mage can see ghosts and souls in Twilight when using Active Mage Sight with Death. Her Peripheral Mage Sight reacts to even the passive presence of ghosts.
System: The mage detects ghosts and deathly Twilight phenomena with her Periphery, and can automatically see souls and ghosts in Twilight with her Death Sight. If a ghost is using a power to hide, it provokes a Clash of Wills. With the expenditure of one point of Mana, the mage can interact with ghosts for a scene. She can speak with them, touch them, and even strike them. However, this renders her vulnerable to their attentions, as well.
*SPIRIT: Spirit Eyes
The mage can see spirits in Twilight when using Active Mage Sight with Spirit. Her Peripheral Mage Sight reacts to even the passive presence of such entities.
System: The mage detects spiritual Twilight phenomena with her Periphery, and can automatically see spirits and projecting beings in Twilight with her Spirit Sight. If a spirit is using a power to hide, it provokes a Clash of Wills. With the expenditure of one point of Mana, the mage can interact with spirits for a scene. She can speak with them, touch them, and even strike them. However, this renders her vulnerable to their attentions, as well.

Two-Dot Attainment:
Mage armor is a set of 10 Attainments, on per Arcanum that allows a mage to protect themselves magically.  

LESSER UTILITIES
Death: Eyes of the Dead: Mage can see ghosts in Twilight when using Active Mage Sight with Death.
Space: Sympathy Range: Can use a a sympathetic link to cast spells on a target they can't perceive.
Mind: Mage can see Goetia in Twilight with Mage Sight.

MAGE ARMOR
*PRIME 1/1: Prime Armor doesn't protect form mundane attacks. Instead it protects the mage from incoming magical attacks, including the damaging spells of other Awakened, but also any supernatural effect that deals direct damage. Prime Armor reduces the damage of all wholly supernatural attacks by the character's Prime dots.

*DEATH 3/30: Death Armor causes a field of entropy around the character, causing her body to react to injury almost like one of the undead.Death Armor downgrades lethal damage from kinetic attacks (bullets, claws, rocks, etc.) to bashing, for a number of wounds equal to her rating in the Arcanum.

*MIND 4/4: Mind Armor adds the character’s Mind Arcanum to her Defense. In addition, if the mage Dodges a target’s attack, the player can spend a point of Mana to cause the target to gain the Beaten Down Tilt (p. 319); the target just doesn’t want to continue the fight. A supernatural being can contest this with a Clash of Wills.

*SPACE 3/3: Space Armor adds character’s Space rating to her Defense. If the character Dodges, add the character’s Space rating to the dice pool. The character also applies her Defense to firearms attacks. In addition, if the character successfully Dodges an attack, the player can spend one point of Mana to redirect the attack to another applicable target. The attack hits with successes equal to the mage’s Space Arcanum rating.

Three-Dot Attainments, Targeted Summoning : With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). all Supernal beings have a primary Arcanum, defied by their home Realm and the type of being (manifest or recondite).

FOUR DOT ATTAINMENTS
Mind: Intuitive Leap
An Adept of Mind possesses a keen understanding of social responses and cues, as well as the ability to think quickly enough to eviscerate opponents in debates or find exactly the right wording to garner support.
System: The player can spend a point of Mana whenever she rolls three or more successes on a Social or Mental roll. That roll is considered an exceptional success, meaning that the player can place a Condition on a subject.

____________________________________________________________________________
EQUIPMENT
Warlock Robes, Necronomicon, Collection of Occult Books, Urn
____________________________________________________________________________
Dice pool
Casting Spells: +8 (-2 to Paradox Rolls for Magical Tool w/ Necronomicon)
Casting Mind Rotes: +16 due to Increased Skill spell (-2 to Paradox rolls due to Magical Tool w/ Necronomicon)



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ENCOUNTER 6: "THE SIX"

PLOT OF THE WEST Latest?cb=20121115234458

"This immense corridor is shaped by towering ceilings and rock walls strewn with claw marks thicker than any train rail. The chambers disproportions and blackened surface verify that it has been carved out by immense heat. Static causes your skin to itch. The scent of ozone wafts through the hall. As you look ahead at the adjoining caves, an undulating fluorescent prism of colors dances inside. There are etched symbols unmolested by time. Ash and rubble cover the twisted trail's floor. Within the final room, a large hexagram with bizarre drawings showcases at the center of the alcove. Each image matches the disks found throughout the Mallor Mines. What is this this place and what strange hold does the pentagram has over it?"

THE HEXAGRAM
PLOT OF THE WEST Catalyst__The_Glyph_of_Fire_2_by_psykikraithe
Each time a disk is placed in the hexagram, roll a "Chance Die."
Dramatic Failure: The character placing the item inside the hexagram sees a flash of what waits on the other side. Vast islands float through the desolation of time and space, covered in distinct environments, from forests, deserts and mountains. Energy crackles between them as they rotate around a spiraling ruby staircase that ascends into a limitless sky. The character gains the "Insane Tilt," gaining consciousness as the granite star spins, the earth shakes, and hot lava flows into the chamber.
Failure: The disk slides into the hexagram, rotating the granite star. Suddenly, the walls rumble and magma flows out from the crevices. The room becomes volatile with heat and the noxious smell of sulfur.
Success: The disk slides into the hexagram, rotating the granite star.


THE GREAT ENTRANCE (Final Rees Scene)
PLOT OF THE WEST KxH9YjY
The Sixth Watchtower An endless gust of wind moaned in Ree's ears as he drifted in an alien blackness. Before him, a massive island larger than any city hovered in nothingness, covered in bister mountains. Rain clouds crowning the top of the tallest peak cracked lightning down onto the land. At the bluff's feet, countless mounds of gold and jewels shimmered. Rees watched as the island revolved around an Almandine set of stairs that spun in a continuous spire.

Rees glided skyward and noticed a myriad of islands, all of different shapes and sizes. Isles covered with sand dunes, lakes and molten rivers. Lands with rows of crackling fires, gales of circling air, and humming crystal gemstones. All of them rotated around the ruby stairs. All of them bizarre paradises in their own right.

Rees needed to see what was a top the spire. He soared upward, maneuvering between islands. Rees could feel the pull of magnetic, kinetic and gravitational energy churning around him. Flashes of gold glimmered over him as he inhaled breaths of zephyr. As he continued upward, he could see the top of the stairwell.

A flat slab of stone covered in grasses sat atop the almandine spire. Rees sailed to it's topside where he made out a tower marked in High Speech. A legion of shadow names had been engraved in searing scoria along the tower's stone. Rees's head cocked back as he drank in the scene. He couldn't believe it.

Atop the field was Vortigern's Tower. It's visage was larger than in the Fallen World, and its aura was far more enchanting. It was Vortigern's Tower nonetheless. Rees heard a rumble of distant thunder, and a pair of clarion eyes that draped over the fortress. It was Ddraig Goch. Rees just knew it.

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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Mon Feb 19, 2018 7:31 pm

RANDOM MINE ENCOUNTER: THE SEDUCTRESS
Set the Scene...




PLOT OF THE WEST Scarlet_chamber_by_fmacmanus-d8r0iv8
"A warm red canvas drapes over a steaming bath of water. Ornate lanterns, gold sculptures and satin couches surround the pool. The flicker of fire colors the walls. Sweet incense and perfumes scent the air. The sounds of rippling water are piercing by women’s pants and moans.

A woman with wild hair, baby blue eyes and pouted lips approaches. Her body, nude beyond a robe that barely leaves anything to the imagination, showcases her flawless body.

"Won't you come in?" she asks while biting her lip."


Mara

PLOT OF THE WEST Heartfullofwine_by_fdasuarez-d799f3q
Virtue: Calm
Vice: Independent
Incarnation: The Messengers (favor Vocal Embeds)
Agenda: Saboteur-Tempters (Wields their clout as a weapon in the war against the God-Machine)).
Beat: Gain a Beat when character delegates a task, talks someone into taking a risk on their behalf, or otherwise aoids getting their hands dirty directly.
Resolution: Character enjoys +3 Social roll where VIP status would be a significant benefit such as cutting red tape or being admitted into an establishment
Primum: 7
Aether: 20
Glitches: 1
Speed:
15 (25 when flying)
Cover: 5
Size: 5
Defense: 12
Armor: 0/0
Initiative Mod: 11
Health: 8
Willpower: 8
_________________________________________________________________________________
ATTRIRBUTES
Intelligence: 000, Wits: 00000, Resolve: 0000

Strength: 000, Dexterity: 0000000-00, Stamina: 000

Presence: 0000000, Manipulation: 0000000, Composure: 0000
________________________________________________________________________________
SKILLS
Mental (-3 Unskilled)
Academics: 000
Computer:
Crafts: 000
Investigation: 00000
Medicine: 00
Occult: 0000000
Politics: 0000 (Demons +1)
Science: 000

Physical (-1 Unskilled)
Athletics: 0000000
Brawl: 000
Drive: 0
Firearms: 00
Larceny: 00000
Stealth: 000000
Survival: 000
Weaponry: 000

Social (-1 Unskilled)
Animal Ken: 0
Empathy: 0000000 (Buried Feelings +1)
Expression: 0000 (Speeches +1)
Intimidation: 00
Persuasion: 0000000 (Seduction +2)
Socialize: 0000000 (Formal Clubs +1)
Streetwise: 000
Subterfuge: 0000000 (Long cons +1)
_________________________________________________________________________________
MERITS
Language, English: 0
Bolthole: 000000
Effect: Your character has a safehouse they can hold up in when things get bat. It is part of an Infrastructure that maintains your Cover, which means it doesn't exist entirely in the physical world. It has an entrance anchored to a specific pointing the real world, but the location itself exists outside 3-deminsional space. Boltholes are neither spacious nor luxurious- at best they're a dingy, dirty windowless space the size of a bedroom. All Boltholes have the following benefits...
Wards: They are warded against angels indefinitely, though it can be broken.
Stasis: Time doesn't exist inside a bolthole. People don't age, hunger or thirst, which makes it theoretically possible to stay forever. This status also means that injuries and illnesses don't heal without supernatural intervention. Moreover, the isolation effects take toll on the mind: a human who spends more days in a bolthole than their Resolve + Composure must roll for a breaking point at a -2 penalty.
Unnoticed: Boltholes are hard to notice for anyone besides the owner. Any roll to find a bolthole entrance, suffer a penalty equal to character's dots in the merit. You can negate it by telling someone where the entrance is, but they can tell anyone.
Self Destruct 0: The character can inflict point of lethal damage per dot to everyone inside. Any survivors have 1 round to get out before the bolthole vanishes and they are lost forever in the depths of time. Your character doesn't have to be within the bolthole to activate this effect.
Trap Door 00: As long as your character is inside, the entrance from the physical world doesn't exist. Ephemeral beings who know where the entrance is can still try to pass through, but not even knocking down the wall of the door should be on allows physical access to the bolthole.
Easy Access 000: By spending a pain of Aether, your character can turn any door into the access point for their bolthole. Only one door can lead to the bolthole at a time, but the change lasts till your character sets a new door. Whenever anyone leaves the bolthole, its' always from the last door they entered through.

Multiple Agendas (p.121): 00
Effect: Your character is a complicated soul; she ascribes to the philosophies of 2 Agendas. More to the point, she gets both of the Angenda Conditions associated with her Agenda.

Terrible Form: 00000
Effect: Your character's demonic form is exceptionally potent and versatile. See p. 196 for more information on demonic form.
Body Modification 0: Your form has one extra Modification
Technological Advancement 00: You have one extra Technology
Jet Propulsion 000: Your demonic form has Jet Propulsion
Dual Processors 0000: Your demonic form has Dual Processors.

Versatile Transformation: 0
Effect: When you partially transform into your demonic form (p 196) it costs 1 Aether per two form abilities manifested. You don't have to manifest two if you don't want to.

________________________________________________________________________________
EMBEDS AND EXPLOITS
All starting demons have four Embeds and/or Exploits. One Embed must be from their Incarnation's favored category.

Vocal Embeds: Demons use these Embeds to exert influence over people and other thinking beings. Conceptually, they relate to communication, revelation and realization. Messengers make easiest use of Vocal Embeds.

Heart's Desire (Wits + Empathy - Composure, Instant Action)
Success: The demon knows one of the target's Aspirations for every dot of Primum the demon possesses. She learns short term first. If the demon has more Primum than the target's Aspirations, they also learn Virtue or Vice (or comparable).

Muse (Manipulation + Expression - Resolve, Action: Instant)
Success: The target experiences the idea that the demon intends. That can be anything from inspiration for a creative work t a craving for a given food or activity. The demon can instill suicical ideation or the notion of calling an estranged family member. Muse does not force the target to act on this idea, but a clever demon follows this Embed up with a well-timed conversation and nurtures the ida. Once the idea is in place add the dmeon's Primum rating to any attempts to convince the target to act on it (+7).
Exceptional Success: As above, but the target becomes fixated on the idea. The target's player must roll Resolve + Composure every day for a number of days equal to the demon's Primum. If this roll fails, the target immediately acts on the idea.


Exploits: Addictive Presence
The story of the succubus- a demon that feeds on sexual attention, is well known. Demons aren't above using sex as a means to enforcing or sealing bargains, a mean of persuasion or just for fun, but some demons perfect the art of eliciting pleasure from their victims with every glance, touch and movement. In this way, the demon can create an addict to her very presence, someone who will do almost anything for a few moments with her regardless of whether the relationship is sexual. This Exploit only feeds off of living humans. Any supernatural being gets to add their Supernatural Tolerance trait to the number of successes required. Many of them also have ways to break addictions that are not available to humans.
Dice Pool: Presence + Socialize + Primum
Action: Extended (target number = target's Willpower in intervals)
Cost: 1 Aether/roll
Success: This Exploit uses some of the same systems as Social maneuvering. Instead of opening a number of doors, the player attempts to accumulate a number of successes equal to the target's Willpower. The rest of the systems are the same  however. Once the number of successes are required, the target gains the "Addicted" Condition (p.307). His drug is simply being in the character's presence. If it is a Player Character, they get a Beat whenever he misses an obligation or complicates things in order to serve or be with the demon.  If the target achieves an exception success on a breaking point due to a Demon's actions, they resolve the Addiction. Though nothing is stopping the Demon from doing it again.
Exceptional Success: The player can choose one of the options on p. 313 or can choose to lower the target's Integrity by one when the Addiction is complete.
__________________________________________________________________________________
DEMONIC FORM
(p. 196) With concentration, a demon can assume aspects of her demonic form without undergoing a full transformation. this type of transformation is as unnatural for the demon as being in her human form. Changing this way requires the expenditure of one Aether per from ability assumed in the transformation, and another Aether to completely revert back to human form. If the demonn cannot spend enough  Aether in a round to complete the transformation at once, then none of the form abilities can be accessed until all Ather has been pent for the transformation, as she is in deep concentration while manifesting them. Once the demon has partially transformed form abilities, she cannot manifest additional form abilities unless they first revert completely back to human. Changing only partially into demonic form is not the same as a complete transformation. The demon does not heal or gain Aether during a partial transformation. Partially transforming into demonic form is still a compromise fore the dmon, yet not a s severe as full transformation. The roll gains a bonus equal to the number of form abilities not being accessed for the transformation. this means that if a demon with seven form abilities uses a partial transformation to manifest just one, the resulting compromise roll gets a +6 modifier.

BLADE HAND, HELLBLADE: 4L, -3 to Demon's Initiative
INHUMAN REFLEXES: Gain +2 bonus to all Dexterity rolls.
MENTAL RESISTANCE: Gain +2 to all supernal power resistances.
NIGHT VISION: Can see normally in the dark, gaining +2 to perception rolls. Can see in dark as if it were broad daylight.
SENSE THE ANGELIC: Demon can sense angelic powers on people or places for 24 hours with a Wits + Investigation check to notice Numina used.
TOUGH AS STONE: Can spend one Aether to convert all damage from a single attack from Aggravated to Lethal or from Lethal to Bashing. Once all damage has been downgraded once, it cannot be downgraded again. Aggravated damage can never become Bashing. The demon can spend multiple Aether this way to downgrade damage from multiple attacks in a round.
DEMONIC HORNS: Can head butt for 1L and inflicts the Stunned Tilt.
INHUMAN BEAUTY: Gain +2 bonus on any Social rolls due to looks and can activate her aura as a reflexive action, causing anyone who sees her to become subersveient to her awesome visage. The player rolls Presence + Intimidation vs . Composure and on a success, onlookers gain Inspired Condition or the Swooning Condition. The demon decides.
MIRRORED SKIN: As long as demon is standing still, they are completely invisible to the naked eye. The ndemon is moving, they gain +2 to Stealth rolls vs Wits + Composure -1.
PHASING: The demon can spend 1 Aether to transition from corporeal to incorporeal, allowing them to travel through solid objects at half Speed. They can not carry anyone or anything with them. All attack rolls suffer -2 penalty against the demon at this time.
WINGS: The demon is capable of flight and adds a species factor of 10 to their Speed while flying
RAIN OF FIRE (Cost 1 Aether, Dice Pool: Intelligence + Primus, Action: Instant, Success: Fire rains from the sky creating small pockets of fire across the area. The demon can attempt to direct the fire at targets. Players roll Wits + Occult - Defense. Anyone caught by the fire suffers 3L automatically. The fires do not last and only remain for one turn/Primus dot. Exceptional Success: Apply the Inferno Tilt to the area, but the demon can control where and how much the fire spreads.

DICEPOOLS
Exploits: Addictive Presence
The story of the succubus- a demon that feeds on sexual attention, is well known. Demons aren't above using sex as a means to enforcing or sealing bargains, a mean of persuasion or just for fun, but some demons perfect the art of eliciting pleasure from their victims with every glance, touch and movement. In this way, the demon can create an addict to her very presence, someone who will do almost anything for a few moments with her regardless of whether the relationship is sexual. This Exploit only feeds off of living humans. Any supernatural being gets to add their Supernatural Tolerance trait to the number of successes required. Many of them also have ways to break addictions that are not available to humans.
Dice Pool: Presence + Socialize + Primum
Action: Extended (target number = target's Willpower in intervals)

Cost: 1 Aether/roll
Success: This Exploit uses some of the same systems as Social maneuvering. Instead of opening a number of doors, the player attempts to accumulate a number of successes equal to the target's Willpower. The rest of the systems are the same  however. Once the number of successes are required, the target gains the "Addicted" Condition (p.307). His drug is simply being in the character's presence. If it is a Player Character, they get a Beat whenever he misses an obligation or complicates things in order to serve or be with the demon.  If the target achieves an exception success on a breaking point due to a Demon's actions, they resolve the Addiction. Though nothing is stopping the Demon from doing it again.
Exceptional Success: The player can choose one of the options on p. 313 or can choose to lower the target's Integrity by one when the Addiction is complete.


SIDE ENCOUNTER: TAKING BACK THE HERO (RICUN)



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PLOT OF THE WEST Empty Re: PLOT OF THE WEST

Post by Admin Mon Feb 19, 2018 9:02 pm

TREASURE AND EQUIPMENT

Verikosto (Blood Feud in Finnish)
PLOT OF THE WEST BloodAxeOfHellAnimated
The haft of this large axe is taller than most men. It’s made of a smoked black oak. It’s handle is crimson leather with an iron spiked swell. The head of the Axe’s metal is sable, with ornate red veins wrapped around its cheeks and heel.

Damage: +4
Initiative: -4
Strength: 4
Size: 4
Availability: n/a
Special: 9-Again, 2-Handed
Activation: Instant Action
Cost: Character sacrifices 1-3 Vitae
Maximum Vitae Storage: 3
Description: The character may spend an Instant Action to feed Verikosto (Very-Kas-Toe) 1 to 3 Vitae. At any time after storing the Vitae, the user may activate the Vitae with another Instant Action. Doing so causes one of the two to happen.

Forseti's Justice
Cost: 1 to 3 Vitae
Duration: 1 Attack
The Character can use an Instant Action to cause the Axe to apply additional Aggravated Damage to the next attack (it must be the next attack after activating). This damage does not make all damage Aggravated, only an amount equal to the Vitae spent (I.E. 4 Lethal for Axe + 1 to 3 Aggravated if that amount is spent)

Protection of Borr
Cost: 1 to 3 Vitae
Duration: 1 Scene
A custom sized set of armor equal in rating to the amount of Vitae spent covers the user. This armor is undoubtedly Norse, with leather, fur, steel and horns.
...................................................................................................................................................
Artifact: Red Crystal Skull
PLOT OF THE WEST Edea834123376884dc2281fddd531f23--red-jasper-crystal-skull
DURABILITY: 5 SIZE: 2  STRUCTURE: 7
GNOSIS: 5
MAX MANA: 15, 5 per turn
ROLL: Intelligence + Occult -2 for Non-regional lore
KNOWLEDGE: South American Mysterium and Adamantine Arrow tie the legend of the 13 Crystal Skulls with the completion of the Mayan Calendar (B'Ak'Tun-Cycle), which ends on December 21st, 2012. If the skulls are re-united, they will forestall a catastrophic prediction implied by the end date. Each skull themselves has their own magical artifact powers based on the 10 arcane arts. However, all are linked with curses that coincide with their gifts. The Red Skull is said to be that of "Forces" Arcana. The skull can fuel any Forces spells with ease, but the item also tests the user to further flirt with their own mortality.

Effects: This item, when held during casting, negates the base mana cost for "Forces" spells (not additional potency increases). In addition, if the user wishes to do the following, they may due so, but the natural environment around them causes a fire, electrical shock, forceful wind or overflow of water (faucet, river splash, rain) that causes a problem equal to a Dramatic Failure.

*Gain 1 Mana per Lethal Box taken (Maximum 5 per turn, 15 maximum until item receives oblation)
*Gain 1 Willpower
*Add +1 to Yantra bonus (can exceed cap)
*Subtract 1 to any Gnosis roll (minimal must remain at 1)
*Upgrade any Damaging spell from Bashing to Lethal
*Add +1 damage (Bashing to Bashing, Lethal to Lethal, Aggravated to Aggravated)

Additional Effect: The character can also cause one of the following tilts: Extreme Heat or Extreme Cold Tilt, Blizzard, Earthquake, in exchange for the following.
*Gain 2 Mana per Lethal Box (Maximum 5 per turn, 15 maximum until item receives oblation), Flooded, Heavy Winds, Ice
*Gain 2 Willpower
*Add +2 to Yantra bonus (can exceed cap)
*Add +2 damage (Bashing to Bashing, Lethal to Lethal, Aggravated to Aggravated)
....................................................................................................................................................................
Persian Oil Lamp
PLOT OF THE WEST Latest?cb=20130614003647
DURABILITY: 4 SIZE: 2  STRUCTURE: 8
Intelligence + Occult -3 for Rare Knowledge, Success:  It is said that long before the jinn were cast into the Pandemonium, they were known as the Fire-Wind Spirits that roamed Pangaea. When the Sundering occurred, the Fire-Wind Spirits were banished into place called the Forest's Heart located in early Pandemonium. This forest twisted into a labyrinth of mazes that corrupted the Fire-Wind Spirits, transforming them into modern day jinn. Ever since then, these creatures have longed to return to the Fallen World. They try and tear holes through the Pandemonium and trick Earthly summoners in order to make it back.<br /><br />While most jinn are too weak to make i to the Fallen World, the Marid jinn are powerful enough to claw their way back to the lands of men. Their reputation as proud and deviant demons has been noted in pre-Islamic Arabian mythology, as well as the collection of stories known as [/img]
Exceptional Success- The relationship between a jinn and a lamp is a mortal affair. While the first bronze and gold lamps were used out of desperation, jinn were so frightening, that humans insisted on using a sturdy receptacle instead of the classic soul jar or spirit container. Through the ages, it was believed that jinn could only be trapped in gold lamps, and so began the tradition of capturing Marid jinn within the oil lanterns.  

Azeema Nukif, the Bestower
This creature is known to be one of the darkest of all Marid jinn. Azeema Nukif enjoys the sport of twisting agreements in order to make the deal maker suffer.

...............................................................................................................................................................
Talbot Cane
PLOT OF THE WEST Talbot11

Damage: +1   Initiative: -1. Strength: 2. Size: 3

Lawrence Talbot purchased the cane for $15 from Gwen Conliffe at Conliffe's Antiques in the village of Llanwelly. Talbot had no particular interest in the cane itself and only purchased it as an excuse to flirt with Gwen.

Later that evening, a local girl named Jenny Williams was attacked and killed by a werewolf and Lawrence, thinking it an ordinary wolf, used the cane to bludgeon it to death. Unfortunately, Talbot was bitten by the werewolf in the process and thus, incurred the curse of lycanthropy upon himself. Some time later, Larry's father, Sir John Talbot was forced to use the cane on Larry when he transformed into a werewolf.

Little did anyone know, the black stained cane with a silver headed wolf on top was a loci that had trapped a powerful predator spirit within its wood. The violent death of Lawrence awoke the spirit, and bonded it with the Talbot bloodline. This loci has multiple effects. In the hands of an Uratha, it is a useful tool. In the hands of a Talbot, it’s quite frightening.

EFFECTS ON URATHA
When an Uratha holds this cane, the silver top irritates their senses, causing a Breaking Point. Should they continue to hold the walking stick, the character takes a -2 to all actions. However, while incurring this penalty, they do not take Aggravated damage from any other forms of Silver. Instead, they take damage as normal (a silver bullet still deals lethal damage). This damage can be regenerated accordingly. Should that damage overflow into Aggravated boxes, it remains Aggravated.

EFFECTS ON A TALBOT
In addition, when a Talbot holds the staff, they may spend a point of Willpower in order to force a single werewolf to make a Basu Im check. This Uratha must be within line of sight of the Talbot lodge member.

................................................................................................................................................................Diving Helmet of Captain Nemo a.k.a. Prince Dakkar
PLOT OF THE WEST Steampunk-diving-the-diving-helmet-mike-savad
DURABILITY: 5 SIZE: 2  STRUCTURE: 8

This piece of explorer’s equipment appears to be nothing more than a clunky copper deep sea diver’s helmet. When placed on, it’s worn, with foggy glass and tarnished inner walls. However, should one be able to speak the password, their viewfinder will display the diaries of Prince Dakkar.

“A bearded man with olive skin, piercing black eyes and dark hair can be seen from the neck up. He looks at his surroundings a bit before clearing his throat to speak. Contrary to appearance, the man’s voice has a crisp English accent. He explains that he has been gifted by a sea guide with this extraordinary helmet that he will use to document his exploits.

He explains that he is the son of a Hindu Raja of Bundelkhand, but his lands were destroyed by the British Imperial Society. Although he had an European education, he was never able to let go of what they did to his lands and family. Since then, the man has grown apart from society, using his inheritance to fund his scientific research. He and a small crew explore the ocean via their electric powered submarine, The Nautilus. The orator would speak proudly of his highly advanced double-hulled craft that can reach up to fifty knots.

As the entries continue, the speaker becomes more relaxed, and tells tales about picking bullion from sunken crafts in order to fund the documentation of millions of sea creatures along the sea floor. He and his men seem perfectly happy doing this for what seems like years, as hours of entries speak of new fish species and aquatic discoveries. The speaker goes into detail about his passion for the organ, and even gives a sample in some of his later entries. This goes on for sometime, and the watcher begins to understand that they are dealing with an educated man that can sometimes be uptight, but is of good nature.

Then, in his last entries, the speaker discusses a bizarre discovery along the depths. The narrator’s men stumbled upon a bizarre alter of high quality and alien design. They can locate no culture related to the unrecognizable texts, but the symbols seem centralized along a thin well. In later entries,
the explorers attempt to search inside and find freshly preserved corpses that seem to have died within the week. This terrifies and confused the crew. As they continue to visit the site, they find that since surfacing for air, the bodies have disappeared. Many of the crew wish to abandon any efforts on this mysterious alter, but the speaker insists on its archeological study.

In his last entry, the speaker’s eyes seem to be sea green with dilated pupils and micro-insects swimming within the irises. Water dribbles from his mouth as he struggles to gurgle our words. Surprisingly, he seems happy as he explains that the alter’s creators have revealed themselves to him. They will now take him and offer the ancient secrets of the sea. The speaker confessed that he finally feels at home, and that there will be no more entries on his part. His last line states, “Fair winds and follow the sea. Signing off,  Captain Nemo.”


Last edited by Admin on Wed Feb 28, 2018 8:09 pm; edited 16 times in total

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