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Campaign:Era of Dreams/Intrepid Rook
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== Inventory == '''Orichalcum Baneclaw, Artifact 1. Commit: 2'''<br/> '''Orichalcum Breastplate, Artifact 1. Commit: 2'''<br/> '''Skin-mount Amulet x2, Artifact 2 each.'''<br/> <br/> '''Orichalcum Perfected Kata Bracers, Artifact 4, Commit 8.'''<br/> These bracers were passed down from Rook's previous incarnation, who was said to be one of the leading experts in medicinal Martial Arts. She doesn't care much for that, and has only passable skill in their use, but never-the-less hangs onto them for the time being.<br/> Whenever she invokes a Form Charm, these bracers add +Essence to the Accuracy, Damage and Defense of all her attacks. Additionally, attacks enhanced by the bracers deal Aggravated Damage to creatures of darkness. [Not committed or currently worn]<br/> <br/> '''Prosthetics of Clockwork Elegance, Total commit: 10'''<br/> '''Mechanical Left Arm, Artifact 2:''' +2 Strength (3m)<br/> '''Lung-Baffles, Artifact 2:''' May breathe water like air. (4m)<br/> '''Clockwork Eyes, Artifact 2:''' +1 Per for visual rolls, ignores low-light penalties except in complete darkness. (3m)<br/> <br/> '''"Test Design 47" Chaomorphic Symbiote, Artifact 3. Commit: 1, 1L when uncommitted.'''<br/> Rook's latest attempt at Mutation-wear, made for performing specialized tasks in Factory cathedrals that are typically out of mortal reach. If the design passes her criteria, it may become her next purchasable Fountain format. The package contains the following, activated at 2m per mutation point:<br/> ''Lidless Demon Eye, 4 points:'' +1 to all Awareness rolls and functions as All-Encompassing Sorcerer's Sight, but renders stealth impossible while the eye is exposed. Covering it causes a -3 internal penalty to all actions.<br/> ''Elemental Adaptation (Water), 1 point:'' No harmful effects from surviving in salt or fresh water for extended periods. May hold breath for (Stamina x2) minutes, plus the result of a Sta + Resist roll. Reduce difficulty on Athletics for swimming by 1, and double swim speed.<br/> ''Sonar, 1 point:'' Emits high-Pitched sounds that allow for sight beyond normal range underwater. Also ignores blind fighting penalties.<br/> ''Fluttering Wings (Skin flaps), 4 points:'' Allows gliding for limited distance and slowing falls. Double vertical leaping distance, triple for horizontal.<br/> ''Allergy (Steel), -1 point:'' -1 penalty when exposed to Steel. Skin contact inflicts 1B every 2 actions.<br/> ''Diet (Fruits), -1 point:'' Delicious fruit, must eat.<br/> ''Hungry, -1 point:'' Requires 25% more food than normal while active.<br/> <br/> '''"Cogwheel" Automata Austrech, Artifact 3. Commit: 1'''<br/> Str 6, Dex 5, Sta 7<br/> Per 2, Int 2, Wit 3<br/> Abilities: Athletics 4, Awareness 3, Dodge 2, Integrity 1, Investigation 1, Martial Arts 2, Presence 1, Resistance 3, Stealth 1, Survival 2.<br/> ''Bite'' (Speed 6, Accuracy 7, Damage 6L, Parry DV --, Rate 1, Tags N)<br/> ''Kick'' (Speed 5, Accuracy 7, Damage 8L, Parry DV --, Rate 1, Tags N)<br/> Dodge DV: 3<br/> Soak: 5L/17B (Armor hide, 5L/10B)<br/> Health Levels: -0/-0/-1/-1/-1/-1/-2/-2/-2/-2/-4/-4/Incap<br/> === Principality === The Shining Water principality a small island-state just southeast of Wavecrest, which Rook rules as more of a proud but overbearing mother figure than a steel-fisted tyrant. She's a savant at heart, and so stays distant from direct governance, but keeps a critical eye on the dominant attitudes and societal changes that influence her people. Every Dragonblood in her hierarchy is a close personal friend, hand-chosen for their expertise and favorable views of both their people and what Rook wants Shining Water to become. This state of affairs suits Rook perfectly fine as she works her business into the day to day operations of government, though she still demands each new law must be personally scrutinized before it is approved.<br/> Among the common people, the law dictates that each citizen must make use of Rook's wide variety of inventions in their normal life and work. The most obvious of these is the sorcery-driven "caste system" that requires mortals to undergo small amounts of mutations to optimize their effectiveness at their chosen career, openly marking them as an employee of a particular industry. Thus the bulk of spending goes into public health care and education, including a policy of paid time off for mortals during the month of painful "detox" while changing from one job to the next. Rook has also instituted a sizable network of mortals and thaumaturgists trained to notice when combinations of mutations and artifacts combine badly, and report their results to her for further development. So far, only one mass-production Artifact has required a full recall (the "Earth-sight Eyes" which caused a large amount of fuss when no one could see stonework anymore, such as the walls of houses).<br/> As a result Shining Water boasts some of the most highly specialized and adept mortals in the Southwest, capable of repelling even Lintha raids without Dragonblooded support, a fact that Rook never fails to capitalize on in her marketing. The widespread and frankly mishmashed nature of these specializations has led some of her more critical colleagues to start referring to her RPCs as "Rookeries", a term she has ruefully embraced.<br/> === Manses and Hearthstones === '''Cloister of the Calmed Mind, Earth-aspect, Rating 1.'''<br/> This Manse is a comfortable stone and glass cottage on the lower slopes of Meru, in one of the quieter neighborhoods. The entire manse is arranged like a tremendous rock garden and spa, with trickling rivulets, waterfalls and stony slabs dividing the various "rooms." Rook herself lives in the Hearthstone chamber at it's center, where all the water meets in a large relaxing wading pool. She has done a sizable amount of work on her abode over the past century, using her sorcery to imbue various rivers and streams within the Manse with body-altering effects, turning the Hearthroom pool into something of a "wade-in closet". Luckily, most of them are keyed to Solar Exalted-only to prevent accidents, and cause purely aesthetic changes to herself in the majority of cases. In the attached garage, she normally keeps Cogwheel, her clockwork Austrech, in storage along with her Chariot of the Infinite Heavens.<br/> Powers: Magical Conveniences [2 points] - The Manse was originally built to provide a serene, calming atmosphere for those within. The waters may be stopped or redirected with a mental command to reduce noise, or may raise themselves in temperature to that of a steamy bath. Rook mainly uses this feature for combining mutations in her hearthstone pool, to create new "looks" for herself whenever the whim takes her.<br/> '''Stone of Breath, Earth 1'''<br/> '''Trigger:''' Constant<br/> Allows for clear, calm breathing. Adds +3 to all Resistance rolls. [Set in Baneclaw]<br/> <br/> '''Spires of White Iron, Air-aspect, Rating 2.'''<br/> Crouched across the tallest point of her island principality, this impressive townhouse is where Rook spends the bulk of her time outside of Meru or not behind a pair of essence-shielded goggles. Lush hanging gardens and balconies lie between the large metal towers that give the manse it's name, giving the overlook a quiet and peaceful ambiance, perfect for researching and entertaining random visitors.<br/> Powers: Comfort Zone [1 point] - The manse constantly swirls wind around it's towers, giving the grounds a cool breeze even in the humid tropical climate. Magical Conveniences [1 points] - Doors, windows, cupboards and other amenities automatically open through small gusts of wind on approach, even turning book pages with a slight gesture.<br/> '''Savant's Icy Eye, Air 2'''<br/> '''Trigger:''' Constant<br/> Bearer instantly knows exactly how many things there are within a given group, and may rough-estimate even if she sees only a portion of them. Additionally, grants +5 dice to all rolls involving numbers or calculations. [Set in Amulet]<br/> <br/> '''Cathedral of Singing Gears, Air-aspect, Rating 3.'''<br/> As the premiere workshop within her principality, the Cathedral of Singing Gears is fully staffed by Clockwork efficacy servitors, folding servants and other useful automata which keep the manse running at optimal levels. It's from these towering buttresses of crystal tubing and essence-transference conduits that she produces most of the mutation designs, Fountain templates (including Labor, Policing, and more specialized blends) and Artifact enhancements for her people.<br/> Powers: Genesis AND Air [6 points] - Functions as a Flawless workshop for Craft Genesis and Air, and counts as a 4 dot workshop for repairs on such items. Control Room [2 points] - Overlooking the entire factory floor, the controls allow Rook to direct entire wings of Servitors in their duties, as well as monitor their ongoing progress. Habitability 2 - The Manse is a factory, first and foremost. It makes no accommodations for living areas beyond a small alcove stationed far away from the bubbling pipes and essence-conducting arrays, stocked with a single bed mounded with reference tablets and tomes. Rook does not look forward to her multi-day visits, and so tends to spend what little time she stays there setting up an extensive backlog of projects and experiments to be completed before her return.<br/> '''Key of Mastery, Air 3'''<br/> '''Trigger:''' Constant <br/> Reduces the cost of a single spell by Essence x2 motes, though it cannot reduce a cost by more than half. Attuning to a new spell requires meditating with the stone for a number of hours equal to the mote cost of the spell. [Set in Amulet. Currently keyed to Fountain of Fathomless Dreams.]<br/>
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