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Chochinbi

A blunt dagger. An empty stomach. An orphaned boy. Without a family to call his own, without a bed to retreat to on cold nights. You think back to your childhood often and never have you felt pity, for you have struggled; that's for certain, yet you survived. No - you lived. The whelp, they called you. An elf with dragon blood, yet instead of great wings, instead of glorious horns, you got… scales. A result of an ancestral curse, an experiment gone wrong maybe, or perhaps the result of forbidden love. Rumors spread around your origin and yet, no-one ever extended an arm to aid you. Despite it, you managed. To learn. To fight. To live. The forests of Paeriri provided whatever the streets couldn't. In fact, as you aged, you thrived; for abundance came from the bounty of the land which you have grown close to. You found comfort in the most inhospitable places, and found nourishment from unlikely sources; in the wild, you are at your peak.  You dreamt of one day travelling the seas towards Hybromasog; the ancestral land of dragonborn, so that you may get closer to your draconic kin, however, you always felt a looming anxiety that like your elven brothers and sisters, they too might turn their backs on you.  And then you met Kuzuryu. This ancient dragon looked over the lands of Aten for millenia, long before it became a land of agriculture. He keeps the land in harmony with the weave, and protects it from the natural corruption of chaos. He has been watching you for a long time, and nearing the end of his long life, he finally reaches out to you. He tells you stories of your childhood, and how he always watched from a distance, filled with pride as you always managed to triumph over terrible circumstances. He tells you of his situation, and entrusts you with a mission to find the one to take over in his stead. And so you went. Outside Paeriri. Through Aten. Across the Hathorinian Ocean. And finally, into the Ice Walls, so that you may find the great sage, she who holds all answers; the god of Wisdom. Finding her means granting you the knowledge to locate the dragon to take Kuzuryu’s station and finally relieve him of his duty. You found no great difficulty traversing Atlas and reaching Earth, however, Earth has its own challenges. It seems that the moment you stepped foot in this land, something noticed you immediately, and ever since, you have been under its observation. You paid no mind to it, as Kuzuryu himself has done so for the 78 years you’ve lived, and yet, why does this time feel different? You feel as though you’ve stumbled upon this murky puddle of mysteries, and every step forward only leads you deeper in this bog. Humans are already a whole can of worms, but human gods… now this is something you’re not used to. Not to mention, the jungles of concrete, iron and glass they call home are far from the landscapes you’re used to.  But that shouldn't stop you. You’ve been through worse. And you’ll just keep on doing what you do best. Move forward. Survive. Live.

What you know:

> You are from a unique ancestry born from elves with dragonborn blood. You do not know your parents, nor anyone from your family. You have no recollection if you were abandoned, orphaned, or anything of the sort, only that you’ve managed to survive on the streets since your earliest memories.

> You know not where you were born, only that most of your early memories were from the land of Paeriri, from the continent of Aten. You had no formal education, but as an elf, you were still able to learn to read and write from libraries and other publicly accessible resources. While you were an orphan and had no direct help from the townsfolk, you still had equal opportunity to most facilities.

> You are familiar with a dragon named Kuzuryu, who has watched over you since you were young. He has tasked you with a mission to locate the dragon to take his place, as he is close to the end of his long life. Though never explicitly stated, he views you somewhat like his own kin.

> You sailed through the Hathornian Ocean with a group of halfling fishermen, dropping you off at the gate-town Thule where you continued your journey through the ice walls. You were granted passage through their magical gate by presenting a token granted to you by Kuzuryu; a golden root encased in crystallized dragonfire

> The presence you felt watching you as you entered earth does not feel malevolent; as it seems to help you navigate the human land of earth. You feel as though this presence obscures your own, which you have learnt to use to your advantage; avoiding the curious eyes of humans.

> You have been told that the God of Wisdom moved into the ice walls long ago to aid the humans in their isolation. You were also told that she appears as a great Avian Beastborn in the form of an Ibis. Your investigations within the ice walls leads you to believe that she is known under the new moniker of God of Technology, matriarch of the Pantheon of Progress.

Backstory - Not Animated

A blunt dagger. An empty stomach. An orphaned boy. Without a family to call his own, without a bed to retreat to on cold nights. You think back to your childhood often and never have you felt pity, for you have struggled; that's for certain, yet you survived. No - you lived.

The whelp, they called you. An elf with dragon blood, yet instead of great wings, instead of glorious horns, you got… scales. A result of an ancestral curse, an experiment gone wrong maybe, or perhaps the result of forbidden love. Rumors spread around your origin and yet, no-one ever extended an arm to aid you. Despite it, you managed. To learn. To fight. To live.

The forests of Paeriri provided whatever the streets couldn't. In fact, as you aged, you thrived; for abundance came from the bounty of the land which you have grown close to. You found comfort in the most inhospitable places, and found nourishment from unlikely sources; in the wild, you are at your peak. 

You dreamt of one day travelling the seas towards Hybromasog; the ancestral land of dragonborn, so that you may get closer to your draconic kin, however, you always felt a looming anxiety that like your elven brothers and sisters, they too might turn their backs on you. 

And then you met Kuzuryu.

This ancient dragon looked over the lands of Aten for millenia, long before it became a land of agriculture. He keeps the land in harmony with the weave, and protects it from the natural corruption of chaos. He has been watching you for a long time, and nearing the end of his long life, he finally reaches out to you. He tells you stories of your childhood, and how he always watched from a distance, filled with pride as you always managed to triumph over terrible circumstances. He tells you of his situation, and entrusts you with a mission to find the one to take over in his stead.

And so you went. Outside Paeriri. Through Aten. Across the Hathorinian Ocean. And finally, into the Ice Walls, so that you may find the great sage, she who holds all answers; the god of Wisdom. Finding her means granting you the knowledge to locate the dragon to take Kuzuryu’s station and finally relieve him of his duty.

You found no great difficulty traversing Atlas and reaching Earth, however, Earth has its own challenges. It seems that the moment you stepped foot in this land, something noticed you immediately, and ever since, you have been under its observation. You paid no mind to it, as Kuzuryu himself has done so for the 78 years you’ve lived, and yet, why does this time feel different?

You feel as though you’ve stumbled upon this murky puddle of mysteries, and every step forward only leads you deeper in this bog. Humans are already a whole can of worms, but human gods… now this is something you’re not used to. Not to mention, the jungles of concrete, iron and glass they call home are far from the landscapes you’re used to. 

But that shouldn't stop you. You’ve been through worse. And you’ll just keep on doing what you do best. Move forward. Survive. Live.


Character

Level: 3

Combat Mastery:

Ranger

Draconic Elf

Stamina Points

SP Max: 2

Mana Points

MP Max: 2

Hit Points

Max HP: 15

Active Defense

3 + 2 + 8 + CM =
14

Passive Defense

2 + -2 + 8 + 1 =
9

Stats

Prime: 3

Selected Stats
Awareness: Novice (+2)

Might: 2

Selected Stats
Atheltics: Novice (+2)

Agility: 3

Selected Stats
Trickery: Novice (+2)
Stealth: Adept (+4)

Charisma: -2

Selected Stats
Influence: Novice (+2)
Insight: Novice (+2)

Intelligence: 2

Selected Stats
Investigation: Adept (+4)

Saving Stats

Agility
Intelligence

Combat

Move Speed: 5

Jump Distance: 2

Death

  • DEATH THRESHOLD = 0 HP - Prime = 0

Combat

Stamina Points

SP Max: 2

Mana Points

MP Max: 2

Hit Points

Max HP: 15

Active Defense (to code)

15

Passive Defense (to code)

12 + 2 (LA) = 14
Action Points
Stamina Points
Mana Points

Combat Checks

  • ATTACK / SPELL CHECK = CM + Prime = 0
  • SAVE DC = 10 + CM + Prime = 0
  • MARTIAL CHECK = ATH or ACRO = 0

Bonuses / Buffs / Debuffs

  • Advantage (-1 AP) - Extra Roll Next AP (Stackable)
  • Helping Hand / Assistance (-1 AP) - Give bonus die to teammate, stacked assistance gives progressively worse dice for each  (1 D8 to start)
  • Repeat Actions has stacking DisAdv, Resets at end of turn

Reactions

Opportunity Attack:
Prerequisite: Martial Mastery
Trigger: A creature you can see within your Melee Range uses its movement to leave your Melee Range, stands up from Prone, picks up an item off the ground, or takes the Object Action.

Reaction: You can spend 1 AP to make a Melee Martial Attack against the provoking creature. You can spend additional AP to gain ADV or to perform Maneuvers with the Attack.

Race / Class Buffs

Elf

Elven Will - ELF

You have ADV on Checks and Saves against being Charmed and put to Sleep.


Agile Explorer - ELF

You are not affected by Difficult Terrain.


Peerless Sight - ELF

You don't have DisADV as a result of making an Attack with a Weapon at Long Range.
Dragonborn
Draconic Protection
Once per Combat, when an ally within 20 Spaces is on Death's Door, you begin to surge with an ancient power. While they remain on Death's Door their PD and MD increases by 5 till Combat ends
Ranger

Ranger: Subterranean | Urban
While you're in one of your Favored Terrains, you have ADV on Stealth and Survival Checks and can't be Surprised.


Possible Actions

Hunter's Mark

You can spend 1 AP and 1 SP to focus on and mark a creature you can see within 15 Spaces as your quarry. Alternatively, you can mark a creature by studying its tracks for at least 1 minute.

While a creature is marked, you gain the following benefits:

  • You have ADV on Awareness and Survival Checks made to find the target.
  • first Martial Attack against your target on your turn has ADV and ignores PDR.
  • When you score a Heavy or Critical Hit against the target, you automatically grant a d8 Help Die to the next Attack made against the target before the start of your next turn.

The target is marked as long as it's on the same Plane of Existence as you, and vanishes early if you complete a Long Rest, fall Unconscious, or use this Feature again to mark another creature.

Hunter’s Strike

You have an assortment of unique oils, tools, and weapon accessories that you can use to modify a Weapon (or piece of ammunition) when making an Attack.

Hunter’s Strike: You can spend 1 SP as part of a Weapon Attack to add 1 of the effects listed below. You can only use 1 of these effects per Attack Check. If an effect forces the target to make a Save, it does so against your Save DC.

  • Piercing: 2 Piercing damage and Physical Save against Bleeding.
  • Snare: 2 Bludgeoning damage and Physical Save against Grappled.
  • Acid: 2 Corrosion damage and Agility Save against Slowed until the end of your next turn.
  • Toxin: 2 Poison damage and Might Save against Impaired until the end of your next turn.
  • Flash Bang: 2 Sonic damage and Mental Save against Dazed until the end of your next turn.
  • Fire Oil: 2 Fire damage and Physical Save against Burning.
Talent: Druid Domain

You can spend 1 AP and 1 MP to create your own Druid Domain that includes small plant life, sand, shallow water, or other naturally occurring features. You create up to 8 Domain Spaces along the ground or walls. The first Domain Space must be within 1 Space of you, and each additional Domain Space must be adjacent to another Domain Space.

Domain Spaces: The area is considered to be Difficult Terrain for creatures of your choice, and when you cast a Spell, you can do so as if you were standing in any Space within your Domain.

Losing Domain Spaces: A Domain Space also disappears if you end your turn farther than 15 Spaces away from it or you die.

Domain Actions

While you have Domain Spaces, you can take any of the following Domain Actions:

  • Nature’s Grasp: You can spend 1 AP to force a creature of your choice within your Domain to make a Repeated Physical Save against your Save DC. Save Failure: The target is Grappled for 1 minute or until your Druid Domain ends.
  • Move Creature: You can spend 1 AP to move a creature Grappled by this feature up to 2 Spaces within your Domain.
  • Move Object: You can take the Object Action to use this feature to interact with any object within your Domain as if you were standing in any of your Domain Spaces. When you do, you can move the object up to 5 Spaces within your Domain.
  • Wild Growth: You can spend 1 AP and 1 MP to make a DC 10 Spell Check to heal a target within your Domain. Success: The target immediately regains 1 HP. For the next minute, they regain an additional 1 HP each time they end their turn within your Domain. Success (each 5): They immediately regain +1 HP. Failure: The target only regains 1 HP immediately.
Selected Manuevers

Expose

Maneuver: (1 AP) The target becomes Exposed (Attacks against it have ADV) against the next Attack made against it before the end of your next turn.


Knockback

Maneuver: (1 AP) The target is pushed 1 Space away plus up to 1 additional Space for every 5 it fails its Save by.


Side Step

Trigger: You're targeted by an Attack against your PD.

Reaction (Maneuver): (1 AP) You move 1 Space to a Space that's still within the Attack's range. When you do, the Attack has DisADV against you. If you move behind cover, you don't gain the benefit of that cover against the Attack


UNDECIDED : TO CHOOSE

Cantrip: Druid - Shield

Protection (Cantrip), Arcane

Cost: 1 AP
Range: 1 Spaces
Duration: Instantaneous

You create a barrier of magic to protect yourself or others around you.

Trigger: When a creature you can see within range (including yourself) is targeted by an Attack.

Reaction: You grant the target a +5 bonus to its PD and MD against the Attack.

Mana Point Enhancements

  • Increase Range: Spend 1 MP to increase the Range to 5 Spaces.
  • Multiple Targets: Spend 1 MP to target 1 additional creature in range from the same triggering Attack (such as an Area of Effect).
  • Increase Duration: Spend 1 MP to make the PD and MD bonus last until the start of your next turn.
Spell: Burning Flames

Destruction
Cost: 2 AP + 1 MP
Range: Self (10 Spaces)
Duration: Instantaneous

A brilliant flame manifests around you.
Choose a type of area: Line, Cone, or Sphere. You are the

Spell’s Point of Origin.

  • Line: The Spell affects every target in a 1 Space wide and 10 Space long line.
  • Cone: The Spell creates a 3 Space long Cone.
  • Sphere: The Spell affects every target within a 2 Space range of you.

Make a Spell Check against every target's PD within the Spell’s area.

Hit: The target takes 2 Fire damage.

Mana Point Enhancements
Burning: Spend 1 MP to force all targets to Save against Burning for 1 minute.

Range: Spend 1 MP to change the origin point of the Spell to 15 Spaces (instead of Self).

Conditions

Burning
You take 1 Fire damage at the start of each of your turns. You or another creature within 1 Space can spend 1 AP to put it out.


Monster Slayer
  • Monstrous Concoctions: You hunt down your targets with the aid of Concoctions you have learned to create by hunting monsters.
  • Concoction Recipes: You learn 3 Concoction Recipes of your choice from the list below. During a Long Rest you can prepare ingredients for a number of Vials equal to your Prime Modifier. These ingredients become inert when you next Long Rest, at which point you can prepare new ones.
  • Round in Combat is 12 seconds. That means that 1 minute is equal to 5 Rounds of Combat. so 10 minutes is 50 rounds
  • Concoctions: As an Object Action you can turn one prepared Vial into a Concoction of your choice and immediately drink it or administer it to a creature within 1 Space. The effects last for 10 minutes and you can benefit from only one Concoction at a time; drinking a new one ends the previous effect.
  • Ooze Gel:
    • Hunter’s Mark — When you Heavy Hit your Marked target you coat it in slime; it is Hindered until it or a creature within 1 Space spends 1 AP to remove the slime.
    • Amorphous Body — You can climb difficult surfaces (including ceilings) without making a Check and squeeze through gaps as small as 2 inches / 5 cm.
  • Plant Fibers:
    • Hunter’s Mark — If your Mark fails a Save you force, it can’t move until the end of your next turn.
    • Plant Stitching — You are Immune to Bleeding and gain 1 Temp HP at the end of each of your turns.
  • Divine Water:
    • Hunter’s Mark — Once per turn, when you Heavy Hit your Mark it also becomes Exposed on the next Attack against it before your next turn.
    • Brilliant Essence — You gain Radiant Resistance (Half) and emit Bright Light in a 5-Space radius.
  • Monster Hunter: If you have 3 entries of creatures with the same Creature Type in your Hunter’s Bestiary, you add the entire Type as a single entry and gain ADV on Checks to learn or recall information about any creature of that Type.

Maneuvers

Spending Stamina
You can spend SP in place of Action Points when performing a Martial Maneuver.

Multiple Meneuvers
You can't perform the same Maneuver more than once per Attack Check or Trigger, unless otherwise stated.

Maneuver Damage
If a Maneuver deals damage, it deals the same type of damage as the Weapon or Unarmed Strike you are using to perform the Maneuver, unless stated otherwise.

Save Effects
Some Maneuvers force the target to make a Save against your Save DC or suffer a chosen effect. If you force a creature to Save against the effects of multiple Maneuvers that are a part of the same Attack, the target only makes 1 Save against all Physical Save effects.

Contest Effects
Some Maneuvers force a Contest between you and the target creature. If you initiate a Contest with a creature against the effects of multiple Maneuvers, you and the target participate in 1 Contest for all effects

Attack Maneuver

Attack Maneuvers modify your Martial Attacks with additional damage, range, or targets.

When you make a Martial Attack, you can spend additional AP to perform an Attack Maneuver as part of the Attack. You must choose to do so before you make the Attack Check.


Extend Attack

Maneuver: (1 AP) Your Melee Attack Range is increased by 1 Space (or your Ranged Attack Range is increased by 5 Spaces) for the Attack Check.


Power Attack

Maneuver: (1 AP) You deal +1 damage with the Attack. You can use this Maneuver multiple times.


Sweep Attack

Maneuver: (1 AP) Choose 1 additional target within 1 Space of the original target that's within your Attack Range. Make 1 Attack Check against all targets.

Attack Hit: The original target takes your Attack’s damage, and each additional target hit takes 1 damage of the same type.

Save Maneuver

Save Maneuvers modify your Martial Attacks with additional effects that impose debilitating conditions.

When you make a Martial Attack, you can spend additional AP to perform a Save Maneuver with the Attack. When you do, the target makes a Physical Save against your Save DC.

Save Failure: The target suffers the effects of your Maneuver.


Bleed

Maneuver: (1 AP) The target begins Bleeding (1 True damage at the start of their turn).


Daze

Maneuver: (1 AP) The target becomes Dazed (DisADV on Mental Checks) on the next Mental Check it makes before the end of your next turn.


Expose

Maneuver: (1 AP) The target becomes Exposed (Attacks against it have ADV) against the next Attack made against it before the end of your next turn.


Hamstring

Maneuver: (1 AP) The target is Slowed (every 1 Space you move costs an extra 1 Space of movement) until the end of your next turn.


Hinder

Maneuver: (1 AP) The target becomes Hindered (DisADV on Attacks) on the next Attack it makes before the end of your next turn.


Impair

Maneuver: (1 AP) The target becomes Impaired (DisADV on Physical Checks) on the next Physical Check it makes before the end of your next turn.


Knockback

Maneuver: (1 AP) The target is pushed 1 Space away plus up to 1 additional Space for every 5 it fails its Save by.


Trip

Maneuver: (2 AP) The target falls Prone.

Grapple Maneuver

Grapple Maneuvers modify your Grapple Checks with additional slams, pins, throws, and other effects.

When you attempt to Grapple a creature, you can spend additional AP to perform a Grapple Maneuver as part of the Grapple attempt. You must choose to do so before you make the Grapple Check.

Grapple Success: The target is Grappled and suffers the damage or effects of your Maneuver.

You can also perform Grapple Maneuvers on creatures you have Grappled. When you perform a Grapple Maneuver against a creature you have Grappled, you make an Athletics Check contested by the target’s Martial Check.

Contest Success: The target suffers the damage or effects of your Maneuver.

Contest Failure: The target suffers no additional effects but remains Grappled by you.


Body Block

Trigger: You are targeted by an Attack.

Reaction (Maneuver): (1 AP) You reposition a creature Grappled by you to shield yourself from damage. You and the Grappled creature take half the damage dealt by the attack, and you can move the Grappled creature to any space adjacent to you immediately afterwards.


Restrain

Maneuver: (1 AP) The target is Restrained until the Grapple ends. On its turn, it can spend 1 AP to end being Restrained but remains Grappled until the condition ends.

DC Tip: Restrained makes the target Exposed (ADV on Attacks against them) and Hindered (target has DisADV on their Attacks).


Slam

Maneuver: (1 AP) The target takes 1 Bludgeoning damage.

Success (each 5): +1 damage.


Takedown

Maneuver: (1 AP) The target falls Prone. You don’t fall Prone unless you choose to do so.


Throw

Requires: The Grappled creature is your size or smaller.

Maneuver: (1 AP) The target is thrown up to a number of Spaces equal to half of your Might (ending the Grappled Condition) plus up to 1 additional Space for every 5 they fail the Contest by (see “Throwing Creatures” on page 71).

Defense

Defense Maneuvers

Defense Maneuvers enable you to avoid or mitigate taking damage by using blocking, deflecting, or dodging attacks.

Defense Maneuvers are taken to protect your allies or in reaction to a trigger (an Attack Check, Spell Check, or Contest).


Reaction Maneuvers

Some Maneuvers allow you to use a Reaction when a creature is targeted by an Attack (such as Parry, Raise Shield, and Side Step). For such Maneuvers, you can wait until after the Check is made, but you must decide to use the Maneuver before the GM says the result of the Check.


Parry

Trigger: When a creature you can see within 1 Space (including yourself) is targeted by an Attack against its PD.

Reaction (Maneuver): (1 AP) You grant the target a +5 bonus to PD against this Attack.


Protect

Trigger: A creature you can see within 1 Space is hit by an Attack against its PD.

Reaction (Maneuver): (1 AP) The target takes half of the damage and you take the other half. The damage you take bypasses any Damage Reduction.


Raise Shield

Requires: You're wielding a Shield.

Trigger: When a creature you can see within 1 Space (including yourself) is targeted by an Attack against its PD.

Reaction (Maneuver): (1 AP) You reduce the damage against the target by an amount equal to your Shield’s PD bonus.


Side Step

Trigger: You're targeted by an Attack against your PD.

Reaction (Maneuver): (1 AP) You move 1 Space to a Space that's still within the Attack's range. When you do, the Attack has DisADV against you. If you move behind cover, you don't gain the benefit of that cover against the Attack.


Swap

Maneuver: (1 AP) You switch Spaces with a willing creature within 1 Space. If this movement would provoke an Opportunity Attack against you or the target creature, any Opportunity Attacks are made against you.


Taunt

Maneuver: (1 AP) Choose an enemy creature that can see or hear you within 5 Spaces. Make an Attack Check, Influence Check, or Intimidation Check (your choice) contested by the target's Mental Save.

Contest Success: The target is Taunted (DisADV on Attacks against creatures other than you) by you on their next Attack.

Full Taunt: You can spend an additional 1 AP to have the Taunted condition last until the end of your next turn.

Equipment:

  • 1x Short Sword ( 1S Guard, Impact)
  • 1x Battle Axe (1S Versatile, Impact)
  • 1x Long Bow (1P Two-Handed, Ammo, Unwieldy, Impact, Long-Ranged (30/90))
  • (17/20) Arrows + 20 Arrows
  • 1 x Fortified Light Armour (+2 AD)
  • 1x Chrono Compass
  • 98 Gold Pieces
  • Mask to allow to disguise as any known animal
  • Cards: The Star | The Tower | The Empress | Judgement
  • Blacksmith Hammer
  • Flask of oil with red sheen
  • gained Judgement (Call god by name and get 1 favour)
  • Tooth Pelvis
  • Monster Energy Drink

Session Notes

Steampunk Magic Campaign Theme -- 1801s New York London (Steam Iron Magic)

Session 9

Explored Island

- Created Counter Spell Counter Spell Potion and gave to google

- Found Bones and ritual about love

- Donny did circle and found primal god (Death)

- Created Monster Energy Drink

- Primal Faith -> Belief

Season 8

  • Found Island covered in fog
    • Has people like fallout - turned into wood and stone 
  • runes exploded in the centre
    • ritual, people close are charred
  • restored runes and had visions of what occurred
  • Mutations could of been caused by magic / radiation

Session 6

Cat is Ally, has talked to me before?

Marconi can be a powerful ally
We need to pretend to be dead / make sure Marconi

  • See book, can see the names, Hypnos, Sekhmet, Hrugnir
  • Look at roof, certain valentine gone but down that he got away, cat there, check emblem, not there (my god?). 

In Underground Caverns under fae forest

- Killed Slime

- Inspecting the cave room. 

found witch, used points to get teleported out and free her. Let her out, gave us details.

 

Season 5

Travelled through the fae fields, thanks to the cchrone compass.

  • Meet donathon (orc beastman, yeti looking man with tattoo, monk
  • Golden glow radiating around donny

See home village up ahead with compass pointing to it. 

  • quite town, edge of fae forest, mainly human
  • humans in ireland are aware of the fae so odd for town to be so close to the town.
  • Cursed, 2 actions points till broken
  • Slip through illusion wall
  • Found the god of radio, Big G  
  • new gods are being made (by product)
    • potential gods being killed making space
    • donny is god of poverty, nicky
    • Maxinia God of exploitation, sola
  • to kill a god, kill their concept (to be forgotten)
  •  sniper shot god of radio (valentine)
  • ecplise in 1 month, outside icewalls
  • find obv in london - Maxi
  • poster - deface all

Session 4

-- Check Engine Bay
-- Runes that bessie can read?
-- Floor has track with cannon and chain holding it has latches
-- canon forge from dark metal, with blue energy - similar to creatue and has runes
-- desgined to extend out the ship
-- out the figure head, work, inked with gold, Vigridr
-- decipher runes, dont recognise it.
-- put navigator part of compass into captain quaters
-- Eye works like camera
-- Air (Fly), Earth (Ground), Water (cloak), Fire (Fight)

Downtime
-- Recorded about undead
While traveling, dark lightning clouds
Rest (doing rotation watch)
-- Early Night
-- Close to storm cloud, minor turbelance, lightning clouds all around.
-- Humanoid Figures? Warned About sky elves, but dont feel like it could be them.
-- Find book in elvish, hand written. Looks oldest. Documented, informative, humans felt infurior, Genisis, called upon 1 of 7 the primal, killed. Faith (Jesus). Human created the rules for gods. Knew of God of Destruction (There from begining.) also Nature.
-- Thunder strike close by.
-- Something on Deck
--

Currency:
10 cop to 1 sil, 10 sil to 1 gold

Session 3

More humans in upperworks
- unbothered
- pair of individuals stricking out with appearance (much nicer)

Hear voice in head - Emblem in my hand
- Black aura - using emblemto check the 2 individuals
- both huge purple eye

Emblem - red for red hair chick (Sola) before fading (countless red chains)
- Regains after talking

Session 2

  • Recap - Winding Roads of New York
  • Ran into cabbage man and continuing

 

  • Background for Chochinbi: Origin outside the ice walls
  • Using Amulet to hide appearance to humans
  • Library is odd - symbol of owl on sign 
    • No illusions on outside, ruins around door and parameter
    • inside unimpressive
    • Desolate, small cash reg, dusty asf, shop keeper reading
  • been teleported to library hall
    • Shavon Noble - Overthrow  Government
      • Cleric
      • Resistance - Background politics against icaras
    • Magic Windows
    • Invitation to outside icewalls
    • New gods on earth where should not be possible
      • e.g. Conductor
      • cant be born apart from believe of concept
      • occupancy somehow
    • 2 trees of god (true gods that are known)
      • Pantheom of control
      • Pantheom of progress
    • Not enough documents
    • 2 new gods 
      • media
      • pharmaceuticals
    • last time possible
      • primal god was killed
    • Icaras Lackies are who we fought
    • Chrono Compass
      • stolen from museum of mercury
      • points to any creature that hair is put in there (burns too close)
      • point to trades that will help with the god of radio
    • Book labelled - Stone memories about secret traditional history of elves, dwarves, dragon-born and orge-born. For Chochinbi History
    • safehouse near undermarkets in underground city 
    • Found soul charges
      • 14 total, needed 9, meaning 5 extra
    • Use chronocompass to teleport to safehouse
    • Long Rest here
      • Drunkards walking across streets
      • notice something watching 
        • Black cat - Sends shivers down my spine
    • Wake up
      • Girls show different emblems assumed to be byproduct gods
      • Check pocket, emblem, has a hole in it (doughnut)
        • part of the emblem
        • see faint red aura around marksinna
        • very faint dark blue around bessie
        • faint black aura
      • Magical, mine feels more magical
      • These talismans feel good
      • the emerging gods feel bad
      • Feel comfort but no cat
    • Leave the safe house
      • YEP! sewer
      • Corpse - Best to avoid
      • Diseased rat folk
      • about 20min travel
      • ahead bustling plaza
    • Get to markets (heart of the underworks)
    • Chronopass burns
    • Information broker
      • Icarus and Marander
      • Icarus in the parliment house
      • Shavon 
      • Posing threat to new god
        • Not very reliable
        • New gods arent seeing him on the same page
        • arent as imbitious
        • refuge -> last seen in ireland
        • should take trip to ireland
        • No one cares about him, be careful as still a god
      • Corpse could be caused by god of pharmaceuticals
    • Fight, killed it, dissipates, lady left behind, she is alive. Curse?
    • Liam is alive, conscious 
    • Pharma (calling card Pink!)
    • Given little blue orb (take this to the end of underworks)
    • Small wooden chip for chrono for boat
    • End of Safe spot

Session 1

Been Knocked out by weird suited man entourage.


Gagged, Hooded and Hands tied behind the back.
Rope is loose, bad at knots or in a rush.
Figures eyes are pink/bloodshot (fighter finds out its enchantment, group does not know)


After Combat:

  • Bessie Find Scathing Critisim (Book + Bookmarks)
  • Check Cav, Found strange device, ChronoCompass
  • Maxine Found Regena fly

Heading Towards Library, Following The Pink Cloud/Rope

Cron Job Starts