S2G6 Call My Name in HTML Wanderpus | World Anvil
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S2G6 Call My Name





Call My Name
Game #6

July 9, 2022
Quest
Officer Ceylon (Twylark), Patagon (Septarius),
Pollux and Castor (Valla), Officer Nichol Trafford (ProfWinter)
  The communications team embarks on a tower-building mission as the sub is being rebuilt. They received word from an unlikely source: The Matron of Parliament has invited Ceylon and her team to set up communications towers in the city, and offers to help spread them around the world- for a price.

In order to grow their communications projects the HTML find themselves in the dark of Parliament City, and now the crew must make friends with old adversaries and uncover a sinister plot.

Frame our image, forge our narrative, shape the message,
JOIN THE COMMUNICATIONS DEPT TODAY!
         

The Team

   

Senior Officer Ceylon (She/They) [Twylark]



Brought through a rift with the Seasonings Heroes, Ceylon, once a consummate Art Gallerist, now oversees the HTML Wanderpus Public Relations & Propaganda, Diplomatic Relations & Intelligence (spies), and Silver Thimble's Switchboards as the Senior Communications Officer; all while pursuing the installment of radio towers across the Liminal Plane for personal gratification and acclaim. Recently, due to a very promising young moth, she's begun to musically train crew members to explore their inner voice and support each other through monthly-ish Music Lessons.

Played by The Twylark, Ceylon is a Magician
The Magician specializes in conjuration and psychic manipulation. From parlor tricks to elaborate deceptions, they are master illusionists, capable of twisting the mind. The Magician flicks their wrist, delighting an audience with a parade of illusory animals. They mesmerize an adversary, freezing them in place. They peer beyond the eyes of another, entering their dreams and shaping their reality.
with the following abilities:
  Scintillate
0 AP
You extend your fingers outward, and a streaking bolt of sparks shoots toward a target you can see. Roll the die to see if it hits the target successfully. You may make the bolt explode on contact with crackling energy, hitting the target for 2 HP. Or you can make the bolt a harmless firework that explodes in the air, creating a pattern of any shape and color.
 
Bedazzle
  4 AP
You summon four prismatic bolts that sparkle brilliantly. You may direct each bolt toward any target you can see. The bolts each hit for 2 HP. If all four hit a single creature, the creature is affected by your Mesmerize ability (p. 84).
 
MAGIC EYE
  1 AP
You briefly gain the ability to see beyond physical reality.
For the next hour, you are able to see the following:
magic A faint aura surrounds any person or object currently affected by magic.
illusion Any illusory creature or object slightly flickers, but you do not see its true form.
 
Whisper
  0 AP
You telepathically send a message to a nearby creature. They know you are speaking from within their mind, but they hear you as if you were speaking out loud.

1 AP
You create a link with the creature that allows them to respond to your whisper. If they respond, you may have a telepathic conversation with them for the next minute.
 
Message
  0 AP
Choose a creature you have met before. You must know the general area where they are presently located. You may communicate with each other telepathically for up to 1 minute.

4 AP
You can create the telepathic link, even if you do not know where the creature is located. They can be anywhere.
 
Magic Tricks
  0 AP
You produce a tiny magical effect to surprise, delight, or confuse those around you. Choose any combination of these effects each time you use this ability: light. You create a harmless display of light, like a flickering flame or a pattern of sparks. You can also snuff out or ignite small light sources like torches.
soundYou create a small, brief sound effect, like a wind chime, an audience clapping, or someone whispering.
smellYou conjure a smell of any kind, like a freshly baked pie or a cesspool.
touchYou give one or more nearby creatures a gentle physical sensation, like someone tapping them on the shoulder, a chill breeze, or the feeling of goosebumps
 

Message
1 AP
You impress common folk and minions by pretending to be someone notable. You initiate the ruse by giving a special wink to a party member. Then, each of your nearby party members must proclaim an incredible fact that creates your identity. For example, a party member might begin by calling attention to you as a fabled writer, a storied warrior, or a sports hero. The other members of the party should build on this fake identity until everyone has contributed. Each claim should be more fantastical than the previous one. When everyone is finished, you draw a captive audience of nearby creatures who crowd around you.
 
Aura's Silvery Broadcast
  2 AP
You broadcast a message up to 20 words in length. Each creature within 1 kilometer hears the message clearly in a voice that sounds pleasant to them. The sound seems to originate from every direction and background noises are muted for the duration.
 
Commune
  1 AP
You use the language of outland folks, gaining the trust of a nearby commoner. You must invent a local saying to exchange with the NPC; it can be something like "It's raining cats and dogs" or "Don't judge a book by its cover." Explain what it means at the table.

Then, if you ask any of these questions, the NPC will answer to the best of their ability.
  • Is anyone causing trouble?
  • Where can I find the leader?
  • What are folks talking about lately?

  •  
    Sleep
      2 AP
    You whisper a brief lullaby, putting any number of nearby commoners to sleep for up to one hour.
    You can write your own lullaby or borrow one from another author. Read it at the table.
    Creatures affected by the spell collapse and enter a dreamful state, but wake up immediately if they are harmed.

    X AP
    You can intensify the spell to affect nearby minions. Add 1 AP for each minion you wish to put to sleep.
     
    Folk Song
      2 AP
    You sing a song that kindles strong feelings in NPCs nearby. (The song has no effect on hostile creatures.) Read or sing the chorus of a song at the table and describe your performance. You may write your own or use one from another songwriter.

    Choose a mood to set for your audience:
    brightHearts swell with friendly enthusiasm, sparking joyful conversations.
    somberThe audience falls silent and begins a sorrowful reflection on their suffering.
    proudZealous feelings are ignited, making the crowd noisy and excitable.
     
     



     

    Patagon (He/Him) [Septarius]



    Hi I am Patagon (he / him). A 25 years old and three and half foot tall.
    My duty is Switchboard Operator with a Magician specialization.
    When people see me, they first notice my dexterous flippers, beak, and webbed feet.

    Splitting Image
      1 AP
    You vanish momentarily, reappearing with two illusory duplicates at your side. Your duplicates travel alongside you and perfectly mimic all of your movements.

    If a creature attempts to target you, the Guide must flip a coin. If it turns up "heads," you are targeted; on "tails" one of your duplicates is targeted. If one of your duplicates takes damage, it disappears.
     
    Loosen
      2 AP
    You twirl your finger as if you are unwinding a spool of yarn. Starting with a single creature nearby that you can see, you create a cascading wave of magic mischief that loosens anything fastened or tightened around nearby creatures. For example:
  • Bags become unclasped and spill out their contents.
  • Shoelaces become untied, belts unbuckled, and shirts unbuttoned.
  • Pets become unleashed.

  •  
    Magic Eye
    1 AP
    You briefly gain the ability to see beyond physical reality. For the next hour, you are able to see the following: magic. A faint aura surrounds any person or object currently affected by magic. illusion. Any illusory creature or object slightly flickers, but you do not see its true form.
     
    Whisper
      0 AP
    You telepathically send a message to a nearby creature. They know you are speaking from within their mind, but they hear you as if you were speaking out loud. 1 AP
    You create a link with the creature that allows them to respond to your whisper. If they respond, you may have a telepathic conversation with them for the next minute.
     
    Message
      1 AP
    Choose a creature you have met before. You must know the general area where they are presently located. You may communicate with each other telepathically for up to 1 minute. 4 AP
    You can create the telepathic link, even if you do not know where the creature is located. They can be anywhere.
     
    Interpret
      1 AP
    You enter the mind of a nearby creature and temporarily learn their language for the next 10 minutes.When you cast this spell, you may also attempt to permanently learn the creature's language by playing a game of charades. (This happens at the table out of character.) The Guide will write down a word or phrase on a piece of paper and then secretly give it to you.Start a timer. You have 1 minute to silently act out the word or phrase. If another player correctly guesses the word or phrase, the spell is successful.
     
    Little Bird
      1 AP
    You summon an illusory bird somewhere nearby that keeps watch over an area that it can see. It remains there until you dismiss it. You may only have one Little Bird at a time.You share a telepathic link with the bird. It will message you when it witnesses something you specify, like a specific creature entering a room or a door opening. The bird will wake you up to tell you what it sees if you are sleeping.
     
    Scintillate
      0 AP
    You extend your fingers outward, and a streaking bolt of sparks shoots toward a target you can see. Roll the die to see if it hits the target successfully.You may make the bolt explode on contact with crackling energy, hitting the target for 2 HP. Or you can make the bolt a harmless firework that explodes in the air, creating a pattern of any shape and color.
     
    Insight
      3 AP
    You gaze into the mind of a nearby creature, discovering a prominent intention. Choose one effect each time you cast this spell:
  • You learn something the creature intends to do in the next 10 minutes.
  • You learn something the creature intends to accomplish over a long period of time.
  • You learn something they intend to do to a specific creature of your choice.

  •  
    Bedazzle
      4 AP
    You summon four prismatic bolts that sparkle brilliantly. You may direct each bolt toward any target you can see.The bolts each hit for 2 HP. If all four hit a single creature, the creature is affected by your Mesmerize ability (p. 84).
     
     



     

    Pollux & Castor (He/They) [Valla]


    Hello, We are Pollux and Castor, 25 year old, 6'9 tall humanoid. We are the party's tapper as part of the communications department with a naturalist specialization. When people first see me they would take notice of my split body, feline ears and tail, and either my stern or excited look based on which head you see first. We wear a comfy coat, uniform hats and walk with a reliable pace.

    Freeze
    0 AP
    You blow cool air, creating freezing winds that swirl around a nearby creature or object. Affected creatures feel a deep chill in their bones and are hit for 1 HP. You can use the spell to snuff out small fires.

    2 AP
    You freeze a nearby commoner, minion, or object, encasing it in ice until you leave the scene. If you freeze a creature, it cannot move or act. The ice shatters, and the creature is freed if it takes any additional damage.
     
    Burn
        0 AP
    You blow hot air, creating scorching winds that swirl around a nearby creature or object. The heat is enough to make the creatures very uncomfortable but not enough to harm them.

    1 AP
    You overcharge the spell and ignite the target in flame instead, hitting it for 2 damage and setting it ablaze.
     
    Shock
      4 AP
    Choose a target creature or object you can see. A bolt of lightning strikes it from the sky or from your hands, dealing 8 damage and creating a deafening blast of thunder. If the creature has metal connected to their body, it becomes molten, hitting them for an extra 2 HP.
     
    Fireball
        5 AP
    You shape an orb of fire suspended in the air in front of you and send it streaking in a straight line toward a target you can see. The fireball explodes on contact, dealing 6 damage to any creatures and objects it hits. You can shape the spell to avoid allies or creatures you do not want to harm.

    Roll the Die:
    20:
    The explosion hits all creatures near the point of impact for double damage.
    11-19:
    The explosion hits up to 4 creatures near the point of impact.
    6-10:
    Choose one: the explosion hits you and up to 4 creatures near impact, or the fireball fizzles into a cloud of smoke.
    2-5:
    The fireball misses and hits random targets of the Guide's choice.
    1:
    It explodes in your face, hitting you and up to 3 nearby creatures.
     
    Thorn
        0 AP
    You open your palm, conjuring a poisonous thorn that you shoot in a straight line toward a nearby target creature or object. The thorn hits for 2 HP.

    20: The thorn's poison is amplified. If you hit an organic creature, its skin becomes swollen, it cannot see beyond its reach, and it can't speak or cast spells until the end of its next turn.
     
    Wild Font
      1 AP
    You touch a container holding food, water, or oil. For the next minute, the container summons a surplus of its contents, spilling the excess material out generously. For example, if you touch a pitcher of water, it will overflow and cover the floor. Or if you touch a sack of grain, it will burst open, creating a large pile.
     
    Evening Star
        2 AP
    You summon a wisp of light high in the sky directly above you. (You must be outdoors to cast this spell.) For the next hour, the wisp sheds light on a huge area, allowing you to see far in the distance. It matches your movement such that it is always located above you. The area the light touches looks as if it were lit by daylight.
     
    Aurora
        5 AP
    Your eyes glitter like dancing wisps as you conjure a dazzling prismatic aurora above you in the sky. The aurora is visible to creatures up to a kilometer away and lasts for the next 10 minutes.

    Commoners Any common folk who can see the aurora are dazzled and stop what they are doing to stare at it.
    Minions Minions are also dazzled by the spell and stop what they are doing to stare at it.
    Hitting a minion frees them from the spell's effects.
    Bosses The Guide must roll the die.

    On a 2-10, bosses are dazzled and must choose between moving and acting during their turn.
    On a 1, they are stunned in place until the spell ends or if they are hit.
     
    Echoes of Creation
        6 AP
    You hum a reverberating melody, summoning a coterie of magical wisps from the ages of creation. The wisps were powerful beings of light who once roamed the omniverse. Now, like dying stars, these ethereal remnants are burning the last of their energy. They are no longer sentient, but seem to sense the world around them. For the next minute, the wisps float about the area, restoring the hit points of all creatures and animating new plant life. Every creature in the scene stops what they are doing while the wisps are present and remain still with awe until they fade to the beyond.
     
    Wild Aspect
      1 AP - Eagle
    You gain eagle-eye vision for the next minute. You can see anything in your line of sight clearly, even if it is far away, and you can detect faraway movement that would be imperceptible to a normal person. [2 cat.] You purr softly under your breath, imbuing up to 6 nearby creatures with the spirit of the cat. For the next hour, affected creatures gain the ability to see things nearby in complete darkness as if they were in a dimly lit room. The effect cannot pierce magical darkness. Affected creatures may occasionally feel the urge to stop what they are doing and clean themselves.

    2 AP - Wolf
    You howl, imbuing up to 6 nearby creatures with haste. (Howl at the table.) For the next hour, creatures affected by the spell can outrun any other creatures while traveling by foot.
     
    Prey Sense
      1 AP
    You sharpen your sense of danger for the next hour. You feel a subtle signal in your body whenever you will imminently be threatened by another creature. (The hair on your skin might raise, or you might feel a tingling in your bones.) This includes creatures that you can't see. If you detect a creature this way, your party cannot be ambushed. (If you detect a creature trying to attack you, your party gets the first round in combat.)
     
     
     



       

    Officer Nichol Trafford [ProfWinter]




    A re-acquisitions officer, Nichol is a devil-ray-person and an experienced smuggler/pirate/thief. He tries to look cool and badass, especially when secretly excited or panicked. He is talented in manipulating the elements.  

    Key Character Milestones

    • Worked as independent thief/smuggler.
    • Joined the Parliament as an underling/thug.
    • Ghosted the Parliament during Season 1.
    • Hired by the Captain as Helmsman & External Reconnaissance Officer.
    • Ex-Parliament smuggler, emphasis on the Ex- part.
     

      THORN
    0 AP
    You open your palm, conjuring a poisonous thorn that you shoot in a straight line toward a nearby target creature or object. The thorn hits for 2 HP.

    Roll the Die:
    20:
    The thorn's poison is amplified. If you hit an organic creature, its skin becomes swollen, it cannot see beyond its reach, and it can't speak or cast spells until the end of its next turn.
     
    WILD FONT
      1 AP
    You touch a container holding food, water, or oil. For the next minute, the container summons a surplus of its contents, spilling the excess material out generously. For example, if you touch a pitcher of water, it will overflow and cover the floor. Or if you touch a sack of grain, it will burst open, creating a large pile.
     
    FREEZE
      0 AP
    You blow cool air, creating freezing winds that swirl around a nearby creature or object. Affected creatures feel a deep chill in their bones and are hit for 1 HP. You can use the spell to snuff out small fires.

    2 AP
    You freeze a nearby commoner, minion, or object, encasing it in ice until you leave the scene. If you freeze a creature, it cannot move or act. The ice shatters, and the creature is freed if it takes any additional damage.
     
    BURN
      0 AP
    You blow hot air, creating scorching winds that swirl around a nearby creature or object. The heat is enough to make the creatures very uncomfortable but not enough to harm them.

    1 AP
    You overcharge the spell and ignite the target in flame instead, hitting it for 2 damage and setting it ablaze.
     
    SHOCK
      4 AP
    Choose a target creature or object you can see. A bolt of lightning strikes it from the sky or from your hands, dealing 8 damage and creating a deafening blast of thunder. If the creature has metal connected to their body, it becomes molten, hitting them for an extra 2 HP.
     
    CLOUDCALL
      1 AP
    You swirl your hands in the air, producing a thick fog centered on you. The fog rolls out rapidly, spilling around corners and down slopes. Within a few seconds, you blanket everything nearby in fog. Creatures inside the fog cannot see beyond their reach, preventing them from making ranged attacks. The fog disperses after you leave the area, or if the area is hit by strong winds.
     
    VORTEX
      2 AP
    You create a howling vortex within a body of liquid that you can see. The vortex lasts until you leave the area. Any creatures touching the vortex are violently sucked in, submerged, and then spit out, each taking 2 damage.
     
    GALE
      3 AP
    You close your eyes and stir the air, shaping the winds around you. A gale forms that you can spread across an area of any size and shape in your scene, as long as you can see its area of effect. Inside the area of effect, wind blows at ferocious speeds, kicking up dust and sending small objects flying. Creatures inside can't see far away, only what's nearby.

    When you begin the spell, the gust knocks creatures to the ground and sends them tumbling backward until they leave the area of effect. Creatures outside of the gust cannot enter it unless they are larger than the area of effect.
     
    WILD ASPECT
      1 AP
    Eagle: You gain eagle-eye vision for the next minute. You can see anything in your line of sight clearly, even if it is far away, and you can detect faraway movement that would be imperceptible to a normal person.

    2 AP
    Cat: You purr softly under your breath, imbuing up to 6 nearby creatures with the spirit of the cat. For the next hour, affected creatures gain the ability to see things nearby in complete darkness as if they were in a dimly lit room. The effect cannot pierce magical darkness. Affected creatures may occasionally feel the urge to stop what they are doing and clean themselves.

    2 AP
    Wolf: You howl, imbuing up to 6 nearby creatures with haste. (Howl at the table.) For the next hour, creatures affected by the spell can outrun any other creatures while traveling by foot.
     
    PREY SENSE
      1 AP
    You sharpen your sense of danger for the next hour. You feel a subtle signal in your body whenever you will imminently be threatened by another creature. (The hair on your skin might raise, or you might feel a tingling in your bones.) This includes creatures that you can't see.

    If you detect a creature this way, your party cannot be ambushed. (If you detect a creature trying to attack you, your party gets the first round in combat.)
     
    SNEAK ATTACK
      Once per round, when a nearby foe attacks a creature other than you, you may exploit their focus. You may immediately move behind them to perform one of the following actions:

    1 AP
    You make a basic attack on them.

    1 AP
    You incapacitate a commoner or minion by touching one of their pressure points. They fall to the ground unconscious for the next 10 minutes, or until they are harmed.

    3 AP
    You kill a commoner or minion instantly. Describe how you take them out.
     
           
     

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