S2G7 The Ascension in HTML Wanderpus | World Anvil
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S2G7 The Ascension





The Ascension
Game #7

July 15, 2022
Quest
Officer Vatna Stein+ (Lurid), Officer Corzipa Gavon (Talon),
Officer Lio L. Levon (Lio), Zacna Midrad (MD5Ray)
  People around the Silver Thimble (including the crew) report hearing voices late hours into the night, along side strange dreams. The crew investigate this odd occurrence, as it appears to be coming from the rift directly above the city.

The Silver Thimble is plagued with nightmares, so the crew sets off through a rift to see if they can bring it to an end.  

The Team

 

Officer Vatna Stein+ (He) [Lurid]




Key Character Milestones

  • Born of a species of moth that sustain themselves by eating reality.
  • Granted The Bitter Gift immediately after hatching.
  • Raised from birth by Sauma Stein and B+.
  • 'Aquired' Onionverse thruster technology during successful first mission and maiden voyage of Air Ship.


Blink
1 AP
You teleport to a location of your choice nearby. You vanish, leaving behind a gentle gust of wind and then instantaneously reappear nearby.
 
Gate
  1 AP
Bind. You bind yourself to the room you are currently in. It must belong to you or a member of the party. This is your Circle. You may only bind yourself to one at a time.

3 AP
Gate. Snap your fingers. Any willing party members nearby are instantly teleported to your Circle.
 
Portal
  3 AP
You conjure a portal of any shape and orientation that is no larger than a door. It appears at a location of your choice nearby. The portal looks like a window to whatever is on the other side, and its edges crackle and spark with energy. When you cast the spell again, the new portal automatically connects to the previous one. The portals remain open until you choose to close them. Anyone that can fit may pass through them.
 
Dark Door
  2 AP
You knock on a door, making it a temporary portal to a specific shadow plane. You must be aware of the shadow plane's existence to create a door to it. (For example, if you see a creature with a Cosmic Purse, you can open a door to the purse's shadow plane.) When you open the door, you can see inside the plane, and you and your allies may enter it. If the door is closed, the portal vanishes. (If the door closes behind you, you become trapped in the shadow plane and must escape with other means, like with Gate.)
 
Teleport
  Snap your fingers

5 AP
You and any willing creatures nearby vanish instantly, leaving behind a small shockwave of air in your wake, and are teleported to any place you choose. Roll the Die:
20:
Everyone arrives safely. You recover the spell's full AP cost.
11-19:
You all arrive safely. Good for you.
6-10:
You all arrive. Choose one: you take 7 damage from turbulence, or a magic item you are carrying is destroyed.
2-5:
The party arrives safely, but nobody else does. You don't know where they went. You lose an item you are carrying.
1:
The spell fails. Party members are lacerated by an arcane explosion and are each hit for 5 HP. All other travelers are torn apart in a gruesome spectacle. (They die.)
 

Lifelink
4 AP
You entwine the life-force of two nearby creatures. Choose one effect each time you use this ability:

Two-way link: When either of the linked creatures is dealt damage, the damage is also dealt to the other creature. This does not include damage that hits the creatures simultaneously (like an area of effect spell).

One-way link: Choose one of the linked creatures. Any time damage is dealt to this creature, it is also dealt to the other.

Leyline: When either of the linked creatures is healed, the other creature receives the same amount of healing.
 
SHIELD
  1 AP
You summon a magical shield that appears as an aura of soft light around your body. The shield blocks up to 3 hit points of damage. (Any damage dealt in excess of 3 HP passes through the shield and hits you.) The shield lasts until it takes 3 or more damage in a single hit.
 
SIGIL
  2 AP
You draw a magic sigil on an object. The spell lasts until you cancel it or cast Sigil again. You can only cast the spell if no enemies are currently nearby.

Choose a specific creature for the sigil to affect, or a type of creature, like spirits or werewolves. Then draw a circle on a piece of paper at the table. Draw the creature that will be affected by the spell inside of the circle. Choose one of four effects:

Lure: The sigil attracts creatures to its location, where they linger for a minute.
Repel: Creatures who come nearby won't move closer to the sigil or may turn back.
Alert: Receive a signal in your mind when creatures pass by the sigil.
Message: The sigil telepathically sends a short message of up to 10 words in your language to creatures passing nearby.

You may keep your drawing and reuse it later when casting this spell again, and you can choose a new effect each time.
 
REBUKE
  1 AP
You utter a righteous word or phrase in the direction of a nearby creature that is approaching you during that creature's turn. (The creature cannot already be within reach.) You release a spectral clone of yourself that rushes them, knocks them back several meters, deals 1 damage, and ends their turn. The clone then disappears.
 
Sense Magic
    0 AP
You get a gentle tingling feeling in your bones whenever you are near a powerful source of magic. You're aware that magic is in the area, but not its location or nature.

1 AP
You discern the location of nearby magic and its general nature. For instance, the Guide may reveal that you sense a magic sword, a cursed door, or an illusion.

2 AP
You study the precise nature of nearby magic, learning its specific effects. If you use this ability to study a mysterious magic item, its name and effects are revealed.
 
 

 



Officer Corzipa Gavon (She/Her) [TalonWarhawk]



Hailing from the cold bronze-covered fortress city of Corinthos, the Large and imposing Gunnery officer stands proud and disciplined.Touched by something otherworldly twisting her mind and shape into something cruel.

COUNTERATTACK
  0 AP
When an enemy within reach rolls a tough choice or worse on a basic attack against you, you parry their attack and take no damage. If they roll a failure or worse, you may also immediately roll the die to make a basic attack on them. This counterattack does not count as a turn.
 
WILD ATTACK
  0 AP
You attack with reckless power, disregarding your safety. Describe a signature style for this attack and what it looks like when you make it.

Roll 1D20

20:
You deal quadruple damage
11-19:
You deal double damage
6-10:
You deal double damage to the enemy, but they counterattack you
2-5:
You miss. All enemies within reach may counterattack you immediately
1:
Your weapon breaks
 
OVERPOWER
  1 AP
You use your strength to overpower a commoner or minion within reach. (You cannot use this ability on bosses.) Describe how you overpower them. You put the target in a compromised position until they spend a turn getting out of it. During this time, basic attacks hit them for double damage.
 
DISARM
  1 AP
You disarm an NPC within reach. If you have a free hand, you may take the weapon for yourself, or you may toss the weapon aside. You may disarm the NPC on your turn or immediately after they roll a failure or worse on an attack against you.
 
DUEL
  1 AP
You compel a nearby creature to fight you in single combat. (The creature must already be hostile toward you.)

If you have the Quest Core Deck, take your Basic Attack, Wild Attack, Overpower, and Disarm cards. (If you don't have this deck, assign these abilities to a standard deck of cards.) Choose three of these cards to use and place them facedown on the table, keeping it secret from the Guide.

The Guide must guess the identity of each card. Reveal the card after each guess. If the Guide guesses correctly, you fail to use the ability on that card. If they guess incorrectly, you use the ability immediately at no AP cost, and it is automatically successful.

If the Guide guesses all three correctly, your foe immediately makes a successful counterattack against you. But if they get all three guesses wrong, you may extend the Duel for another round of three guesses
 
TECHNIQUE
  0 AP
You are always deadly, even when not holding a weapon. Attacks with your body (like punches and kicks) now hit for 2 HP
 
PROVOKE
  0 AP
Make a nearby creature angry at you by saying something or making a rude gesture. Your target must be able to understand your intent. For the next minute, the target focuses its attention on you, ignoring all others. The effect ends if the target is hit by another creature or if hostilities subside.
 
INTERCEPT
  1 AP
If a nearby NPC is about to attack someone, you may rush to intercept the attack. (You must say you're using this ability as soon as the Guide declares the attack.) The NPC makes their attack on you instead.

When you intercept the attack, the attacker immediately becomes affected by your Provoke ability.
 
SUMMON THE BLOOD
  1 AP
When you regroup (p. 14), you bolster the spirits of your party by reciting a poem. You must recite a poem at the table for your friends. You can write your own or read one from another author, like from a book, movie, or TV show.

When completed, your party recovers an additional 3 HP from regrouping
 
FLOW
  1 AP
When you roll a 20 on a basic attack, you may briefly enter a state of intense focus. After completing your initial attack, you may immediately make one basic attack on each enemy within reach. These attacks are automatically successful.
 
SIZE UP
  0 AP
You evaluate the capabilities of a nearby creature or group of creatures. The Guide will give you useful insight into their capabilities, strength, vulnerabilities, and/or resistances. At a minimum, you will receive an accurate assessment from the Guide about whether they would pose a fair fight.

The Guide will deliver this information to you narratively. For example, they might say "you notice the giant spider flinching at the sight of your torch," rather than telling you it is vulnerable to fire damage.
 
           
 

Officer Lio L. Levon [Lio]



Lio L. Levon is a Lagora with a love for machinery. Shy and prone to stuttering, but dutiful and thorough, he intends to give it his best as one of the Wandercrew as the crew's Tinkerer and Tool Maker.

  INVOKE
  3 AP
You leave your worldly body behind and create an astral projection of yourself. You must be in a quiet place with no other creatures around to begin the ritual.

While in this trance, you can only vaguely sense if there is danger around your mortal body. You may exit the trance at any time.

Your mind enters a liminal plane of existence. You experience this place like a dreamworld in the stars; it might be a lush paradise in a nebula, an idyllic homestead, or a temple in the fires of creation.

If you have an allegiance to a deity, you meet with their avatar. If you hold no allegiance to a deity or if your deity is merely a figment of your character's imagination, you meet with an avatar of supernatural wisdom.

Set a timer. You may speak to the avatar for 1 minute about anything you like. If you ask any of these questions, the Guide will give you a truthful answer:
  • Am I on the right path to ____________?
  • Is ___________ who they say they are?
  • Am I living up to my ideal?
  • Have my actions unknowingly caused anyone harm?
  • How can I redeem myself?

  •  
    FIERY AVENGER
      1 AP
    Choose a phrase to use for this spell.

    You speak the phrase of power, igniting your weapon in a magical flame of any color. While the weapon is on fire, it acts as a torch that casts light nearby. The flame increases the weapon's damage by 1. The flame persists until you roll a failure or worse on an attack with the weapon. You may dismiss the flame at any time.
     
    THUNDEROUS WORD
      2 AP
    Choose a word to use for this spell. You speak the word of power, releasing a thunderous shockwave in the direction you are facing. The wave knocks up to three creatures backward and hits them each for 2 damage. Creatures affected by the spell are briefly dazed and cannot use special abilities during their next turn.
     
    SIGIL
      2 AP
    You draw a magic sigil on an object. The spell lasts until you cancel it or cast Sigil again. You can only cast the spell if no enemies are currently nearby.

    Choose a specific creature for the sigil to affect, or a type of creature, like spirits or werewolves. Then draw a circle on a piece of paper at the table. Draw the creature that will be affected by the spell inside of the circle. Choose one of four effects:

    Lure: The sigil attracts creatures to its location, where they linger for a minute.
    Repel: Creatures who come nearby won't move closer to the sigil or may turn back.
    Alert: Receive a signal in your mind when creatures pass by the sigil.
    Message: The sigil telepathically sends a short message of up to 10 words in your language to creatures passing nearby.

    You may keep your drawing and reuse it later when casting this spell again, and you can choose a new effect each time.
     
    REBUKE
      1 AP
    You utter a righteous word or phrase in the direction of a nearby creature that is approaching you during that creature's turn. (The creature cannot already be within reach.) You release a spectral clone of yourself that rushes them, knocks them back several meters, deals 1 damage, and ends their turn. The clone then disappears.
     
    OBLATION
      3 AP
    You place both hands on a creature, uttering a loving word or phrase. The creature instantly recovers 6 hit points and wakes up if they are unconscious. Or you may choose to cast this spell with no AP cost by transferring your own hit points to the creature. The creature recovers as many hit points as you are willing to give up.
     
    SHIELD
      1 AP
    You summon a magical shield that appears as an aura of soft light around your body. The shield blocks up to 3 hit points of damage. (Any damage dealt in excess of 3 HP passes through the shield and hits you.) The shield lasts until it takes 3 or more damage in a single hit.
     
    INSPIRE
      1 AP
    You inspire a nearby NPC by reciting a meaningful statement to them. You may invent a famous quote or proverb, or borrow one from the real world. The creature must be able to hear and understand you, and cannot currently be hostile toward you. Until the end of the day, the NPC shapes their behavior around their ideal, and cannot fall victim to their flaw.
     
    DECLARE
      0 AP
    Once per scene, you may declare a reason for intervening in a matter, steeling your resolve. The reason should be based on your ideal (p. 26) and the scene's context. For example, if you believe in order, you might tell highway robbers they're breaking the law. Or if you believe in honor, you might say there's no honor among thieves.

    Choose one result:
  • You immediately make a successful basic attack on a nearby foe
  • You compel an NPC to explain what they are doing (they may lie to you).
  • You convince commoners to leave.

  •  
    LAWBRINGER
      3 AP
    You raise your hand to the sky and summon a spectral warhammer into your grip. The hammer is a one-handed weapon that deals 3 damage. It appears to crackle with blue-green light and leaves a deep, reverberating sound in its wake.

    If you roll a triumph when using the hammer, it releases a crackling boom and casts your Thunderous Word spell on the target. The hammer vanishes in smoke after one hour or when you dismiss it.
     
                               

    Zacna Midrad (He/Him) [MD5Ray]



    Feather Hook
      Item
    A magical grappling hook that gently glides itself upward, like a balloon, until it reaches and attaches to a ledge. You can tie any length of rope to the hook.

    0 AP
    Activate the Feather Hook.
     
    Tracker
      Item
    A pair of devices that allows you to track something.

    The kit includes a magical tag the size of a tiny bead that is sticky and can be applied to most surfaces. The tracker is linked to a magic compass that shows the direction the tag is in.

    The arrow on the compass is black. It turns gold when the tag is in your scene, and begins to vibrate softly.
     
    Spy Glasses
        Item
    Eyeglasses that let you see in natural darkness as if it were daylight. The glasses can be permanently upgraded with these capabilities:

    3 AP
    Add the ability to magnify the details of small nearby objects, or zoom to see faraway things clearly.

    4 AP
    Add infrared vision that lets you see an outline of things that are generating heat nearby. This ability works through walls.

    6 AP
    Add the ability to detect whether something is an illusion. Illusions you detect appear to flicker and distort.

    0 AP
    Each of these modes can be toggled while wearing the Spyglasses by turning a dial on the side of the device.
     
    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.
     
    Strap
      0 AP
    Unless you are actively searched by another creature, you can conceal up to two weapons in your clothing without being noticed, provided you’re wearing enough to reasonably conceal them.
     
    Poison
      0 AP
    You combine basic goods from any well-stocked general store to create poison. You create enough poison for one use. You can apply it to weapons, put it in drinks or meals, or serve it to a creature directly. Regardless of delivery method, each use of the poison can only affect one creature.

    Choose any combination of effects:

    1 AP Blue.
    The victim falls asleep for 1 hour.

    2 AP White.
    The victim writhes in extreme pain for 1 hour and is unable to speak.

    3 AP Purple.
    The victim collapses and is paralyzed for the next day.

    4 AP Black.
    Commoners and minions are instantly killed. Bosses are hit for 10 HP.

    6 AP Clear.
    The victim experiences no symptoms and dies 1 week later. (This does not work on bosses.)
     
    Death Hand
      Magic Item.
    A single-shot hand cannon that uses a silent magic charge to propel a slug. The Death Hand can sense your target and guide your hand to make a perfect shot on any target you can see in your scene, including those that are far away. The shot hits for 6 HP. It instantly kills commoners and minions.

    3 AP
    You must spend 3 AP and one turn each time you recharge the weapon.
     
    Disguise
      1 AP
    Any time you are in a room like a bedroom, armory, or office, you may find objects to use to put together a convincing disguise. Depending on where you are, the disguise will offer at least one signature element of your deception, like a uniform, a membership insignia, or a style of dress. The disguise automatically fools commoners, but minions and bosses may question you.
     
    Blink Pack
      Item:
    A magical messenger pack with a hidden switch in the clasp. When activated, the switch turns the bag’s mouth into a portal to a shadow plane where secret objects may be stored. When the switch is deactivated, the bag functions normally. Spy items stored in the pack do not count against your inventory limit. (This allows you to carry more than 12 items.)

    The pack is paired with a magic amulet that has a button on it.

    3 AP
    You press the button on the amulet. The Blink Pack is teleported to your hands from wherever it is in the omniverse.
     
    Needful Hilt
      Item
    A hilt to a basic weapon, like a sword or dagger.

    0 AP
    If you imagine a common weapon while holding it, the hilt instantly morphs into that weapon. It hits for 2 HP in any form. When you no longer need the weapon, it reverts to its form as a simple hilt.
     
       
                     

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