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- Agents are sent to a cabin in the woods to investigate a sighting of an Artist for Ouroboros. The descend into a Studio where the manage to capture an Artist but encounter The Curator in person, witnessing a strange display of power before he leaves.
- Cabin:
- Maria Sita and Iris Sita
- Maria: Butch, Annoyed, Helpful, Can crush you with her bare hands(Probably), Sundress
- Iris: Shy, Glasses, Adorable, Jeans and Overalls
- Guac the Dog: Best Boy, Doggy Sweater
- Entrance to Studio in Mead Cellar, try to stop agents from going there.
- Silent Alarm in kitchen, Perc check DC 4 to notice
- Entrance: 2 Changelings guarding
- Commons: There will be a variety of artists here relaxing if the alarm was not pulled, otherwise they will have retreated to the offices
- Side Workshops: They will find rooms with blueprints for the various Homunculi alongside notes and personal effects from the Artists
- Assembly: The artists are working here if they are not informed via alarm.
- Security: A room with 1 Homunculus for each player, security room to lift a heavy iron gate has a password if the alarm is tripped. ╭∩╮(︶︿︶)╭∩╮
- Kiln: This is where they find The Curator after finding the Recording in DeLuca's Office
- Offices: They'll find The Artists from earlier if the alarm is tripped and De Luca's Office with the recording of The Curator and Toby
- Containment: Containment is where they'll fight 2 Flittermice while Deluca waits and hopes they win.
- Storage: This is where they find victims of Ouroboros
- 8:01 PM <Kaeru> what i was thinking for areas
- 8:01 PM <Kaeru> the greyed-out outlines are lower areas btw
- 8:01 PM <Kaeru> that v bottom rectangle is the entryway area. then that central area is either a commons, a communal work/assembly area or both
- 8:02 PM <Kaeru> prob common area
- 8:02 PM <Kaeru> the triangles are more designated workspaces, prob a few artists per, maybe grouped by specialties either in triangles or in sides of the facility
- 8:03 PM <Kaeru> the rooms above the triangles are more prep+assembly, less experimental (whereas triangles might even be more brainstorming- or detail-focused, idk ofc it's all up to you)
- 8:03 PM <Kaeru> the bridge bits are securite
- 8:04 PM <Kaeru> the big triangle is a kiln type zone
- 8:04 PM <Kaeru> with the side-areas designated to testing and/or containment, and the little upper side-areas being more office-type things
- 8:04 PM <Kaeru> for bottom floor-- lower room i thought might be a storage thing
- 8:04 PM <Kaeru> the other ones more up top are containment areas for diff types of shit
- 8:05 PM <Kaeru> hows that sound?
- **Name:** Flittermouse
- **Purpose:** Goon
- **Nature:** How it is, which is shown in how it acts.
- **Description/History:** A brief summary of its past activities and physical appearance.
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 15
- * Strength: 2
- * **Athletics**
- * Melee
- * Ranged (heavy)
- * Toughness: 1
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 3
- * **Acrobatics**
- * **Stealth**
- * Ranged
- * Charm: 2
- * **Persuasion**
- * **Bluff**
- * Intimidation
- * Intelligence: 3
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Red Wine: Whenever a Flittermouse deals damage to an enemy, it gives them a stack of Muddled as they drain their blood. 1 Stack of Muddled incurs a -1 INT Penalty. 2 Stacks incurs -2 INT and -1 STR. A third stack increases the amount of time needed for Muddled to wear off.
- **Attacks**
- *Jagged Fang: 1d6
- *Half the Damage Dealt By Jagged Fang is restored to The Flittermouse as PHP
- **Engagement Style:** How it fights or interacts.
- **Name:** DeLuca: The Gorgonous Artist
- **Purpose:** Artist
- **Nature:** Dramatic, almost Announcerlike, revels in pain of others for sport
- **Description/History:** long black hair, ringmaster outfit
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 13
- * **Mental Health:** 13
- * Strength: 2
- * Athletics
- * **Melee**
- * Ranged (heavy)
- * Toughness: 1
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 3
- * **Acrobatics**
- * Stealth
- * Ranged
- * Charm: 2
- * **Persuasion**
- * **Bluff**
- * Intimidation
- * Intelligence: 3
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Gorgon's Gaze: At the start of each of it's turns, The Cyclops locks it's gaze onto the last person that attacked it. On it's turn, it fires off it's Gorgon's Gaze, freezing the target in place. This lasts until the targets next turn if the Gaze is shifted. A Frozen target is unable to use Acrobatics to dodge attacks, or preform any other action that requires movement. To shift the Gaze, you must deal 2 damage to The Cyclops before it uses Shatter. Once the Gaze is shifted, it cannot be used again for 1d2 rounds.
- **Attacks**
- *Stun Baton: 1d4
- **Engagement Style:** How it fights or interacts.
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