F&G table:
Fortune & glory 1d20: [6] = 6
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Second F&G:
Fortune & Glory 1d20: [16] = 16
My Young Apprentice... Request reroll
Reroll:
F&G reroll 1d20: [17] = 17
A Bard's Tale: Add two die types to Performance, begin with the Fame Edge, and gain a free reroll when using Performance. Begin with a set of performance gear.
Heros Journey
Underworld 1d20: [7] = 7
- I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
Experience 1d20: [17] = 17
Gain the Elan Edge
Education 1d20: [16] = 16
Research skill at d8.
Training 1d20: [13] = 13
A die Type increase to Athletics, and +2 on rolls made to climb.
Cassiopeia Stormforge -Intel Operative (MARS)
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Cassiopeia Stormforge -Intel Operative (MARS)
Last edited by Cassiopeia on Sun Aug 22, 2021 1:40 pm, edited 2 times in total.
Cass__
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Re: Cassiopeia Stormforge -Intel Operative
Cassiopeia Stormforge of Clan Aerihman -Cass, not Cassie unless you want to lose a limb.
Rank: Veteran
Advances Left:
Race: True Atlantean
Iconic Framework: MARS - Intel Operative
Attributes:
Skills:
Rank: Veteran
Advances Left:
Race: True Atlantean
Iconic Framework: MARS - Intel Operative
Attributes:
- Agility d10
- Smarts d10
- Spirit d8
- Strength d6
- Vigor d6
Skills:
- Athletics - d6 (HJ)
- Common Knowledge - d8 (IO+advance)
- Electronics - d8 (IO+advance)
- Fighting - d8 (2pts, racial)
- Hacking - d6 (F&G)
- Healing - d4 (1pt)
- Notice -d8 (IO+1pt)
- Performance - d6 (F&G)
- Persuasion - d6 (IO)
- Repair - d8 (3pt)
- Research - d8 (IO,HJ)
- Science - d8 (F&G+1pt)
- Shooting - d8 (2pts, racial)
- Stealth - d6 (IO)
- Survival - d6 (IO)
- Thievery - d8 (IO+1pt)
- Weird Science - d8 (F&G+1pt)
- Vow- Sworn to Clan (Major): True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse®.
This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.-TA
Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story. - TA - Enemy (Minor): A UWW Lord that Cass was spying on.
- Cautious (Minor): Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
- Curious (Major): It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
- Alchemical Evolution: Starting d6 in all attributes and choose one to start at d8 (smarts).
- Dimensional Travelers: Regardless of where in the Megaverse® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).
- Ley Line Affinity: Ley Line edges
- Marks of Heritage: Left wrist Aura Weapon tattoo, right wrist Heart, Staked tattoo. Each tattoo provides +1 PPE and +1 Toughness
- More Human than Human: 500yr lifespan, can’t reproduce with normal humans, counted as D-Bees by Coalition, count as human for iconic frameworks
- Transformation Immunity: Can't be turned into undead, were-animals, or anything else. Unaffected by Bio-Wizard transformation or reconstruction (but not torture). In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them.
- Natural Arcane Affinity: Have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities.
- Vampire Awareness: Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires.
- Versatile: +1die type Fighting and Shooting Skills
- Atlas Shrugged: Heroic Hinderance (Major)
- Cybernetic intolerance
- Hunted Across the Stars: Wanted Hindrance(Major)—the Splugorth
- Sworn to the Clan: Vow Hinderance(Major) — Serve the Clan
- The Endless Crusade (Racial Enemies—Undead & Demonkind): Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil Beings or their servants are at a –2 penalty.
- Arcane Background (Weird Science)
- Gadgeteer
- Linguist
- I Know a Guy
- Elan
- Field Intel
- Conditioned
- Fame
- Investigator
- Ley Line Phasing
- Ley Line Rejuvenation
- Calculating
- Work the Room
Edges detailed
Last edited by Cassiopeia on Mon Jul 04, 2022 12:50 pm, edited 8 times in total.
Cass__
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Re: Cassiopeia Stormforge -Intel Operative
Powers
Arcane Background: Weird Science
PPE: 5(TA)+2(tats)= 7
PP: 15(AB:WS)+5(advance) =20
Recovery: 5/hour resting
Arcane Background: Weird Science
PPE: 5(TA)+2(tats)= 7
PP: 15(AB:WS)+5(advance) =20
Recovery: 5/hour resting
- Teleport (Two finger glove device)
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Changes subject into a bolt of lightning.
Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll.
Opponents adjacent to a character who teleports away don’t get a free attack.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
- Warrior’s Gift (Segmented belt device)
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Touch a segment and activate device.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 Additional Power Point each.
Warrior's gift personal notes
- Boost/Lower Trait (remote device)
Power Points:2
Range:Smarts
Duration:5 (boost); Instant (lower)
Trappings:brief glowing aura
This power allows a character to increase or decrease a target’s Trait (attribute or skill).Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect differentTraits.
MODIFIERS
ADDITIONAL RECIPIENTS (+1):The power may affect more than one target for 1 additional Power Point each.
STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
- Smite (badge device)
Power Points:2
Range:Smarts
Duration:5
Trappings: A crackling energy manifests over the weapon or ammo.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
MODIFIERS
ADDITIONAL RECIPIENTS (+1):The power may affect more than one target for 1 additional Power Point each.
Power Modifier Notes
Marks of Heritage
- Pierced Heart Tattoo (right wrist)
Casts Exalted Arcane Protection (self) vs Undead only
PPE:1
Duration:1 hour
Trappings: a dull glow around the protected character
Success with exalted arcane protection means hostile powers suffer a −4 penalty (– 6 with a raise).to affect this character. If the power causes harm, damage is also reduced a like amount. - Aura Weapon tattoo (left wrist)
Summons a flaming silver longsword with their clan’s crest on the hilt and motto on the blade.
PPE: 6
Duration: 1 hour
Damage: Str+2d8+4/6
AP: 8
Weight: 3
Last edited by Cassiopeia on Mon Jul 04, 2022 12:47 pm, edited 34 times in total.
Cass__
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Re: Cassiopeia Stormforge -Intel Operative
Gear
Credits =1100x2=2200
Lock pick gun = 1800
Spy gear = 300
Credit total = 100
Gear = 2500x2=5000+11000 from armor exchange=16000
Bio kit & communicator = 10700
Field repair kit = 4,000
Spy gear = 800
MREs = 500
Remaining gear =0
Starting Gear
NG-S2 Survival Pack: (20 lb, 3000 credits)
Other Gear
Armor & Weapons:
Wealth dice rolls
Setting=2x starting wealthCredits =1100x2=2200
Lock pick gun = 1800
Spy gear = 300
Credit total = 100
Gear = 2500x2=5000+11000 from armor exchange=16000
Bio kit & communicator = 10700
Field repair kit = 4,000
Spy gear = 800
MREs = 500
Remaining gear =0
Starting Gear
NG-S2 Survival Pack: (20 lb, 3000 credits)
- Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
- Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
- Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
- Fire starter kit with pocket lighter and flint sparker.
- First aid kit with three uses (each refill costs 100 credits).
- Flashlight and radio (five-mile range), crank and solar powered.
- Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
- Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
- Survival knife - basic tools in handle add +1 to Survival rolls. (Range Melee, Damage Str+d4)
- Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag
- Wooden cross
- Wooden stakes (Range Melee, Damage Str+d4)
Other Gear
- Repair Kit, Field:
Advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits). - Bio-Analysis Kit:
Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use. Anyone with Science gains a +1 using this system, or a +2 if they also have Electronics. (5 lb, 7,200 credits) - Communicator:
About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity.(1 oz, 3,500 for one that can sustain minor Mega Damage). - Lock Pick Release Gun: This automatic
system handles just about every form of
purely mechanical lock, providing a +4 to
any Thievery (lockpicking) skill check with
such locks (2 lb, 1,800 credits). - Change of clothes
- Bug(micro transmitter)x2 (credits 600)
- Button camera x 1 (credits 500)
- Rope, Nylon (10”/20 yards, credits 100)
- MREs x 5 (credits 500) x 2
Armor & Weapons:
- Huntsman Medium Personal Armor
Advanced flexible padded-with-plate armors.
Armor +5, Tough +2, credits 24,000
(Note:Sold Urban Warrior armor for book price 35,000 for access to tattoos) - NG-56 Light Ion Pistol
Range-10/20/40, Damage 1- 3d8, ROF-1,Shots -12, Credits 5000notes - NG-L5 Laser Rifle and a Vibro-Bayonet
Range -24/48/96, Damage- 4d6, ROF - 1, AP- 2,Shots - 20, Credits 16,000,notesVibro-Bayonet
Range- Melee, Damage - Str+d6, AP -6, Credits 8,000
Mega Damage AP 6. When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.
Vibro-Blades lose Mega Damage and other special abilities if unpowered.
Notes
Last edited by Cassiopeia on Sat Oct 09, 2021 9:28 pm, edited 23 times in total.
Cass__
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Re: Cassiopeia Stormforge -Intel Operative
Advances
Hero’s Journey
Hero’s Journey
- Education 16 - Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8.
- Experience 17 - There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge.
- Training 13 - There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics(d6), and +2 on rolls made to climb.
- Underworld 7 - She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
- Smart and Learned: Your hero adds one die type to Smarts(d10) and two die types to any three Smarts-linked skills. (Hacking, Science & Weird Science)
- A Bard's Tale: Add two die types to Performance(d6), begin with the Fame Edge, and gain a free reroll when using Performance. Begin with a set of performance gear.
- Initial Advances: Ley Line Rejuvenation & Agility d8
- Edge(s) granted by Racial Features: Ley Line Sense, Ley Line Phasing, Marks of Heritage (Aura Weapon, Heart Staked tattoos)
- Edges from F&G and Hero’s Journey Rolls: Elan, I Know a Guy, & Fame)
- Novice 1 Advance (PbP): Skills-Electronics d8, Common Knowledge d8
- Novice 2 Advance(MARS): Spirit d8
- Novice 3 Advance(MARS): Calculating Edge
- Seasoned 1 Advance(MARS): Work the Crowd Edge
- Seasoned 2 Advance(MARS):Arcane Background (Weird Science)
- Seasoned 3 Advance(BDH): Gadgeteer Edge
- Seasoned 4 Advance(1/2/22): Agility D10
- Veteran 1 Advance(4/2/2022): New Powers: Smite & Boost/Lower Trait
- Veteran 2 Advance(Kingsdale): Extra Power Points
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Last edited by Cassiopeia on Mon Jul 04, 2022 12:49 pm, edited 6 times in total.
Cass__
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Re: Cassiopeia Stormforge -Intel Operative
Background
For as long as she can remember, Cassiopeia Stormforge has been obsessed with gadgets and machines. One of her earliest memories was of her mother scolding her for taking apart a remote control. Later her family gave up taking the household machines away from her. The new rule was that young Cassi had to reassemble anything she took apart, and if she modified it, it still had to be able to complete the original task. By the time she completed her formal Atlantean training, the environmental controls in her family compound could freeze water in the kitchen while creating a sauna in the den without any loss of energy efficiency.
Her mandatory training with the other young members of the Aerihman clan ensured that she developed skills in all things mechanical and arcane, but more mundane subjects as well. Cassiopeia learned her body could do more than channel arcane energy and her mind could do more than design mechanical devices. Training covered physical skills, hunting and war tactics, and weapons training. She was quick to make her guns hit what she aimed at, and with determined practice, she also mastered the long sword that was her clan’s ancestral weapon.
Upon graduation, Cass struck out on her own. Once she had slipped out of the territory held by her clan and past the areas most diligently patrolled by her uncle’s men, she made a bee-line to the backwater planet where her year-older cousin Antipas was rumored to be. It didn’t take hardly any investigation to follow his path of broken laws and hearts across three star systems. When she finally found him arguing politics with a much larger and dumber spacer, she backed him in the ensuing bar brawl. The following morning, they set out together on a sojourn that took them far beyond the three galaxies of their childhood.
After a handful of wild years of exploring and adventuring, Cass left Antipas in the arms of his sickeningly adorable new love and headed for Alfheim in the UWW. She applied to one of the universities and flug herself into learning all she could. She’d just wrapped up an internship on The Smithy working in a dwarven factory that produced Shadow Bolt strike ships for the Warlock Navy when her uncle Kosmo sent her an encrypted message. He ‘requested’ her help in gathering information about factions within the UWW that pertained to the Aerihman Clan’s interests. Reluctantly she shifted her studies and used her academic contacts to secure a position in a parliamentary office where she had access to governmental databanks.
Over the next few years, even though she continued to report back on all requested parties, Cass’s personal interest focused on one member of the Star Chamber whose data just didn’t add up. She began to suspect him of serious involvement in some terrorist activities in the Three Galaxies, but she just couldn't put her finger on the proof. In a last ditch effort to glean some scrap of evidence, Cassiopeia polished up her singing voice, dressed in a wildly expensive Astor Demrock gown, and set out to meet Minister Deryth Stilmyst socially at an embassy ball.
Cassiopeia and Minister Stillmyst danced together for the next 5 years. A complicated dance of emotions and intrigue, secrets and deceptions. When the delicate house of cards they’d built while trying to trap each other collapsed around them, Cassiopeia was on the run. The minister was powerful and, while he wouldn’t risk the attention that formal accusations would bring to his work, he made sure to pass her description on to his Sunaj contacts.
Alone and trying to keep a low profile, Cass ended up on a transport ship crewed by a group of Warlock Navy veterans. They didn’t ask many questions and they appreciated her ability to keep their ship running. It wasn’t the same sort of work she did with Antipas and his wife’s crew back in her younger years. These guys were simple long haul spacers looking for solid jobs that kept them in fuel and beer credits. With the crew of the Centurion she was able to put some serious space between herself and her past. The last thing she remembers is helping the crew prepare for a delivery and looking forward to a few hours of shore leave.
Ten years later she’s awaken from cryo-sleep in the basement of a bombed out house in the middle of a war zone. … Go read the story of the 77th to take it from there.
For as long as she can remember, Cassiopeia Stormforge has been obsessed with gadgets and machines. One of her earliest memories was of her mother scolding her for taking apart a remote control. Later her family gave up taking the household machines away from her. The new rule was that young Cassi had to reassemble anything she took apart, and if she modified it, it still had to be able to complete the original task. By the time she completed her formal Atlantean training, the environmental controls in her family compound could freeze water in the kitchen while creating a sauna in the den without any loss of energy efficiency.
Her mandatory training with the other young members of the Aerihman clan ensured that she developed skills in all things mechanical and arcane, but more mundane subjects as well. Cassiopeia learned her body could do more than channel arcane energy and her mind could do more than design mechanical devices. Training covered physical skills, hunting and war tactics, and weapons training. She was quick to make her guns hit what she aimed at, and with determined practice, she also mastered the long sword that was her clan’s ancestral weapon.
Upon graduation, Cass struck out on her own. Once she had slipped out of the territory held by her clan and past the areas most diligently patrolled by her uncle’s men, she made a bee-line to the backwater planet where her year-older cousin Antipas was rumored to be. It didn’t take hardly any investigation to follow his path of broken laws and hearts across three star systems. When she finally found him arguing politics with a much larger and dumber spacer, she backed him in the ensuing bar brawl. The following morning, they set out together on a sojourn that took them far beyond the three galaxies of their childhood.
After a handful of wild years of exploring and adventuring, Cass left Antipas in the arms of his sickeningly adorable new love and headed for Alfheim in the UWW. She applied to one of the universities and flug herself into learning all she could. She’d just wrapped up an internship on The Smithy working in a dwarven factory that produced Shadow Bolt strike ships for the Warlock Navy when her uncle Kosmo sent her an encrypted message. He ‘requested’ her help in gathering information about factions within the UWW that pertained to the Aerihman Clan’s interests. Reluctantly she shifted her studies and used her academic contacts to secure a position in a parliamentary office where she had access to governmental databanks.
Over the next few years, even though she continued to report back on all requested parties, Cass’s personal interest focused on one member of the Star Chamber whose data just didn’t add up. She began to suspect him of serious involvement in some terrorist activities in the Three Galaxies, but she just couldn't put her finger on the proof. In a last ditch effort to glean some scrap of evidence, Cassiopeia polished up her singing voice, dressed in a wildly expensive Astor Demrock gown, and set out to meet Minister Deryth Stilmyst socially at an embassy ball.
Cassiopeia and Minister Stillmyst danced together for the next 5 years. A complicated dance of emotions and intrigue, secrets and deceptions. When the delicate house of cards they’d built while trying to trap each other collapsed around them, Cassiopeia was on the run. The minister was powerful and, while he wouldn’t risk the attention that formal accusations would bring to his work, he made sure to pass her description on to his Sunaj contacts.
Alone and trying to keep a low profile, Cass ended up on a transport ship crewed by a group of Warlock Navy veterans. They didn’t ask many questions and they appreciated her ability to keep their ship running. It wasn’t the same sort of work she did with Antipas and his wife’s crew back in her younger years. These guys were simple long haul spacers looking for solid jobs that kept them in fuel and beer credits. With the crew of the Centurion she was able to put some serious space between herself and her past. The last thing she remembers is helping the crew prepare for a delivery and looking forward to a few hours of shore leave.
Ten years later she’s awaken from cryo-sleep in the basement of a bombed out house in the middle of a war zone. … Go read the story of the 77th to take it from there.
Last edited by Cassiopeia on Sun Aug 22, 2021 1:40 pm, edited 2 times in total.
Cass__
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Cassiopeia Stormforge -Intel Operative
Fan Mail: Roll 1d4 for some recent fan mail. The fans also included a little something for you.
- 1) I'll never forget Kingsdale - Aaron B., A small coin inscribed with Kingsdale Sigil on one side and a coiled serpent on the other.
- 2)Come back to New Lazlo, I'll be waiting- Thirt Dang'r A dagger, curved and made of a dark foreboding metal. Just looking at it you think half the time someone is watching you through its glinting metal.
- 3)Soooo much fun in Stormspire! W. W. A time piece in the fashion of a pocket watch. It seems to be telling time backwards. Currently the clock seems to be set for 3 Months, 12 days, 6 hours, and 44 minutes.
- 4) A blank piece of paper say for a name perhaps. Hoz'r. Holding the paper you have the sudden sense of peace, and even in the dark you can feel the rays of the sun filling you with joy.
Field Team Six Bennies
- Cassiopeia
- Posts: 75
- Joined: Wed Apr 24, 2019 5:19 pm
Re: Cassiopeia Stormforge -Intel Operative
Fan mail 1d4: [4] = 4Pender Lumkiss wrote: ↑Fri Aug 13, 2021 8:41 pm Fan Mail: Roll 1d4 for some recent fan mail. The fans also included a little something for you.
- 1) I'll never forget Kingsdale - Aaron B., A small coin inscribed with Kingsdale Sigil on one side and a coiled serpent on the other.
- 2)Come back to New Lazlo, I'll be waiting- Thirt Dang'r A dagger, curved and made of a dark foreboding metal. Just looking at it you think half the time someone is watching you through its glinting metal.
- 3)Soooo much fun in Stormspire! W. W. A time piece in the fashion of a pocket watch. It seems to be telling time backwards. Currently the clock seems to be set for 3 Months, 12 days, 6 hours, and 44 minutes.
- 4) A blank piece of paper say for a name perhaps. Hoz'r. Holding the paper you have the sudden sense of peace, and even in the dark you can feel the rays of the sun filling you with joy.
Cass__