Wednesday, February 12, 2014

[HeroMux] The Economy

-]--------------------[Hero MUX]------------------[-
                                      |
        T H E   E C O N O M Y         |  Kilroy is the third generation of    
            Economy (III)             |  priests whose magic involves        
                                      |  currency. He fights crime on a large
 Name: Kilroy Capital Conneticut      |  and small scale and does his best    
                                      |  work unsung from the shadows.        
  Age: 21                             |                                      
  Sex: Male                           |                                      
 Race: Mage                           |                                      
 Role: Hero                           |                                      
 City: New York City                  |                                      
 Type: Original Character             |                                      
 Reg.: Unregistered                   |                                      
                                      |                                      
                                      |                                      
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 Magic and Mysticism
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      Wiki: http://heromux.com/Kilroy_Capital_Conneticut                  
     Likes: [Classic] [Comedic] [Dark] [Gritty] [Heroic] [Romantic] [Social]
            [Weird]                                                        
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 Kilroy is  Kilroy is the third generation of priests whose magic involves  
            currency. He fights crime on a large and small scale and does his
            best work unsung from the shadows.                              
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  Timezone: Eastern Standard Time (UTC-5, North America)
-]------------------------------------------------------[-

Background

The Economy was awakened by the blood sacrifices of despair as people threw themselves from buildings in Black Friday in 1929.  Powerful magic is in blood, and a new God was created.  The avatar priest of this God was a humble janitor who gained remarkable magical powers to create and control wealth.  He became a shepard of prosperity, trying to heal a broken nation in a time of dire despair, though there were powerful supernatural entities who fought him the whole way.  It wasn't until WWII that he began to see success, and just in time since he joined many of the world's greatest hero's though his efforts were largely in the shadows and known only to a few.

This prosperity carried on for decades, until his son took over in the seventies, but did a lacadaisacal job of his duties.  He was a poor hero as well, and in the 80's became a dark hero.  By the time the nineties had come around, he didn't care any more and actually went full out villain in the 2000's culminating with the crash of 2008.  He had many aliases, but his most recent was Cold Hard Cash.

The grandson, and only living heir of the original economy took over the mantle, but found that since his grandfather died at the end of the previous millenium he was not equipped to deal with the challenges that awaited him.  His father was more powerful and only his ability to conceal and detect exceeded his parent's abilities.  So he donned a suit of armor and began to fight his father's actions directly as The Economy.

            Gear: Suit and Staff (5)

  Kilroy's heavy suit is toughness five and made of pennies interwoven w    
  Kevlar. In a pinch, he can make one of paper, plastic and pennies of      
  toughness 4. The staff is conjurable from air and is bound copper pennies  
  which can range from a few inches to 20 feet (Arsenal 2).                  
-=--------------------------------------------------------------------------=-

           Magic: Bless (5)

  As a priest of the Economy, Kilroy can bless economic endeavors. To date,  
  he has mastered the ability to bless up to four targets at a time. Once    
  the spell is cast, the effect follows the target until it is released or  
  the effect of the spell is broken. A blessing allows economic activity to  
  prosper favoring probability within reason increasing the bounty of the    
  area.                                                                      

           Range: The initial spell must be cast within 1000 feet (and sight)
                  of the intended target.                                    
-=--------------------------------------------------------------------------=-

           Magic: Conceal (8)

  His second most powerful ability involves the concealing of money and      
  financial transactions. He is able to make money invisible as well as      
  trades. Note, if he surrounds himself with money, he can make that money  
  invisible but not himself. This magic is particularly useful in preventing
  his creations from being noticed and allows newly created dollar bills to  
  have 'actual' signatures etc. Even a magically enchanted currency would be
  subject to his magicks in this regard.                                    

           Limit: While it is 8 against physical perception, against magical
                  perception, a Mage of level 3 ability can detect its      
                  presence and Level 6 can determine that it is Kilroy behind
                  the concealing. Note, this does not stop physical concealing
                  of transactions via regular skill of course.                

           Limit: His mental ability to conceal his actions only consists of
                  his activities as the Economy. He has a functional Willpower
                  of 8 hiding thoughts involving financial transactions but  
                  only a Willpower of 3 involving psychic assualt etc.      
-=--------------------------------------------------------------------------=-

           Magic: Control (4)

  Kilroy can control up to 2000 pounds of currency as if by telekinesis. He  
  can also reroute virtual currency in route to any estination he chooses of
  any amount.                                                                

           Range: He can affect physical currency within 1000 feet. He must be
                  within 100 feet of virtual currency but the destination can
                  be anywhere possible within the connected network (internet,
                  building, etc).                                            
-=--------------------------------------------------------------------------=-

           Magic: Create (3)

  Kilroy can create currency of any kind out of thin air at a rate of what a
  highly skilled tradesman could make in a year per minute. He can vary the  
  types of currency such as wrapping bands of pennies, paper and plastic    
  together to make relatively primitive constructs or make a single Rai      
  stone or a pallate of silver dollars over someone's head and smash them    
  for Arsenal 5 damage.                                                      

           Limit: The practical limit in terms of MATTER created by this power
                  is within 1000 feet and up to 1000 pounds per minute.      
-=--------------------------------------------------------------------------=-

           Magic: Curse (5)

  A curse causes probability within reason to disfavor the bounty in the    
  area. People, places, nations, cities, states and groups as concepts can  
  be cursed. A corporation with many locations in many areas would be        
  infected virally, as one bespelled member traveled from one area held to  
  another until the blight covered all that they had. This ability is very  
  subtle, and usually takes time to take effect.                            

           Scale: Due to opposition from his father, a large or powerful    
                  economy is essentially impossible to affect in any        
                  meaningful way but a small nation or a state could is easily
                  within his parameters.                                      

           Range: The initial spell must be cast within 1000 feet (and sight)
                  of the intended target.                                    
-=--------------------------------------------------------------------------=-

           Magic: Destroy and Deface (5)

  He can destroy any kind of hard currency within 1000 feet up to toughness  
  6.                                                                        

           Limit: Currency tougher than this, up to toughness 10 can be      
                  altered to the point of no longer being currency. For      
                  example, an alien species that uses encoded diamonds as    
                  money would find the encoded portion of the money worthless
                  even if the diamond was not destroyed.                      

           Limit: Abstracted but 'real' currency stored in an electronic,    
                  magical or psionic medium (except in a living mind) may be
                  destroyed within 100 feet of the object in which it is    
                  stored. He may only destroy a single "account" or bundle at
                  a time at a rate of one per minute, which means that      
                  financially prudent or truly wealthy individuals are harder
                  to make "broke" with this power since they likely have their
                  money in multiple locations and multiple accounts, though it
                  can still HURT quite a lot.                                
-=--------------------------------------------------------------------------=-

           Magic: Detect (9)

  He knows location, use and ownership of any currency in any form he        
  desires but has no clairvoyant sense of who is saying what where. By and  
  large, in practice, this ability gives him total situational awareness in  
  a mile radius of any currency and its activity, and when concentrating any
  currency he's trying to follow or sense the wherabouts and use of anywhere
  on Earth or even much much much farther.                                  

           Limit: His passive awareness can only apply to someone who has    
                  currency applicable in the area on them. If they have no  
                  money in their pockets, then he can't detect their movement.

           Limit: Context. For his longer range detection, he must have some
                  context for what it is he is looking for. He could, for    
                  example look for 'the largest distubrances in the economy'
                  but that will give limited details. He could follow a coin
                  back to its minting but can fast forward or rewind but to  
                  'view' in real time he must be in real time. The more      
                  information he has, the more he can gather. But with little
                  to go on, it will take time to gather data.                
-=--------------------------------------------------------------------------=-

           Magic: Transform (5)

  Kilroy can transform one kind of currency into another without effort or  
  thought. He can vary the types of currency made instinctively and without  
  effort, thus for example wrapping bands of pennies, paper and plastic      
  together to make relatively primitive constructs or make a single Rai      
  stone or palate of gold bars.                                              

           Limit: He can do this at a rate of what a rate of what a highly  
                  skilled tradesman could make in a year per minute. For    
                  example, if a skilled machinist could earn $100,000 in a  
                  year, then Kilroy can produce 100 $1000 bills, a check or  
                  credit card with $100,000 on it, or a whole lot of pennies.

           Range: The practical limit in terms of MATTER created by this power
                  is within 1000 feet and up to 1000 pounds per minute.      
-=--------------------------------------------------------------------------=-

           Skill: Athletic Training (3)

  Due to heavy training in armor, with fights, his staff and a general      
  fitness regimine, Kilroy has Strength 3, Endurance 1 and Toughness 3      
  without any enhancement whatsoever.                                        
-=--------------------------------------------------------------------------=-

           Skill: Citizen of the World (6)

  Kilroy recieved an education at the best private schools the world had to  
  offer on five continents and numerous private tutors. Kilroy has a        
  knowledge of geography, luxury (fine wines, sailing, art, jewelry etc),    
  cultures, etiquette and diplomacy. He also has a natural talent for        
  languages depending on how large the economy is.                          
-=--------------------------------------------------------------------------=-

           Skill: Money (all) (9)

  This ability started as a family knack, combined with excellent training  
  of around 5 by the time he was 14. When his powers manifested, it changed  
  his view of the world forever, and he aquired an intuitive understanding  
  of economics, accounting and finance that left those untouched by it far  
  behind. Even without powers, without magic, his ability to see the flow    
  and history of human commerce has given him a total understanding of the  
  trading, storage, abstration and commoditization of human goods and        
  economies. Even in a totally alien situation, this skill would be at an 7,
  rapidly to rise again to a 9 with a few weeks accustomization. The        
  practical upshot is that he understands money well, and this knack allows  
  him to perform forensic accounting at an almost astonishing rate.          
-]------------------------------------<>-------------------------------

-]--------------------[Hero MUX]--------------[-
                                                                           
         Advantage: Contacts                                              
                                                                           
  Kilroy has access to three types of contacts. The first are various      
  corporations, governments and daylight entities that use the services of
  the enigmatic Sheer Accounting, known as one of the finest forensic      
  accounting services in the world, but primarily by proxy. Kilroy doesn't
  charge much for his services, but has racked up an impressive array of  
  favors which can be helpful to opening doors. The second is the Black Book
  of family contacts originally established by his Grandfather, and passed
  on to Cold Hard Cash and shared by Kilroy. Some of these are simple      
  corporate contacts, but some of them have grown dark and dire as arms    
  dealers and criminals of the darkest kind. Kilroy doesn't tap these unless
  he has little other choice, especially since the use of them will allow  
  his father to sense his presence and stop him if he can. The third set of
  contacts are old aquaintances of The Economy I, many of whom are retired
  or dead, but while the Economy is very obscure he is not unknown, even if
  his father and grandfather are far more indirect than Kilroy at getting  
  into the action.                                                        
-=--------------------------------------------------------------------------=-
                                                                           
         Advantage: Location                                              
                                                                           
  His power works better in places that are manifestations of trade and    
  wealth, improving by 1 in each category in a Bank, 2 in a unique location
  like Wall Street or the Federal Reserve and 3 in a magical loci of power
  associated with wealth. So too is his power weaker in areas with no      
  commerce at all. Note, this doesn't mean a 'poor' area means that his    
  powers are weaker. Rather, the amount of commerce in the scale of those  
  who use it. Thus, in cities, he tends to do well. Whereas, in a shack in
  the middle of the wilderness, he's going to be somewhat weaker. A good  
  rule of thumb is that all his powers will be one rating lower in towns and
  villages, two lower in wilderness areas, and three lower in areas        
  extremely far from sentient creatures such as the moon or the bottom of  
  the ocean.                                                              
-=--------------------------------------------------------------------------=-
                                                                           
         Advantage: Wealth                                                
                                                                           
  In theory, especially with time, Kilroy could become the richest man on  
  Earth any time he wanted. There are lots of complications and damages from
  that, not the least of which are his father who is considerably more    
  powerful than he. In practice, he has a few hundred million stashed in  
  numerous untracable accounts all around the world. Indeed, the key      
  advantage of his wealth isn't so much that he is richer than even the    
  richest 1000 people, so much that unlike them, his wealth, thanks to his
  magic, is invisile and utterly untracable by any but the most powerful of
  magi (who had better have pretty impressive accounting skills on top of  
  that.)                                                                  
-]------------------------------------<>------------------------------------[-
-]--------------------[Hero MUX]--------------[-
                                                                           
              Flaw: Balance                                                
                                                                           
  A healthy economy has enough lattitude for him to use his powers without
  too much consequence. However, extensive use, use for too much personal  
  gain, or working in an area that is economically blighted has problems. If
  he is merely controlling or transfering currency, then the balance is    
  kept. However, if he creates currency then the health of the economgy in
  the area will be blighted directly in proportion to the usage or abuse of
  the power.                                                              
-=--------------------------------------------------------------------------=-
                                                                           
              Flaw: Cold Hard Cash                                        
                                                                           
  His father has used many names, but is currently a villain by the name of
  Cold Hard Cash. He possesses the same abilities as his son, but at      
  different rates. He can control, bless, curse, destroy and create at level
  8 but can only detect and conceal at level 5. He believes in helping the
  world through economic turmoil and views his son as a threat despite their
  being a code of honor between them. At the moment, he has not brought his
  full wrath to bear on his son but if pressed too far would not hesitate to
  do so. See also: Crowded Field Flaw.                                    
-=--------------------------------------------------------------------------=-
                                                                           
              Flaw: Crowded Field                                          
                                                                           
  The Economy is a powerful God, powerful but dumb, sleeping most of the  
  time. Wielded on a macro scale and hidden, Cold Hard Cash and The Economy
  can and have made major changes, but they are not the only financial meta
  powers in existance; Gods, Angels, Demons and Fairies that have 'wealth'
  as their portfolio will sit up and take notice if Kilroy (or his father)
  does something that is truly disruptive to large amounts of things even if
  it is within their power to do so. Cold Hard Cash was not solely        
  responsible for the crash of '08, but he definitely made it much WORSE.  
-=--------------------------------------------------------------------------=-
                                                                           
              Flaw: Currency                                              
                                                                           
  To qualify as a currency, it must actually be used or have been used as a
  currency. That means that it must be an abstraction that exists out of  
  someone's head. Examples of things that qualify as currency would be money
  (cash, credit cards etc), cigarettes, poker chips, gold coins or the like.
  Favors, unless manifested by a physical object, do not count because they
  are only in someone's head. Land or valuables, such as jewelry or a car  
  etc, are not currency because they are a physical thing, rather than an  
  abstraction. A currency as defined by his power must be an abstracted    
  representation of something else that is transferable for most anything  
  else among those who trade it. Thus, while a deed to property is an      
  abstraction, it is a representation of ownership, not traded back and    
  forth as wealth. A simple rule of thumb is, "Could you buy a ham sandwich
  with it?"                                                                
-=--------------------------------------------------------------------------=-
                                                                           
              Flaw: Magic                                                  
                                                                           
  His power source, though 'divine' in origin, manifests just like any    
  regular magic, so anti magic zones, magic stealing villains, and other  
  things that work particularly effectively against magic work just as well
  as his own powers.                                                      
-=--------------------------------------------------------------------------=-
                                                                           
              Flaw: What You See Is                                        
                                                                           
  A coin that he makes is a coin, which means something made out of it has
  all the advantages and disadvantages that go with the metal, like armor  
  made out of pennies weighs a lot and is heavy and highly conductive of  
  electricity. A construct made out of dollar bills is only slightly tougher
  than normal paper.                                                      
-]------------------------------------<>------------------------------------[-


Wednesday, February 5, 2014

[Numenera] The B Team - Sessions 1-4

GM - Berny
Zax/Prince Caltroth Zortar Alaoraran Deathskullsplitterawesomesause XXXII - Tom
Valina - Andrew
Urshinabi - Bill
Johannes - Andy
Jaybez Fitch and MeatCake - John

"Zork?"

"Yes your Highness?"

"I'm Bored."

"Terribly sorry your highness."

"Entertain me."

"Perhaps a game your highness?"

"No.  I can always tell its you playing the characters.  Can you get actors?"

"I'm sorry your highness, but security protocols demand isolation until your majority."

"There has to be SOME way for you to arrange a game..."

There was a long pause.  "There is one way, your highness, that does not involve me playing all of the characters but...."

"Yes?"

"Well, it will be a very special game.  If your character 'dies' you won't be able to get another. In fact, the game will be over.  And you won't have total control of your character.  We'll need to attach a special story filter...to preserve ...the story."

"Sounds great! Sign me up."

"Very well your highness, I'll let you know when it's ready."

Session 1
Our heroes traveled from a small town far to the west in the known lands to another place in the east looking for work.  Basically, this place is the Barony of Nowhere In Particular, but it happens to be at the end of a river nexus of Somewhere We Want To Go, and we ran out of money AND the GM wants us to be here...

Due to character generation it is immediately determined that Zax has exactly ZERO money for food or ability to find food on his own.  Its almost like he's completely inexperienced with feeding himself, despite the fact that he arrived mysteriously from the east two years prior and knows the rest of the group.  Speaking of...Valina is a Nano (mystic/mechanic) who can read minds.  She knows Zax can heal the sick and secretly considers him the Messiah.  Of course, in this case, being the messiah means being dragged back to the temple for sacrifice or dissection, but the time is not yet right.  Urshinabi and Johannes are brothers; Urshinabi a Mystic Jack (mage/thief) who carries a quiver, and Johannes, a tough jack who is also a Master of Defense (in other words, You Can't Touch This.)

The four immediately begin looking for Opportunities.  Zax, suddenly exhibiting strangely anti social behavior decides that mugging someone and taking their Shins (Coins) is the best way to go.  Also strangely, the rest of the group thinks this is a terrible idea.  Fortuitously, a large hullabaloo is going on at the docks as it turns out the Golden Hoard, a mysterious force that is zotting villages with no survivors (apparently they had a wheel barrow and a holocaust cloak) is causing a panic and exodus.  There is a fight for the last slot on the boat.

Zax pushes the idiots aside and threatens the merchant who wants to join because a woman has kids.  The woman is secured and the boat leaves.  Valina gets the idea that the merchant will pay to be escorted by land and the whole group goes in on the idea.  Escort duty is good work.  It ALMOST works, but the group tries to bleed the merchant a little too dry and at the last minute he balks.  Then, fortuitously, someone begins putting posters all around the town that Small Rural Village is looking for help.  The guy posting the notices explains that they are offering numenera (magic items) for a reward and that the baron can't help find the missing kids.

Missing kids.  So the otherwise extremely spontaneously anti social Zax immediately wants to help...that could be him after all.  The rest of the group mostly agrees and finally agrees and then proceeds to tear down all the other posters asking for help.

Competition means less loot.

The group marches towards Small Rural Village but comes across burnt out Fort with a smoking ruin and complete lack of charred bodies that says, "The Golden Horde Was Here."  Going inside for food and/or loot, the party finds a large human running around.  Following him, they find a large human who also looks all of the other perfectly ordinary looking humans present.  They, in a very calm voice say, "We're looking for salvage."

The group attempts to reason and 'share' and that's when all other perfectly ordinary humans (who all look alike) ambush and proceed to kick the ass of everyone present except Johannes, who beats the crap out of them.  After a few minutes of being non plussed, Urshinabi starts putting arrows in them and Valina tries to fry their mind...only to find out...THEY ARE ROBOTS.  (queue sinister music.) Zax looks momentarily uncomfortable, but after a clever use of potions (one shot magic items) and luck they defeat most of the evil robots.

They then loot the bodies of the robots and got neat swords, armor, shields and guns.  Also, many magic items were made from their guts and brains and such.  Valina is good at this and with Urshinabi is even better at it.

"Zork?"

"Yes your highness?

"There are robots in this game.  I thought you said this was a fantasy?"

"No, Highness I said it was a mixed genre adventure about discovery and mystery.  It is soundly based on some known scientific principles and also forces that even I do not entirely understand.  I must admit I am rather intrigued."

"Wait...what the heck is this game?"


"I'm not allowed to discuss that due to Security Protocol #7b."

"What is that?"

"You won't know until you're emperor of the 17 galaxies after your father highness, I'm sorry."

"Whatever.  Look at me make him dance!"

"Very clever highness."

Session #2
The group is joined by Jaybez Fitch who is a Clever Glaive Who Is Good at Wilderness Stuff and his lizard dog Meat Cake.  They are good at finding food and killing things.

The group then went to Small Rural Village and met Mayor Fudd.  Mayor Fudd informed the group that the children had gone missing, as had the mob/militia they had sent out to rescue them, and if you can find them, you can has our magic items.

The group decided to accept and went into the forest.  They found Fat Farmer who was dying.  Zax immediately went to heal him and...healed him.  Surprised to be living Fat Farmer revealed how they went into a giant mound of bugs.  Speaking of which, Fat Farmer, who was not meant to live but be bait, looked in shock as bug men leapt up through the ground and attacked the group.

Zax attacked one, and the rest of the group held their own, except Johannes who wasn't touched.  However, he did get dumped into a hole.

All the bugs were killed.

The group, believing Fat Farmer, who was healed and Sent Back To The Village For Help Alone, they decided to go through Fat Farmer's house in the basement rather than the front door of Bug City.

In Fat Farmer's house they found a Guard Bug, who they promptly killed and then made magic items from its brains.  Zax took one of the bug heads and emptied it out for a helmet.

It was very dark.

"Highness?"

"Yes?"

"I am very sorry but I must interrupt the game because your father doesn't like your grades.  He says that until you improve them you must focus on your studies."

"Aw man!"

"I am sorry your highness."

"Can you at least have it on in the background Zork?"

"Yes."

"Will my guy get killed?"

"He has an auto defense mode that will prevent him from being likely stabbed."

"OK."

Two hours later....

"Zork?"

"Yes Highness?"

"What is going on?"

"Well there is a mighty battle and the companions are fighting many bugs."

"Zork?"

"Yes Highness?"

"I can see that...but why is my character suddenly significantly more competent and getting along with everyone better."

Silence.

"Just how good is 'auto mode' on my character Zork?"

Silence.

"Geez, they're all getting killed.  Can I play yet?"

"Not quite yet Highness. I'm sorry.  You need to finish your essay on Galactic History."

"Ah Man!  This game is the best!"

"Of course highness."

Session 4

The group has successfully made it back to Small Rural Village with Two Children Infected By Bugs.  They go to the mayor and demand payment since they know the bugs are coming and used a lot of magic items to kill them including Giant Nasty Tank Bug and several Large Soldiers.  Mayor Fudd dithers a bit but pays the group with a Crystal Gun and a Not Disintegration Belt.  They gave the Not Disintegration Belt to Zax because he was useful as a healer.

The group immediately noticed (especially Johannes) immediately noticed the return of Zax's slightly odd and aberrant behavior but didn't really do anything about it....except potentially mention throwing the messiah into a volcano at one point or something.  

And they rested.

And then Bugs attacked.  Big Fat Bug came up through the well, but efforts to kill him failed and so did Zax's attempt to kick him in the face and send him back down the well.  Big Fat Bug then unleashed an acid cloud which royally screwed everyone near.  Meanwhile, Johannes and Urshinabi went to protect The Children in the Town Hall.  More bugs attacked there.  Johannes was actually hit and knocked prone and Urshinabi kept turning bugs to crystal.  Valina shot a lot of them and Zax was actually mildly effective, killing two.  Jaybez and Meathook were tag team death.

The bugs retreated.

Valina used magic to find out what the bugs were up to.  She sensed a distant hive mind that was panicked and sending an SOS to...somewhere else.

"Zork is that you?"

"Probably not highness.

"PROBABLY?"

"It's complicated highness. Security directive 7B."

"Whatever."

The group made more magic items from dead bugs, and then rearmed and reequipped.  Stoutly they set out to take the fight to the lair of the insectoid menace.

Tuesday, September 24, 2013

[Inglemia] 5 Element Majors - Final

Attending: Martel - Greg

The Inglemian Constitutional Convention finally happened.  Martel was able to negotiate a lot of good will and get the factions to hold it in Inglemia.  There were five Noble House factions, Sosori, Yontor, Ohigattan, Segglestaff and Lamplighter, and four Canton factions, Northport, Charport, Blueport and Perport.  In the end, this is what they came up with (summary)

Article I: The Dogeship remains intact as does the Inglemian senate.  The Doge commands the military and is the "head of state" of each Canton.
Article II: The senate retains its powers and privileges.  The Cantons now form a conclave of which 2/3rds can remove the Doge, but must also sacrifice their seats.  The replacement Doge (of the same house selected by the Senate) selects the new members of the Conclave.
Article III: Nobles from each house get 1% of the land of each Canton of their choice.  Anything more than this retained by them is up to the House and the Canton.  The houses retain their holdings in the trade network and can issue licences, which means those Cantons wanting access to the trade network would do well to work with the houses.
Article IV: The rights and priviledges of Inglemian citizens will be extended to all Canton citizens within the Inglemian Republic, but pure citizens must still earn that right by service in the military.
Article V: Courts.  Inglemian nobles are still tried in Senate court.  Military members are tried in military courts.  Commoners and citizens are tried in Canton > Conclave > Gendremain courts, with the Gendremain still selected by the citizens at large of Inglemia.

Other things of note: Their mission (unknowingly) completed) the tattoos of the 5 element majors vanish, save the third which allowed them to communicate.  Martel retained his item summoning tattoo as well.

Bjorn has secured the North for the most part.  It is still quite wild and will require a lot of work but it and his heirs have a legacy.

Auronos was able to find his mother and kill the bastard who killed his father and sold her into slavery.  With his remaining influence, he was able to get the Cloud Kingdom to leave the Elven Alliance and sign a treaty with Inglemia.

Mr. Green's activities are unknown, but they are large, and growing larger.

Enchante is still a statue in the Doge's warehouse.

Saturday, June 8, 2013

[Ingemia] Five Element Majors and Disposable

The expendable scouts for Ether examined the ruins carefully and after some experimentation found a machine capable of opening a massive gate to the inner planes; including the negative material plane to create undead, or the positive material plane to either heal or ressurrect.  Word of their report leaked out and soon a massive army of undead had laid the area under seige.  They used the Resurrection Machine to protect themselves but knew it was only a matter of time.   A massive Ether army as well as House Ohigattan troops also showed up, but something was attacking the Ether forward base.

After defeating a large amount of undead, the group finally set the machine to destroy itself, while teleporting out at just the last minute.  Red was killed but Pike and Sunya managed to get out just in time.  In order to avoid ruining an asset, the group was quickly moved through a portal back to Inglemia proper but Sunya had done her job and alerted Mr. Green.

The Five Element Majors showed up at Graveyard, having traveled by SpellJamming since the plane of mirrors had been blocked off magically.  They immediately scanned the area and saw four armies converging on the remains of the Resurrection Machine, an army undead lead by a masked Ohigattan Necromancer, an army of the native undead, Beholders, and a huge force of Trogers from Kiridon.  The group used the experimental teleporter to land.  Upon quick examination, they used the pyramid to send it back to Inglemia and instructed Earth to pick it up.  Then they were attacked by a major force of undead.  While not heavily wounded, the group faced a greater challenge than they ever had before and bled severely.  Auranos and the arrival of the strange marked one from Sigil heralded major casualities, with Green focusing on the Vampire Lords.  Martel attempted to deal with the Trogers and was successful to a degree but they would not see reason.  He had more luck in disorganizing the assaulting hoards of undead.

In the end, the group retreated after having done major damage to the undead, and killed the Ohigattan necromancer.  The Trogers retreated on their own to parts unknown.  Attempts to track the contingined soul of the mage by Mr. Green led to a race back to Inglemia to find who he was and stop him.

[Inglemia] Right Bastards - Battle of Inglemia

Summarized by Andrew here and here.

Wednesday, April 3, 2013

[Grynn] There was a mighty duel

The group got to Candlekeep with no incident.  They ran into Skreg (spelled backwards) who joined them on the way to candle keep.  Then they ran into two people arguing about a map.  Evard the mage was cursed to never sleep and joined the party.  Then they were warned by Ulshania (spelled backwards) who was riding a copper dragon about a giant blue dragon.  Then they were warned by Spurdike Sprondike on a giant blue dragon about a giant Emerald dragon.  They all went to get the map to candlekeep.

A hoard of monsters threatened the party.  Mira said, "To hell with this" and dimension doored around them.  She told everyone to attack the emerald dragon.  Tock was reluctant since he thought the dragon could be reasoned with.  Ultimately he attacked out of loyalty to the party which turned out to be correct because it was insane.  He slew the dragon with his blade but reality was distorted somewhat and the result was questionable.

The group split the dragon's treasure but left Tock with a sense of forboding doom on the distortion of reality.  They returned to the tower where they had originally appeared since there was a portal there to Shadow and thus to Grynn.

Friday, March 22, 2013

[Inglemia] Five Element Majors - March News

[Seven Sections, in Order of Which You Might Care About Them]




Section 1



Headlines - [Cost a DTP to investigate]



Convention amicable, slow to progress. Deligates extend time vow to forge meaningful peace. Some factins becoming agitated.



Corrigan Flint assasinated. Hostile son heir to throne.



More Fourth Runes discovered, new products being created, Inglemian economy expected to soar.



The Perfect Dominion and the Charred Lands are now at war.



Undying Court forms alliance with Iosal. Defense treaty pending.



Verbal Sosori, son who favors Segglestaff faction, current leading candidate for heir.



Inquiry into the Sarah Dark resolves peacefully, abliet with lingering questions.



Formal committee to discuss how to create Plasma created.



Inquisition into Segglestaff activities reveal most offense crimes imaginable. Trials set to begin soon.



Tax revenues up as economy soars. Many are calling for increased expansion of Inglemian interests.



Three more worlds cut off from communication in outer ring. Some trade ships going missing.



Bjorn Ogreshaft secures leadership of the capital in the North, facing armed insurrection from some tribes.



The Red Society and Violet Society disagree on Exposure of Military Secrets. Public debates held.



Civil war occuring in Madlands. Half of each race taking sides. Mass casualties.



The Gendremain report a drastic increase in magical crimes infecting the city.



Eighth, Ninth, Tenth and Eleventh Fire legions completed. Cantons and senators are fighting for deployment or even whether the current military expansion is now needed.



Section II



Rumors - 1 DTP To Generate More For Next Cycle, 1 DTP to Push Towards True or Not True, 1 DTP to Investigate each



The Mountain Kingdom is approaching the Undying Court for an alliance



Fingolde University believes it can recreate the Eberon science of Artifice



Bluebridge has left the Blueport faction for the Northport Faction in the Constitutional Negotiations.



House Antigan is in flagrant violation of the Construct protocols and constructing a huge number of greater undead.



The lucky Blue Spider comet has been spotted in the skies, which only appears once in a generation.



The dragons and giants of the far continent are considering an invasion of the North while they are divided.



Charbridge has discovered a large cluth of hidden dragon eggs and has begun experiments.



Ohigattan is talking with the Invisible Consortium.



A frozen ship of an unusual nature has been discovered among the most isolated of ruins in the north. It is of a most curious design.



Section III



The Party



DTP



Ace - Mr. Green



Current DTP: 33



Generation: 8 [3 PC + 2 5 Element Major + 1 Clear Society Member + 2 For "X"]



Will



Current DTP: 32



Generation: 12 [3 PC + 1 Clear Society Member + 6 For Ruling "The North" + 1 Sr Red Society Membership +1 Honorary Board Member 3 Universities]



Brady



Current DTP: 53



Generation: 7 [3 PC+2 5 Element Major +1 Clear Society Member +1 Cloud Kingdom Ambassador]



Skreg



Current DTP: 38



Generation: 13 [3 PC + 2 5 Element Major +1 Clear Society Member +6 Acting Head of House Segglestaff+1 Acting Head of 3rd Ether Branch]



Cullen



Current DTP: 39



Generation: 0



Attila:



Current DTP: 3



Generation: 3 [PC 3]



Section IV



1 DTP to Invest/Expand Party Assets, 1 DTP to Expand Strength/Fortification of Assets, 1 DTP to Leverage an Asset or Asset Group, 1 DTP to Cultivate/Train an Asset, 1 DTP to Leverage a Contact, 1 DTP to Cultivate a Contact



Followers via Feat do not count DTP and may spend up to 2 weeks of time directed by turn email.



Party Assets:



The Castledown Inn - 100% ownership (Gifted to them by the Doge)



Party Income: 20000GP in Gold per month



123000 in Gold



Zanzibar the Carpet (deployed permanently to M.)



Library of the Lich (+5 on all knowledge actions whilst performing a DTP action, plus other elements. Worth 200000gp if sold)



10 Staff (from each branch) serve as contacts (deployed to Martel but usable by all)



5th Tower in the Vermilion Citadel (well secured)



5th Element Major Status [Not Bjorn]



Titles of Nobility on Sosori Lands: Produces 2000 GP a month each. [4000 in individual accounts]



Order of the Silver Conch Feat: +4 on all Diplomacy Checks with Kelpian and other entities who speak Aquan or Merman as their native tounge and are aware of the title. Also magically conveys the ability to speak Aquan.



Titles of Nobility in Aquan Lands: Produces 5000 GP a month each. [10000 in individual accounts]



Unexamined Treasure of Dead Iron Horse Gang Members



Section 5



Green, Martel and Auranos may spend 1 DTP to Redeploy 1 asset, +1 Cost for Redeployed Asset [Must Justify], 1+ to Lobby Senate for Asset Creation



Bjorn may attempt to do so through the Red Society but at a cost of 4 via military contracts.



Inglemian Military Deployments



Fire:



First Legion - Inglemia



Second Legion - Inglemia



Third Legion - Iosport



Fourth Legion - Charport



Fifth Legion - Clockport



Sixth Legion - Blueport



Seventh Legion - Perport



Eigth Legion - Norport



Earth:



First Block: The Node



Second Block: The Node



Third Block: The Node



Fourth Block: The Node



Fifth Block: University Collaboration



Sixth Block: Northern Rapid Road Network



Seventh Block: Southern Rapid Road Network



Air:



First Fleet: Inglemia



Second Fleet: Inglemia



Third Fleet: Proport (Very Friendly towards Party)



Fourth Fleet: Charport



Fifth Fleet: Iosport



Sixth Fleet: Blueport



Seventh Fleet: Perport



Water:



First Recon - Kelp



Second Recon - Kelp



Third Recon - Madlands



Fourth Recon - Charport



Fifth Recon - Protport



First Deep - Iosal



Second Deep - Shard



Ether:



First Brevet - Earth



Second Brevet - Earth



Third Brevet - Ravenloft



Fourth Brevet - Inner Trade Network (guarding)



Fifth Brevet - Inner Trade Network (guarding)



Sixth Brevet - Eberron (Spying)



Seveth Brevet - Toril (Spying) (Incommunicado for 2 Months)



Inglemian Projects:



Eighth Airfleet (3 months)



Ninth Airfleet (3 months)



Tenth Airfleet (3 months)



Fortified Mirrortube Network (3 months)



Ether Academy and Increased Funding (1 months)



Eighth Earth Core (2 months)



Ninth Earth Core (2 months)



Tenth Earth Core (2 months)



Revised Constitution (4 months)



Section 6 - Constitutional Convention



1 DTP to receive more details/investigate a faction, 1 DTP To Boost or Lower a Factions Political, Economic or Intruige Power; 1 DTP To Leverage a Major Issue +/-, 1 DTP to place a new issue before the Council



Current Factions



Ohigattan - Economic: 6 Political: 5 Intruige: 6



Yontor - Economic: 2 Political: 7 Intruige: 2



Sosori - Economic: 4 Political: 11 Intruige: 7



Segglestaff - Economic: 8 Political: 1 Intruige: 7



BluePort - Economic: 5 Political: 4 Intruige: 1



NorthPort - Economic: 1 Political: 1 Intruige: 3



CharPort - Economic: 2 Political: 3 Intruige: 2



ProtPort - Economic: 1 Political: 4 Intruige: 4



External Relevant Factions



Protectorate - Economic: 1 Political: 7 Intruige: 2



Kelp - Economic: 9 Political: 6 Intruige: 10



Invisible Consortium - Economic: 11 Political: 2 Intruige: 10



Eberron - Economic: 6 Political: -1 Intruige: 5



Imperium - Economic: 6 Political: 0 Intruige: 7



The Shard - Economic: 6 Political: 2 Intruige: 6



The Issues [Abstracted]: Where each item looks to be in the current version of the constitution



Nobility: 6



Citizenry: 5



Power of the Doge: 4



Power of the Senate: 6



Cantons: 4



Inglemia: 10



Ing Allies: 1



Trade Network: 6



Merchants: 9



Military: 5



Section IV - Misc



Individual Items will be Sent to each of you tomorrow. This section will also include random things I want to put here that don't go anywhere else (none yet) as well as individual elements for each character that you want to make or become public knowledge (none yet).



*A large number of false identities are being estbalished through the 5 Element Major water office.