Danse Macabre

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42 posts. Alias of Umbral Reaver.



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In 2017 I released Mechfinder, a mech supplement for Starfinder.

I just found out that Eldritch Osiris Games is releasing a mech supplement for PF2e called Mechfinder.

What can I do about this?


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Does anyone still have their hands on any of these things distributed during the initial marketing push for 5E? I'm having trouble finding the old stuff they sent out telling people how to discuss the thing as retailers and spokespeople.


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It'd ease things a lot around here. Too often we're left wondering if some bigot is still there, waiting to pounce.


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Transgender Day of Remembrance (TDOR) was started in 1999 by transgender advocate Gwendolyn Ann Smith as a vigil to honor the memory of Rita Hester, a transgender woman who was killed in 1998. The vigil commemorated all the transgender people lost to violence since Rita Hester's death, and began an important tradition that has become the annual Transgender Day of Remembrance.

-Description from GLAAD


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So now that it's out, who has had the opportunity to compare the systems?

Mechfinder reference

If one were to expand Mechfinder, what could you steal from Tech Revolution (or vice versa)?


I went to check on something I'd favourited as a bookmark and saw that every favourite since 2013 is gone.

All of them.

What happened?


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:)


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This is clearly a weak point. This has been admitted.

You say you can't hire any, but most RPG forums and communities use volunteer mods. Why couldn't that work here?


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The reasons should be self-evident by now.


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A thing came up in a discussion elsewhere and I'm curious about how much player groups differ over distances with regards to a particular rule.

How often do players in your experience:

1. Play a character that has ASF?
2. Roll it without the GM reminding them?


Or is this just a common houserule that people assume is somewhere in the rules and haven't actually checked?

I can't find it.


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I have started a project with a few friends. Because I suffer from severe Myalgic Encephalomyelitis, I can't properly run full campaigns anymore. So instead, I built a framework for players to worldbuild and collaborate on a setting they want to play in. There's also room for prospective Gamemasters that might want to run one-shots.

Almost all of our players are queer, a high proportion trans and many are plural, too.

Evolving Wilds Discord Link

Intro blurb:

A hundred years ago, a dark power took hold of the BABEL STONE and used it to shatter the words of the STORY and eliminate existence forever. But those threads could only be scattered, not destroyed, and they have come back together. The world is now jumbled, chaotic, unknown. But people from across distant realms live together now, rebuilding and rediscovering the Evolving Wilds.

System: Pathfinder 1st, Spheres of Power replaces all magic, Spheres of Might and Champions of the Spheres allowed.


Ghost In The Shell/Alita style brain in a wholly artificial body.

How would you do it? Just rebuild the character from scratch as an SRO? Or something else?


Animal, aberration or magical beast?

What's the difference?

The Crest-Eater could easily just be an animal, since animal can now include alien wildlife. The same is true of the Caypin.


You are passengers on the starship Hope's Peak, a luxury civilian cruiser on a leisurely voyage between each of the Pact Worlds. Your trip has been pleasant so far, having begun at Aballon and stopped at each of the worlds thereafter and has just left the vast city-ship, the Idari. You retire to your cabins as the crew prepares the ship's Drift Drive to carry you safely on to Triaxus (nobody wants to go to Eox on a luxury cruise).

When you awaken, something feels different. Something feels wrong. You exit your cabin into silence. The ship should be full of the bustle of crewmembers serving passengers and readying the ship for dock. It is silent. It is empty.

You find others still present, all other passengers. Not a single crewmember can be found. You make your way to the bridge. All of the controls are unresponsive, and the ship's viewports reveal a dark vista. This is not the Golarion system. This is not any system. You are adrift in the vast emptiness between the stars.

Once you have all gathered on the bridge to discuss what to do, an image flicks onto the main viewscreen. A sinister figure, one eye empty and black as the void itself and the other blazing with the light of a dying red star.

She cackles, her voice sounding through every speaker on the ship. It is bone-chilling, supernatural in timbre.

"This is your captain speaking. Ah, now that you're all here, I can tell you about tonight's shipboard activities and amusements. I took the liberty of arranging a fun little diversion I call 'The Mutual Killing Game'."

She smiles, displaying wickedly sharp teeth.

"Oh, and I suppose you're wondering what happened to your previous captain and crew. Don't worry. They won't be experiencing nearly as much despair as all of you. In fact, they've found their unexpected spacewalks so peaceful that they decided never to return. How delightful!

Let me introduce myself. I am The One Unhued. Is that a bit too grandiose for our exciting entertainment? Well, then. You may call me Captain Umbra!"

She puts on a captain's cap. You recognise it as the one that your former captain wore. Umbra looms close in the viewscreen, her one red eye flaring with the somber plumes of an aged sun.

"I bet you're dying to know what the rules of the game are. It's very simple: Some amongst you are my friends! You've already helped me so much by disposing of the crew. Now you get to start murdering the passengers! But alas, you are dreadfully outnumbered and now they're on guard. You'll have to be sneaky about it.

The rest of you probably don't want to be slaughtered mercilessly, so it's up to you to figure out who the attackers are and kill them first! If you kill all of my friends, I'll graciously reactivate the ship's Drift Drive and you can go home! If you all die, well, at least you got to participate in all this fun. It's win-win!"

-

This is the recruitment post for a game of Starfinder Mafia! Once enough players have signed up, I will randomly assign roles to each of you. The game is divided into the DAY PHASE and the NIGHT PHASE.

The game begins with the DAY PHASE, with all of you standing on the bridge right after the deadly announcement. You may spend this time roleplaying, getting to know each other, and making wild accusations and/or terrified gibbering.

A few of you will be DEVOURER CULTISTS. You know each other and must mingle with the other passengers to avoid being detected. Each night, you collude with each other and decide to murder one passenger. The cultists win if they are the only ones left on the ship. The game then passes to the DAY PHASE

The rest of you will be PASSENGERS. You don't know the true identities of anyone else on the ship and your goal is to eliminate the cultists. Each day you (and the cultists in their guise as passengers) will vote on who you think is a cultist. The one with the most votes will be killed.

Depending on how many players we end up with, some of you will be assigned SPECIAL ROLES. Which roles are present in the game and what their special abilities are will be announced when the game begins, but the identities of each role is secret.

-

You may start making characters and submitting them under this post. You don't need stats or a character sheet for this game, just an identity that you wish to roleplay as a passenger on the Hope's Peak.

Do not begin roleplay in this thread. It's just for recruitment!


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Hello!

For the last month I have been working on what is currently called 'Mechfinder', a system for highly-detailed construction of mechs and their use in Starfinder.

It is integrated with both personal combat and space combat. Rules are included for the support, maintenance and transport of mechs with starships.

As of the time of writing, it sits at about 15k words and I expect I might hit 18-20k by the time it is finished.

This is a work in progress and I'd like to work with an interested publisher in bringing it to completion. I can provide a link to the WIP on Google docs. :)

Please get in touch if you want the best and most in-depth mech system Starfinder has seen so far!


You and your buddies fly your ship into a swarm of enemy craft and come out victorious. You clear the drifting ships of any remaining defenders.

So time comes to salvage.

Can you strip down captured ships for their BP?


Just tell me what you'd want to see in a Starfinder-compatible mech addon.

What do you want mechs to be capable of?

What cool stunts would you try to pull off in a mech?

What kind of magical additions would you want on a mech?

What class features would you like to be usable in a mech?

Note that they are not just big power armour. The mech system is fully realised and compatible with both personal and space combat, with mechs as customisable as SF starships (in fact, using a tier and BP system).


Especially relevant if the players decide to pick up a hangar expansion bay. Do they just spend their carrier's build points to buy the fighters and treat them as equal to the carrier's tier?


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All calculated according to this post.

.

.

.

SIZE ............. LENGTH ............... WEIGHT
Tiny .............. 20-60 ft. .............. 2.5-65 tons
Small ............ 60-120 ft. ............ 65-530 tons
Medium ........ 120-300 ft. .......... 530-8,300 tons
Large ........... 300-800 ft. .......... 8,300-160,000 tons
Huge ............ 800-2,000 ft. ....... 160,000-2,500,000 tons
Gargantuan . 2,000-15,000 ft. ... 2,500,000-1,000,000,000 tons
Colossal ....... Over 15,000 ft. .... Over 1,000,000,000 tons

Weight is in US tons to two significant digits.


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My Technomorph (cybernetic shapeshifter) class is nearing completion, pending only playtesting and tidying.

I'm also working on MECHFINDER, which I may call something else because it's about giant robot battles and to be honest, they are not very hard to find.

Mechs can be used in personal combat, mech to mech combat or starship combat (although their movement options are very limited there without added flight capabilities).

At the moment, encountering a mech while on foot has a CR equal to the mech's tier +5. A powerful party can take them down! A mech is a truly frightening opponent, with numerous combat options in a single turn.

It's not just about shooting, either. You can man advanced tactical consoles, coordinating and inspiring strike forces. Or install a cyberwarfare suite in your mech and hack your enemies into ejecting all their ammunition! Magical characters can channel their spells through techno-magical spell capacitors to power up arcane devices installed on their mechs, and solarions can employ the unique Solar Conduit to meld their energies with the mech's own weapons or defenses.


I don't have the book yet. How many of them could be reasonably well-approximated using the Starfinder classes and rules?


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Let's say your average starship is about five times as long as it is tall and wide.

A starship's density should be about 0.25 metric tons per cubic metre. A jet airliner has an average density of 0.27, but 0.25 is a nicer number to work with for approximations.

So for the above starship with proportions of 5:1:1, to calculate its total mass in metric tons, all you need is:

m = l³ / 100

Where l is the ship's length in metres along its longest axis. If you start with the mass and want length, it's the same thing in reverse:

l = ∛(m * 100)


Say you summon a Lillend. They are cool friends from good realms that know a lot of stuff. Within the span of the summoning spell's duration, can you ask questions? Could you ask the Lillend the name of an outsider she knows that might be willing to pop over for a binding to help out these good guys in a desperate situation?


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I imagine a book with a chapter for each major AP, detailing world-scale consequences of success or failure. Would that be interesting?


Stone Swap
School conjuration (teleportation); Level sorcerer/wizard 6
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Targets touched creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

You swap a creature with a statue that takes on its appearance, making it look like it was petrified.

Before you can cast this spell, you must have at least one nonmagical stone statue affected by your arcane mark.

When you cast this spell on a creature, you may designate a marked statue that is the same size as the creature. If the creature fails its saving throw, it is teleported to the location of the statue and the statue is teleported to the creature's location simultaneously; they swap places and the arcane mark on the statue ends. If any effect would prevent either the creature or the statue's teleportation, or the statue has been destroyed, the spell fails without effect.

The statue arrives altered to appear as though the creature had just been petrified, regardless of the statue's original appearance. This effect leaves a lingering aura of the transmutation school of the same strength as the original spell, in addition to the normal aura of the conjuration school.

Hmm. Maybe the writing could do with some tidying. I think the idea is sound. :3


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One complaint I often see is the ability of spellcasters to absolutely precisely land explosions in exactly the right place between a roiling melee of combatants such that it only hits enemies.

What if you could never be entirely certain of the precise radius of your effects? You could clip a nearby ally with that fireball.

How would this work?

Imprecise Areas
When determining which targets are affected by an instantaneous area effect, each target immediately adjacent to the edge of the area has a 50% chance to be affected as if it were inside the area.


Image

This board is dead and buried, huh?

Oh well. Here's a post. It's my first time trying out OSL and I think it turned out okay, even if I only had a potato with which to take the photo. The piece is still in progress. At this point I'd only done the blacks and greens.


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I always feel somewhat uncomfortable when they come up. The prospect of seeing them as a core race gives me ill feelings. I remember the days of '-4 STR'. Is this edging on that?


I'm making a Soulfire Master/Devourer Thaumaturge and I'm being given the option of gestalting with a few restrictions:

If I gain another casting progression, I only gain the better of the two, not both. This progression can benefit from spell-modifying class abilities of both classes where appropriate.

Spherecasting is the only available type of spellcasting, although spell-likes work as normal.

The character is a creepy destruction/dark cultist weirdo that wants to wield the hideous powers of the enemy (not that we know exactly what the enemy is yet) against its own forces.

At the moment I'm thinking of taking Incanter as my other half, gaining an eventual +20 talents over what Thaumaturge would normally have. It does, however, leave two bad saves. :I

What do?


Millions, perhaps even billions of people must have been doing incredibly dangerous or life-saving work when their memory got blanked.

Also, what happened to culture and science? Since recorded information was erased as well, do people have to invent new cultures from scratch, pieced together by influence of what relics of their now-unknown civilisation surround them?


With vehicles becoming a more integral part of the game, what are we to do with spaceships (and creatures) that are above Colossal in size?

Both the Millennium Falcon and a Star Destroyer are bigger than Colossal, but one is clearly magnitudes larger than the other.

Do we need an extension of the size categories? Or something else?


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Star Nymphs?
Cyberpixies?
Treeship Dryads?
Aerospace Gremlins?


A spinoff of the classic aliens thread:

What unusual features would you like to see in Starfinder aliens? What's new and unique or not well-explored that could make an encounter interesting?


Anyone know where to find such a thing?


Let's say you see an enemy behind a pane of glass and shoot at them with a ranged weapon. What happens?


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Consider this:

What happens to the narrative if you describe failed will saves not as breached mental defenses, but as a failure of character, a submission to temptation or flaws? That the character chooses, of their own will (as determined by the roll of the die), to take the worse option?

In this case, the will save represents not just a psychic wall against effects, but strength of character. What kind of game would arise from this idea?


Aesthetically going for something very Tsutomu Nihei (Blame!) if possible.

Does anyone know of a miniature that resembles Pcell or the Dismantler (Netsphere Engineer)?


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Try to be both original and faithful to the setting (as much as we know about it, at least)! Here's one to start us out:

Iomedae's Light
Iomedae's Light is a mobile strike craft built around a single powerful forward laser battery. What makes it distinctive is the 'Divinity Node', a device that allows a paladin to channel the power to smite evil through the ship and into its laser and shield emitters. The Iomedae's Light sacrifices some conventional firepower and protection, excelling primarily against interstellar abominations of evil, be they sinister void beasts or Infernal hellships fueled by the suffering of the lost.


So, I'm to make a level 1 character using Spheres of Power in place of the Vancian magic system. Conventional classes are allowed, albeit per the conversions that replace their casting.

This means gestalting two casting classes does not stack casting. I'm considering doing a healy, naturey, 'druid-themed' soul weaver, but I haven't a clue what I should use for my second class.

Any ideas?

And if not for that concept, just in general what are good gestalt SoP combos?


1. A wheel half in an area of reverse gravity, used as the ship's generator.

2. Everyone's favourite old point-portals to various planes for use as electricity generation or even materials sources for shipboard replicators.

3. A magical teleportation chamber that attempts to teleport bombs aboard the enemy ship.

Add more! Or countermeasures to previously posted devices.


I woke up with some ideas and I'm going to try to get them down here before I run out of energy or become to miserable to do so.

The role of cybernetics in a future society

Different societies may look on kinds of cybernetics very differently. In some, augmentation may be all-pervasive, seen as no more unnatural as you see your smartphone. Integrating technology into yourself to make life easier, healthier and all around more convenient may be utterly the norm. Such a society may have a highly-regulated and widespread cybernetics industry. The tradeoff of easy access to the technology is that you are wired into their global (or even interstellar) system. This might not be a Facebook you can opt out of; Those without all the latest augments may be locked out of modern conveniences like someone without email and a phone. For most, this is fine. Adventurers might prefer not to use commercial grade gear if they want to keep their activities under cover.

Another option is that cybernetics are available only to those that can afford them: The tools of the elite that elevate them even further above the unagumented populace. The rulers look out over the masses through digital eyes, augmented ubermenches defending their high stations with exclusive technology. Their militaries may be likewise heavily augmented, mechanical superiority the reward for (perhaps chip-enforced) loyalty. This kind of equipment would be quite superior and possibly even unethical in the R&D methods used to produce it. This kind of high-end cyberware would be ideal for adventurers, if difficult to obtain.

The reverse is a society that sees cybernetics as ugly, crude tools for keeping unskilled workers relevant in an age increasingly dominated by automation. Such devices may be very obvious, unfashionable and even grotesque. Still, an adventurer might find the capabilities of a living bulldozer quite applicable to his or her work.

Of course, these are just three of many possibilities. I don't expect the Starfinder universe to be uniform in its take on cybernetics in society.

Cybernetic installation limitations

I have been thinking about how to go about balancing cyberware for characters in a way that doesn't leave the unaugmented left out.

One option is that cyberware is simply the 'Big Six' of Starfinder. You don't go without it. A 20th level character is a synthetic god. Or that it simply competes with magic items for the same position, granting non-stacking bonuses. Is there room for someone that wants neither technology nor magic?

In the same way, it could simply be treated as equipment. How much difference is there between a suit of armour and dermal plating? Both do exactly the same job. That armour can be removed easily may be both an advantage or a disadvantage. It is hard to say which is better. Pay the price for whichever one you want and you aren't charged anything more than money and perhaps a proficiency feat for it (if those still exist); armour proficiency or cyberware proficiency. Such a cyberware proficiency could come in similar grades of 'none', 'light', 'medium' and 'heavy'. A technomancer might begin with heavy cyberware proficiency whereas a mystic might have light or none.

I certainly don't want cyberware to be limited by specific character stats, as that locks cyborgs into a very narrow range of characters. Look at the cast of Ghost in the Shell. Almost all of them are cybered to the nines and yet they each have their different way of operating and unique skillsets.

If it is limited by con, every cyborg must be the tough guy. If it is limited by int, every cyborg must be the smart guy. And so on.

Perhaps then, something abstract like level or hit dice might be required to limit it? That might feel weird.

Making room for more machine

I've also been thinking about the possibility of reducing function in some areas in order to make more space for cybernetics. For example, removing your entire digestive system to put in a powerplant and some fancy gadgets: You haven't removed your need for food, and must now subsist on a synthetic nutrition fluid produced externally.

Drawbacks in exchange for cybernetic 'slots' or whatever might lead to drastically more characterful cyborgs; they have the choice to become even more machine than ever if they are willing to sacrifice normality.

Gain vulnerability to hacking in exchange for more mental upgrade space. Gain vulnerability to a technomancer's 'control robot' spells to gain more motor systems. Etc.

After all, do we want cyborgs to simply have exactly the same requirements and lifestyle as ordinary sophonts?


General Susumu is Lawful Evil. His clerics can only channel negative energy.

He grants the glory domain. Its powers rely on channeling positive energy and includes good-aligned spells.

Wut?

Rubicante, Quindiovatos, Osolmyr and Uruskreil, all evil, have the same problem.

About Epiphany Bluntridge

Ephiphany Bluntridge
Female human (Taldan) gunslinger (bolt ace) 1 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
CG Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
--------------------
Offense
--------------------
Speed 30 ft.
Ranged mwk repeating heavy crossbow +6 (1d10/19-20)
Special Attacks deeds (gunslinger's dodge, sharp shoot, vigilant loading), grit (2)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits reactionary, warded against witchery
Skills Acrobatics +8, Handle Animal +4, Perception +6, Profession (fisherman) +6, Profession (trapper) +6, Ride +8, Survival +6;[/b]
Languages Common
SQ crossbow maven
Combat Gear cold iron crossbow bolts (10); Other Gear lamellar cuirass[UC], blunted bolts (20), crossbow bolts (20), mwk repeating heavy crossbow, box of fishing tackle (2 lb), chalk, earplugs[APG], fishing pole, simple (1 lb), flint and steel, knife, cutting (0.5 lb), ladle (0.5 lb), pot, seasonings, local (0.5 lb), tinder packet (0.5 lb), light horse (combat trained), bedroll, bit and bridle, blanket, bread, Cutting board, wooden (2 lb), feed (per day), flask, flask, fortune cookies, hammock, iron spike, leather barding, mug/tankard, oil, riding saddle, sack, sack, saddlebags, saw, Skewer (1 lb), skillet, soap, string or twine, tent, medium, Tripod, iron (3 lb), wandermeal, winter blanket, winter blanket, 10 gp, 5 sp
--------------------
Special Abilities
--------------------
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Background:

Epiphany, or Pifs as she is more frequently known, grew up in Taldor to a proper wealthy family. But a consummate tomboy she always chaffed at the idea of being married off, or indeed getting married and settling down at all.

Whenever possible Epiphany would steal away from her stuffy tutors, or her overbearing mother, tearing off fussy dresses and petticoats and wearing a set of ragged clothing that had once belonged to an amorous stable boy who had made the mistake of going skinny dipping with her sisters. She was horse mad, and had claimed Benson, a young stallion who was supposed to belong to her sister Aderline, though her sister could not bear horses. When she could manage it she would spirit Benson away and ride for hours, when circumstances prevented her taking the horse she would visit Two Copper Iris an old woman who lived in a hut a few miles away and made cheap sausages from unspecified meats she got through an elaborate series of traps. Epiphany spent many happy and informative hours with the lonely old woman, skinning mice, setting and checking traps, and fishing in the river Riot.

The Blunts achieved their wealth, through Ephiphany's great grandfather a notorious Highway man known as The Rovenhurst Reaper. And when she was fifteen hiding from her tutors in the attic she came across a box carefully buried under piles of furniture. Curious she could not resist excavating and opening the box, in which she found a beautiful red enamelled crossbow.

She reached out to touch it, and only came to her senses some three years later in the Riverlands as the Witch made intelligent heavy repeating crossbow Red Maim was knocked from her hands by a dying merchant guard.

In truth there is no magical effect blocking Epiphany's memory, she has simply blocked it out with a conscious effort that has long since become unconscious. But occasionally she recalls the sound of her own maddened laughter, the thunk of bolts tearing into flesh, and the screams. She often sleeps poorly as she relives these horrendous events and hears Red Maim's luscious feminine voice whispering terrible things to her in an alarmingly reasonable way.

Fleeing the scene Epiphany gradually pieced together what had happened, the insidious female voice of the crossbow curling about and ensnaring her mind. She recalled flashes of slaughter, as magically enhanced bolts tore people apart. She had killed dozens of people, many of whom were innocents.

It has now been some nine months since then and Epiphany, has decided to try to atone, by seeking to do good. She is sensible enough to realize there was little she could have done against such a powerful magic weapon, and rarely intentionally tortures herself with guilt about the actions she was forced to take any more.

After being freed from Red Maim she fled the river lands hiding, starving, and distraught. Gradually her common sense prevailed and she recalled some of the traps and fishing skills she had learnt in her youth, managing to catch enough food to survive. Almost unconsciously she made for Taldor and home, but upon arrival found she simply could not face her family, or their constraints again. So she slipped in at night and stole her father's fine, but barely used crossbow - the weapon upon the Bluntridge arms - and her favourite horse, Benson. She left a note on the chalkboard in the stable saying that she was safe and well, but could not be, who, or what, they wanted her to be, and fled.

Epiphany has had a frustrating time since, struggling to find ways to atone and often seeming to spend more time scrounging up dinner for herself and Benson than truly trying to atone.

Her one great success came after finding a wrecked carriage hastily concealed in woods by the side of the road with a dead driver. Following the tracks she came across a clearing where three woman lay bound and gagged while four young men argued over who was to "have" whom - albeit in far coarser terms. A bolt in the throat silenced the largest and loudest, and the second was down clutching at his thigh before they could so much as react. The other two seeing a woman charged towards her, but her bolts proved swifter wounding one, but failing to down him. As they closed Benson reared crushing the uninjured boy, for up close he seemed younger that even Epiphany's tender years, into a bloody mewling thing. The last bandits rusty sword caught her calf, bringing heat and pain, but she guided Benson back and buried her last bolt between his eyes.

The worst of it was that as she "heroically" freed the captive she could not stop sobbing like a hopeless child. Young faces marred by rage and fear were all too familiar, and to her shame she could not even find the stomach to put her dying foes out of their misery, only flinching as their cries faded to gurgles, and then silence.

Since then she has performed a few good deeds here and there, but for the most part they have been trivial and done little to assuage her guilt.

10 Minute Background:
10 Minute Background:
Epiphany is a bit of a day dreamer, and read too many romance novels as a girl. But being a tomboy she tended to identify more with the heroes and finds the idea of herself in a romantic scenario confusing and tends to sidestep any such suggestions, or take them as jokes.

She hates controlling people, and is more wary of such control coming from men. Being controlled magically again is a terrifying concept and she will go out of her way to target and kill anyone trying to do so.

Epiphany believes she is less attractive than she is, due to a childhood being told so by sisters, nannys, etc. She does not really care about her appearance, and tends to dress for comfort, usually in men's clothing.

Since she spends a great deal of time alone Epiphany has developed the habit of anthropomorphising and talking to both Benson, her horse, and Lurlene her crossbow.

Epiphany tends to think that "proper" women are better than her, an idea which annoys her. So with attractive women she can be in turn deferential and then snappy.

Goals

She would like to feel she has saved more people than she was forced to kill, and keeps a mental track. Currently her tally stands at 3 saved and 42 slain, she does not count those slain while trying to do good, but does count evil men slain without direct cause.

She would like to destroy Red Maim, and discover who created it - and kill them if they are still alive.

I would like to see her come out of her shell a bit and make friends with the group, and maybe gradually take on a leadership role.

Secrets

Red Maim released its hold upon Epiphany several times, but always in situations where she would not survive without its power. So she has been forced to kill innocent people of her own free will to defend herself after Red Maim killed their companions.

Under Red Maim's influence she joined a band of notorious Mercenary killers called The Grave's Kin. Red Maim turned on them during a battle with a tribe of trolls. Killing their leader, Evidd, before having Epiphany hurl his flaming sword into the swamp and leaving the rest of the Kin to the trolls.

Mannerisms

She counts the bolts in her quiver by feel, reaching over her back when nervous or bored.

She often finds it easier to say uncomfortable things if addressing something other than the person she has the problem with - unless that person is an enemy in which case she is more than forthright. So she might say now Lurlene its rude to swear, don't you go picking up any bad habits.

She tends to be hard on herself, but forgiving of others.