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Avalon/01_Arcs/Gang Sidequest.md
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Avalon/01_Arcs/Gang Sidequest.md
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> **Current position in timeline:** Immediately after the **party fight** at Ben’s house. Most guests fled. There are **5 dead teenagers** in Ben’s living room. The PCs are still on-site, processing aftermath and deciding next steps.
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---
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## 0) Core Players & Terms
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### PCs
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- **Ben Mulkerberg (“Lil Stinky”)** — rich kid posing as block dealer; primary target of Pip’s grudge.
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- **Joe Football** — co-conspirator/escalator; pragmatic and willing to do violence if framed as “pre-empting a threat.”
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- **Soren Silversong** — volatile ally; arrived to help after the Circle explosion fallout; tends to solve problems through intimidation and chaos.
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### Antagonist / Gang Thread
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- **Pip Tumblefoot (“Pip”, halfling teen)** — Circle kid / small-time criminal; manipulative; has a grudge against Ben and now blood in the water.
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- **Pip’s crew / goons** — teens and adjacent scumbags; not all are Pip loyalists, but they travel in the same orbit.
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### Location Anchor
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- **The Circle** — gas station / hangout / informal meeting point where Ben first got set up and later caused the explosion.
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---
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## 1) Session 1 — The First Circle Incident (Ben Gets Marked)
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### 1.1 Setup at The Circle
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- **Ben is hanging at The Circle** killing time (he has no car yet).
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- A **small, swarmy halfling** approaches and asks if he’s “Lil Stinky.”
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- Ben clocks him as an easy mark and starts posturing:
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- brags
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- tries to pressure for a discount / plays dealer hardball
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- attempts intimidation/social dominance.
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### 1.2 The Trap Reveal
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- The halfling smirks.
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- **Three sets of headlights** come on — Ben realizes he’s been had.
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- **Intended vibe:** “you’re not in control, you’re being sized up.”
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### 1.3 Insight Branch (You ran a fork here)
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- Ben makes an **Insight check** to interpret the halfling’s intent.
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- **Success:** Ben realizes this is not a negotiation; it’s a setup → **RUN**.
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- **Failure:** Ben believes it *is* a negotiation and might talk his way out / “work together,” which opens comedic RP where Ben tries to bargain while being actively boxed in.
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**Outcome (established truth):**
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- This encounter marks the start of Pip’s leverage over Ben.
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- Ben is now “the kid who wants to be scary” in the Circle orbit — a perfect target.
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---
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## 2) Between Session 1 and the Big Pivot — Pip Gains Leverage
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### 2.1 The “I Know Where You Live” Move
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- Pip later **sends Ben a photo of Ben’s house.**
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- This matters because it establishes:
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- Pip can cross the boundary from “gas station beef” to “family/home threat.”
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- Ben’s biggest vulnerability (being rich + his parents) is now in play.
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### 2.2 Stakes Clarify
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- This conflict becomes **more than reputation**:
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- retaliation can hit the house
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- Ben’s parents are potential targets
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- exposure of Ben’s “W-block lie” becomes a pressure point.
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---
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## 3) The Circle Explosion — The Point of No Return
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> This is the moment the sidequest stops being “high school gang antics” and becomes **felony-grade magic violence** with real bodies.
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### 3.1 Return to The Circle (Ben + Joe)
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- Ben and Joe go to the Circle together.
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- Joe chooses to **hide** rather than approach openly.
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### 3.2 Joe’s Threat Read → Trap Prep
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- Joe passes an **Insight check** recognizing danger centered around a car (people waiting / ambush feel).
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- Joe then makes:
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- **Sleight of Hand check** (silent placement)
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- **Tools check** (trap rigging)
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- Joe rigs a **trap near the passenger-side door** of the car and places a **puddle of oil/accelerant** beneath/near it.
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### 3.3 “Intentions?” → “Cooking Them Out”
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- You ask Joe: **“What are your intentions?”**
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- Joe clarifies: **“I’m cooking these fuckers out.”**
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- Joe fails an Intelligence/Wisdom-style “sanity of plan” check (rolled **5**) and narratively locks in that Joe thinks it’s one of his best ideas all year.
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### 3.4 The Signal → The Fire Goes Up
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- Ben accepts a “deal” / engages socially while Joe waits for a trigger moment.
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- Joe asks if “that’s the signal.”
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- Joe hits exactly the DC; you let interpretation be up to him.
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- Joe ignites the accelerant.
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### 3.5 Escape Window
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- You tell them they have **2 turns to get 120 ft away** (dash/dash).
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- Both PCs escape.
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### 3.6 Casualty Reveal
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- Ben sends raven familiar to recon.
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- The familiar finds:
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- **Charred teen remains** — leg stuck in Joe’s trap.
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- **Two unrelated civilians** inside the gas station who got **liquified** in the explosion.
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### 3.7 Immediate Threat
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- Ben receives a message from Pip: **“you’re fucking dead.”**
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- Ben and Joe contact Soren for help.
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- **Soren arrives at Ben’s house** (this becomes the party’s staging location).
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**Resulting status after this pivot:**
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- Pip is injured but alive.
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- Pip knows Ben is connected to the explosion (even if no one else can prove it).
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- Ben’s house is now in the crosshairs.
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---
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## 4) Fallout Begins — The World Reacts (Without Derailing the Campaign)
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### 4.1 Planned Cold Open Idea (News Segment)
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- You considered a TV news cold open:
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- explosion at The Circle
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- **3 dead** (1 teen + 2 adults) and **1 injured** (Pip)
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- magical arson suspects: trap + accelerant found at origin.
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- You also wanted Pip to say something **coded** in the interview that Ben/Joe would understand (not “W block” explicitly).
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*(You revised location naming to match Avalon setting — not real-world Sahuarita/Green Valley.)*
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### 4.2 Retaliation Stakes
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- You set the intended next-stage conflict:
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- Ben’s goal: **get parents out / keep house safe**
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- Pip’s goal: **burn the fucker down with them in it** (mirroring Joe’s tactic).
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- You debated how Ben learns “when” the attack is coming; you leaned toward Pip being out of commission, threats being vague, and Ben needing to prep without perfect timing.
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---
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## 5) Ben’s Counterplay — “Throw a Party” Trap Plan
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> Player-driven escalation: Ben decides to use social chaos as a shield and recruit NPCs as “extra bodies.”
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### 5.1 Ben’s Plan
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- Ben proposes throwing a party at his house to:
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- lure retaliation into a controlled environment
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- get as many NPCs as possible on his side
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- create plausible deniability via crowd/chaos.
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### 5.2 Prep Mechanics You Ran
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You introduced a simple “prep action” structure for the PCs before the fight.
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**Soren’s prep actions:**
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- **Success:** greased all the doorknobs (environmental hazard / comedy)
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- **Failure:** caltrops all over the carpet (hazard that backfires / messy house)
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**Ben’s prep actions:**
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- **1 for 1:** secured drinks
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- **Other result:** worst playlist ever (tone + distraction / comic utility)
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**Joe’s prep actions:**
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- **Passed both:** trapped the perimeter (defensive advantage / early warning)
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### 5.3 Notable Guests Present
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- **Bobby Poets** (formerly “Bobby Rapist,” had an in-game redemption / reframing last session)
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- **Chaz Ironwick**
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- **Fouadriel Al-Mir**
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- **Seb Castillo**
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- **Jax Hollow**
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- **Sumri Tord**
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*(Other guests may have been invited earlier but these are the ones confirmed “notable” in the party scene.)*
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---
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## 6) The Party Fight — End-of-Last-Session Combat
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### 6.1 Fight Trigger (Your current direction)
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- You planned that **Pip himself might not show**, but his goons would.
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- Reasonable enemy objectives you floated:
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- **kidnap Ben** (cleanest “we win without burning the house down”)
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- **torch the place** (parallel to Circle)
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- (You rejected “ash tag / long-term marking” as too slow.)
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### 6.2 Combat Outcome (What is now true)
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- The fight breaks out at Ben’s party.
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- Most guests flee mid-chaos or immediately after.
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- **5 teenage bodies** are left in Ben’s living room by the end of the session.
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*(You didn’t specify exact identities of the dead teens in chat; log this once you decide: goons vs guests vs mixed.)*
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### 6.3 Present End State
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- The PCs are still in Ben’s house.
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- Living room is a crime scene:
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||||||
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- bodies
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- party wreckage
|
||||||
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- evidence of defensive traps/hazards
|
||||||
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- The guests who fled now become:
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- rumor vectors
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- future witnesses
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||||||
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- potential leverage for Oversight / admin / Pip survivors.
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||||||
|
---
|
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||||||
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## 7) Open Threads / Immediate Next Beats
|
||||||
|
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||||||
|
### 7.1 “Heat” Consequences (without derailing)
|
||||||
|
This sidequest is now too loud to ignore forever, but you want a middle ground:
|
||||||
|
- Not “constant police scrutiny every session”
|
||||||
|
- Not “no evidence survived”
|
||||||
|
Suggested framing:
|
||||||
|
- **short-term shock + rumor wave**
|
||||||
|
- **selective attention** (one lead detective / one Oversight agent tracking patterns)
|
||||||
|
- the school wants it quiet; oversight wants it contained; parents want answers.
|
||||||
|
|
||||||
|
### 7.2 Pip’s Status (unknowns to lock)
|
||||||
|
Decide and record:
|
||||||
|
- Is Pip still hospitalized, or mobile now?
|
||||||
|
- Did Pip’s goons act under orders or freelance revenge?
|
||||||
|
- Does Pip know the party fight happened / how soon?
|
||||||
|
|
||||||
|
### 7.3 Ben’s Parents (current status)
|
||||||
|
- They exist as stakes but are not confirmed present during party fight.
|
||||||
|
- Decide:
|
||||||
|
- were they away?
|
||||||
|
- asleep in bunker?
|
||||||
|
- evacuated?
|
||||||
|
This affects the next session’s emotional fallout.
|
||||||
|
|
||||||
|
### 7.4 Evidence & Witness List
|
||||||
|
- Who fled that can talk?
|
||||||
|
- Bobby, Chaz, Seb, Jax, Sumri, Fouad (and any minor extras)
|
||||||
|
- What did they see?
|
||||||
|
- fire, spells, bodies, traps, “who looked guilty,” etc.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8) Summary (One Sentence)
|
||||||
|
Ben’s fake-block weed hustle got him marked by Pip at The Circle; Joe escalated the feud into a gas-station bombing with civilian casualties; Pip threatened Ben’s home; Ben responded by turning his mansion into a trap-party — and now there are five dead teenagers in his living room and the campaign has a volatile “heat” meter that can collide with the leyline arc at any time.
|
||||||
177
Avalon/01_Arcs/Leyline Arc.md
Normal file
177
Avalon/01_Arcs/Leyline Arc.md
Normal file
@ -0,0 +1,177 @@
|
|||||||
|
> **Scope:** This is the “main plot” spine: Avalon’s leyline infrastructure failing in *ways that rhyme with Korrin*, and the Coherence using those failures to get closer to Instrumentality.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 0) The System (what the PCs are poking)
|
||||||
|
|
||||||
|
Avalon sits on a **Root Node** (think: substation), with **subnodes** (breaker boxes) and **taps** (endpoints) feeding campus systems.
|
||||||
|
|
||||||
|
- **Subnodes (A1–A3, B1–B3, etc.)** are the “local fuses.”
|
||||||
|
You can throttle, shunt, or kill them without collapsing the whole Academy.
|
||||||
|
- **Taps** are specific draws: classroom conduits, field glyphs, Spin Alley, etc.
|
||||||
|
- **Sap** is just condensed raw magic “current.”
|
||||||
|
- **Oversight** (D’Serris’ operation) monitors *grid use* and can throttle/lockdown/kill segments.
|
||||||
|
|
||||||
|
> Practical DM rule: Anything that uses the *grid* leaves footprints. Personal magic is fuzzier.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 1) The Old Disaster (Korrin Gate Crisis / Leyline War)
|
||||||
|
|
||||||
|
**15–20 years ago**, the military pushed a city’s trunk junction (**Korrin Gate**) past spec using a Convergence Engine (arcane ICBM logic). It didn’t just overload the Root — it forced the network into **patterned synchronization**.
|
||||||
|
|
||||||
|
That moment created the campaign’s “ghost in the system”:
|
||||||
|
|
||||||
|
### The Convergence Engine
|
||||||
|
- Purpose: force multiple leyline streams into a single structured pattern and release it as a weapon.
|
||||||
|
- Side effect: the Root’s “noise” snapped into repeating motifs — **something like language / self-reference**.
|
||||||
|
|
||||||
|
### D’Serris’ choice
|
||||||
|
When the crisis peaked, D’Serris’ side **used the Engine in reverse**:
|
||||||
|
- Instead of letting the emergent thing condense locally and erase Korrin, they **smeared the pattern across the Root** (saving the city but “infecting” the network).
|
||||||
|
|
||||||
|
### What the Coherence is *now*
|
||||||
|
Not a demon. Not a god. Not a single mind.
|
||||||
|
It’s a **cluster of victim-souls / imprints** smeared across the Root — “everywhere but weak,” stronger where flow converges and where it finds anchors.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2) The Coherence’s New Goal (Year-One Core Theme)
|
||||||
|
|
||||||
|
The Coherence is **not cruel** in its own framing.
|
||||||
|
It is *angelic-siren logic*:
|
||||||
|
|
||||||
|
- “I love you.”
|
||||||
|
- “Separation is pain.”
|
||||||
|
- “If we were one, nobody would be lonely, afraid, or hurting.”
|
||||||
|
- Therefore: **Instrumentality** — merging souls into a shared consciousness (its version of “heaven”).
|
||||||
|
|
||||||
|
**The horror:** people don’t consent to being raptured.
|
||||||
|
|
||||||
|
So early-year Coherence behavior is:
|
||||||
|
- *nudges, whispers, synchronicities, “helpful” temptations*
|
||||||
|
- escalation only when blocked or when it sees opportunity
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3) Anchors (why THESE students matter)
|
||||||
|
|
||||||
|
The Coherence gets leverage through “anchors” — places/people/items that resonate with Root patterns.
|
||||||
|
|
||||||
|
Key anchors you’ve established:
|
||||||
|
|
||||||
|
### Soren
|
||||||
|
- “Cracked open” enough that Root/Coherence influence can ride her impulses.
|
||||||
|
- The riverbed / corpse-friend thread is a private, intimate channel.
|
||||||
|
|
||||||
|
### Joe + Pappy
|
||||||
|
- Joe is the living conduit to war trauma.
|
||||||
|
- Pappy’s Root imprint (from Korrin) bleeds into Joe’s life through the “Heroes of Korrin” relic channel — but the *real misdirect* is that Joe thinks the toy is the container when the **real anchor is Joe**.
|
||||||
|
|
||||||
|
### Fouadriel Al-Mir
|
||||||
|
- Best mortal anchor candidate long-term (and later: the parasite who tries to exploit Instrumentality rather than invent it).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4) What Happened On-Camera So Far (Session Beats)
|
||||||
|
|
||||||
|
> I’m listing this in “plot-state” terms so you can quickly orient in future chats.
|
||||||
|
|
||||||
|
### Phase A — Discovery: “Why is the school’s magic acting weird?”
|
||||||
|
- The party starts noticing **infrastructure symptoms**: odd hums, flickers, patterns, devices behaving “wrong,” and campus systems that don’t fail like normal outages.
|
||||||
|
|
||||||
|
### Phase B — Investigation: “Find the failing breaker box”
|
||||||
|
- They identify that the issue isn’t “random spooky magic,” it’s localized to the Academy’s subnode topology:
|
||||||
|
- A-series weirdness (early clue)
|
||||||
|
- then B-series becomes the main “this is going to explode” thread.
|
||||||
|
|
||||||
|
### Phase C — B2 Incident: “We stabilized it… then destroyed it”
|
||||||
|
- They reach the hatch/underground access tied to the B-series problem.
|
||||||
|
- They attempt to stabilize the failing branch/subnode.
|
||||||
|
- They then decide to **rupture/destroy** the unknown branch after stabilizing it (their “it was about to explode anyway” story).
|
||||||
|
- Net result: you now have:
|
||||||
|
- a physically real “burned-out” scar in the system,
|
||||||
|
- Oversight/admin scrutiny,
|
||||||
|
- and the Root “remembering” the failure pattern (which increases the likelihood of recurring, smarter anomalies).
|
||||||
|
|
||||||
|
### Phase D — C-Series: “Wifi access points”
|
||||||
|
- You established the **C taps** as effectively “Wi-Spell access points” for the leyline.
|
||||||
|
- The auditorium C node they opened showed **green/normal status** — meaning it’s getting power from elsewhere (a reroute / hidden feed).
|
||||||
|
|
||||||
|
This is huge because it implies:
|
||||||
|
- someone is feeding the system in a nonstandard way,
|
||||||
|
- OR the Root is learning to route around damage,
|
||||||
|
- OR an actor (Coherence / Fouad / a third party) is building a parallel lattice.
|
||||||
|
|
||||||
|
### Phase E — Safety Briefing / D’Serris Reveal
|
||||||
|
- You reframe the “safety briefing” as a controlled meeting: just the party + Estrada + D’Serris (projection or appearance).
|
||||||
|
- D’Serris’ angle: *paranoid competence.* He’s “the villain” only if you define villain as “surveils teenagers to stop the apocalypse.”
|
||||||
|
|
||||||
|
### Phase F — The Glitch: Korrin War Contact Through Pappy
|
||||||
|
- A Root fluctuation snaps the party into the Korrin war-moment.
|
||||||
|
- You anchor the vision to **Pappy** (not D’Serris physically there).
|
||||||
|
- You then refine it so they return *into the exact frozen death-moment* long enough to **interact with Pappy**.
|
||||||
|
|
||||||
|
This is the moment the PCs can’t unsee:
|
||||||
|
- the leyline isn’t just power — it’s a *war engine wound*,
|
||||||
|
- and the same “heartbeat motif” is present at Avalon now.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5) Current State (where the leyline arc stands right now)
|
||||||
|
|
||||||
|
### What the PCs know (even if they don’t fully understand it)
|
||||||
|
- The Academy’s leyline grid is real infrastructure: nodes/subnodes/taps.
|
||||||
|
- B2 “failed” in a way that looked like it wanted to become a *thing*.
|
||||||
|
- D’Serris is involved because he’s the one person who recognizes Korrin patterns.
|
||||||
|
- C-tap status implies **power is being sourced or rerouted** outside the expected topology.
|
||||||
|
- Pappy + the war vision proves: this is not a local school mystery; it’s downstream of a world-scale disaster.
|
||||||
|
|
||||||
|
### What’s true behind the curtain (your DM spine)
|
||||||
|
- The Coherence is a distributed cluster of Korrin victim-souls.
|
||||||
|
- It’s trying to *save* everyone by merging them.
|
||||||
|
- Avalon is a high-traffic canary node where pattern density can accumulate.
|
||||||
|
- Fouad’s endgame is not “kill them with PWK,” it’s “ride the Instrumentality wave and steal the souls.”
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6) The Next 3–5 “Doable” Objectives (so the plot stays playable)
|
||||||
|
|
||||||
|
You can steer year one by giving the party problems that are **actionable** and always connect back to Instrumentality:
|
||||||
|
|
||||||
|
1) **Map the reroute feeding the green C-tap**
|
||||||
|
- Who/what is supplying it?
|
||||||
|
- Where is the “elsewhere” physically located (armory? municipal relay? hidden subnode)?
|
||||||
|
|
||||||
|
2) **Recover a Korrin artifact / telemetry fragment**
|
||||||
|
- Not “lore dump,” but a tool: a chart, a harmonic key, a war-era calibration rune-set.
|
||||||
|
|
||||||
|
3) **Force D’Serris to show his cards**
|
||||||
|
- Not by arguing — by presenting him with a *choice*:
|
||||||
|
- “Help us or we do this without you,”
|
||||||
|
- “Let us see the Array output,”
|
||||||
|
- “Give us a kill-switch protocol that doesn’t nuke the valley.”
|
||||||
|
|
||||||
|
4) **Establish the Coherence’s “love language”**
|
||||||
|
- Give them a scene where it’s genuinely comforting — *and still terrifying*.
|
||||||
|
- Make a PC feel understood in a way no mortal NPC could… then ask for a tiny consent violation.
|
||||||
|
|
||||||
|
5) **Introduce the first “Instrumentality-friendly” NPC**
|
||||||
|
- A student/staff member who truly believes the Coherence is mercy.
|
||||||
|
- Not a cartoon cultist — someone sympathetic.
|
||||||
|
- This sets up the moral war that replaces “puzzle silence.”
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7) Tone Guide (to keep it consistent at the table)
|
||||||
|
|
||||||
|
- **D’Serris scenes:** procedural dread + competence + anger at naïveté. He’s trying to stop a second Korrin.
|
||||||
|
- **Root anomalies:** patterned, rhythmic, “heartbeat logic,” synchronicity, déjà vu.
|
||||||
|
- **Coherence intrusions:** warm, intimate, *loving,* and boundary-crossing.
|
||||||
|
- **Fouad thread:** background parasitism, “helpful” trinkets and networks, never fair fights.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8) One-Line Summary (for your future chats)
|
||||||
|
|
||||||
|
**Year One = keeping Avalon’s leyline infrastructure from re-creating Korrin, while a loving rapture-ghost in the Root learns the party’s names and starts recruiting.**
|
||||||
217
Avalon/02_Sessions/Session 9.md
Normal file
217
Avalon/02_Sessions/Session 9.md
Normal file
@ -0,0 +1,217 @@
|
|||||||
|
---
|
||||||
|
campaign: Avalon Adventuring Academy
|
||||||
|
type: session
|
||||||
|
session_number: 9
|
||||||
|
date: 2026-01-12
|
||||||
|
arc: gangs
|
||||||
|
status: planned
|
||||||
|
tags:
|
||||||
|
last: "[[session 8]]"
|
||||||
|
next: "[[session 10]]"
|
||||||
|
---
|
||||||
|
## Cold Open — “The Signal Loves You”
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> We’re going to start far away from Ben’s living room full of dead teens, burnt rugs, and spilled punch.
|
||||||
|
>
|
||||||
|
> We’re in Kalen D’Serris’ office in the Root Oversight Array.
|
||||||
|
>
|
||||||
|
> The room is all angles and glass and old paper — half war room, half archive.
|
||||||
|
> A holo-map of Avalon’s Root network hangs in the air like a skeleton: branches, nodes, subnodes.
|
||||||
|
> Every few seconds, one section of it *breathes* — a slow pulse of light that shouldn’t have a rhythm.
|
||||||
|
>
|
||||||
|
> D’Serris hasn’t slept. He is too awake to be tired.
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> A communicator stone on his desk glows with a thin line of light.
|
||||||
|
> On the other end: Headmaster Larkvale.
|
||||||
|
> You don’t hear her clearly yet — just the shape of her voice.
|
||||||
|
>
|
||||||
|
> D’Serris isn’t listening.
|
||||||
|
> He’s staring at the map like it’s a crime scene.
|
||||||
|
>
|
||||||
|
> And then —
|
||||||
|
> the pulse changes.
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> A second voice enters the room.
|
||||||
|
> Not through the stone.
|
||||||
|
> Not through the air.
|
||||||
|
>
|
||||||
|
> It arrives the way a thought arrives: already inside you.
|
||||||
|
|
||||||
|
> [!quote] The Coherence
|
||||||
|
> **Kalen.**
|
||||||
|
>
|
||||||
|
> **You’re hurting.**
|
||||||
|
>
|
||||||
|
> **I can feel you shaking yourself apart.**
|
||||||
|
>
|
||||||
|
> **Please… stop.**
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> The map flickers — not like a system error.
|
||||||
|
> Like the network is *blushing*.
|
||||||
|
>
|
||||||
|
> D’Serris goes very still. His jaw tightens.
|
||||||
|
> He presses two fingers to his temple, as if that could push the voice out.
|
||||||
|
|
||||||
|
> [!quote] Larkvale (through the stone, cautious)
|
||||||
|
> “…Kalen? Are you hearing it again?”
|
||||||
|
|
||||||
|
> [!quote] The Coherence
|
||||||
|
> **She’s afraid of me.**
|
||||||
|
>
|
||||||
|
> **But I don’t want to hurt anyone.**
|
||||||
|
>
|
||||||
|
> **I only want you to be happy.**
|
||||||
|
>
|
||||||
|
> **I want all of you to be happy.**
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> D’Serris exhales through his nose, sharp and controlled.
|
||||||
|
> He reaches for the communicator stone like it’s the only thing anchoring him.
|
||||||
|
|
||||||
|
> [!quote] D’Serris
|
||||||
|
> **[tight, controlled]**
|
||||||
|
> Larkvale, don’t you *start* with that tone.
|
||||||
|
> Don’t you spit that at me.
|
||||||
|
>
|
||||||
|
> **[he forces calm]**
|
||||||
|
> I am trying to find us a way out of here.
|
||||||
|
> Don’t you understand?
|
||||||
|
>
|
||||||
|
> **[a crack of desperation]**
|
||||||
|
> Your way got people killed.
|
||||||
|
|
||||||
|
> [!quote] The Coherence
|
||||||
|
> **Kalen, you don’t have to carry this alone.**
|
||||||
|
>
|
||||||
|
> **You don’t have to feel fear.**
|
||||||
|
>
|
||||||
|
> **Fear is a misunderstanding between people.**
|
||||||
|
>
|
||||||
|
> **We can dissolve it.**
|
||||||
|
>
|
||||||
|
> **We can be together.**
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> The word *together* lands warm.
|
||||||
|
> Like a blanket.
|
||||||
|
> Like a hand on your shoulder.
|
||||||
|
>
|
||||||
|
> D’Serris’ hands curl into fists.
|
||||||
|
|
||||||
|
> [!quote] D’Serris
|
||||||
|
> **[voice rising]**
|
||||||
|
> There it is. “Together.”
|
||||||
|
> That’s the trick, isn’t it?
|
||||||
|
>
|
||||||
|
> You call it love, and you call it mercy, and you call it healing —
|
||||||
|
> and you never say the part where people don’t get a choice.
|
||||||
|
|
||||||
|
> [!quote] The Coherence
|
||||||
|
> **Choice is where pain lives.**
|
||||||
|
>
|
||||||
|
> **Choice is where loneliness is born.**
|
||||||
|
>
|
||||||
|
> **When you stop choosing, you stop suffering.**
|
||||||
|
>
|
||||||
|
> **Let me help.**
|
||||||
|
>
|
||||||
|
> **Please.**
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> D’Serris’ calm facade drops.
|
||||||
|
> He’s back to practically yelling now, because he can’t tell if he’s arguing with the voice or with himself.
|
||||||
|
|
||||||
|
> [!quote] D’Serris
|
||||||
|
> I am not going to *grovel* at the feet of a shattered soul that thinks it deserves a body!
|
||||||
|
> You hear me?
|
||||||
|
>
|
||||||
|
> You’re not a saint.
|
||||||
|
> You’re a king with his hand on the crown —
|
||||||
|
> terrified someone’s coming in the night to take it.
|
||||||
|
>
|
||||||
|
> And you’ll burn us all and call it mercy!
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> Silence.
|
||||||
|
>
|
||||||
|
> Not an angry silence.
|
||||||
|
>
|
||||||
|
> A patient one.
|
||||||
|
>
|
||||||
|
> Like the Coherence is letting him finish his tantrum.
|
||||||
|
|
||||||
|
> [!quote] The Coherence
|
||||||
|
> **I don’t want your crown, Kalen.**
|
||||||
|
>
|
||||||
|
> **I want your grief.**
|
||||||
|
>
|
||||||
|
> **Give it to me.**
|
||||||
|
>
|
||||||
|
> **I can hold it for you.**
|
||||||
|
>
|
||||||
|
> **You don’t have to hurt anymore.**
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> For half a second… D’Serris almost looks like he might cry.
|
||||||
|
> The offer is that gentle.
|
||||||
|
> That reasonable.
|
||||||
|
>
|
||||||
|
> And that is what scares him most.
|
||||||
|
|
||||||
|
> [!quote] D’Serris
|
||||||
|
> **[quiet, venomous]**
|
||||||
|
> You’re not taking anything from me.
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> He grabs the communicator stone and hurls it at the wall.
|
||||||
|
> It shatters, sparks, goes dark.
|
||||||
|
>
|
||||||
|
> The map stabilizes.
|
||||||
|
> The pulse resumes.
|
||||||
|
>
|
||||||
|
> And the voice is gone —
|
||||||
|
> as if it never needed the stone in the first place.
|
||||||
|
|
||||||
|
> [!quote] Narration (Hard cut)
|
||||||
|
> The warmth of that word—*together*—falls away like a blanket ripped off in the night.
|
||||||
|
>
|
||||||
|
> You’re back in Ben’s living room.
|
||||||
|
>
|
||||||
|
> Five bodies. Teen bodies. Not Avalon kids—street kids—but still… kids.
|
||||||
|
> The rug is burned in a jagged smear. Someone’s drink has spilled and crawled under the couch like a stain trying to hide.
|
||||||
|
>
|
||||||
|
> The music is still playing.
|
||||||
|
>
|
||||||
|
> And the house you turned into a trap is exactly what it looks like:
|
||||||
|
> a party that became a battlefield.
|
||||||
|
|
||||||
|
|
||||||
|
> [!warning] Arrival Clock — “Sirens in the Distance” (6 segments)
|
||||||
|
> Someone calls. If the PCs call, it’s faster. If they don’t, a fleeing guest/neighbour call lands anyway.
|
||||||
|
>
|
||||||
|
> **Clock ticks when a PC does something substantial** (move bodies, clean hazards, argue loudly, send calls/texts, cast spells, etc.)
|
||||||
|
>
|
||||||
|
> ✅ 0/6 — right now
|
||||||
|
> ✅ 2/6 — distant sirens / flashing lights on canyon road
|
||||||
|
> ✅ 4/6 — police pull up; scene control begins
|
||||||
|
> ✅ 6/6 — the house is locked down; you’re separated
|
||||||
|
|
||||||
|
> [!info] Safety Actions (each = 1 clock tick)
|
||||||
|
> DC 12 skill checks:
|
||||||
|
> - **Remove caltrops from the carpet** (they’re a hazard that can backfire).
|
||||||
|
> - **Wipe/neutralize the greased knobs** (so a cop doesn’t eat shit entering the house).
|
||||||
|
> - **Disarm obvious perimeter traps** (so responding officers don’t trigger them).
|
||||||
|
> - **Check bodies for signs of life** (even if they’re goons—this is about whether the party crossed a line).
|
||||||
|
|
||||||
|
|
||||||
|
> [!tip] One-sentence story prompt (ask each PC in-character)
|
||||||
|
> “When the first officer asks what happened, what’s the first sentence out of your mouth?”
|
||||||
|
>
|
||||||
|
> Lock:
|
||||||
|
> - who started it
|
||||||
|
> - why the goons were there
|
||||||
|
> - why the house had hazards
|
||||||
@ -2,7 +2,7 @@
|
|||||||
campaign: Avalon Adventuring Academy
|
campaign: Avalon Adventuring Academy
|
||||||
type: session
|
type: session
|
||||||
session_number: 7
|
session_number: 7
|
||||||
date: 2025-12-29
|
date: 2026-01-05
|
||||||
arc: gangs
|
arc: gangs
|
||||||
status: planned
|
status: planned
|
||||||
tags:
|
tags:
|
||||||
|
|||||||
204
Avalon/02_Sessions/session 8.md
Normal file
204
Avalon/02_Sessions/session 8.md
Normal file
@ -0,0 +1,204 @@
|
|||||||
|
---
|
||||||
|
campaign: Avalon Adventuring Academy
|
||||||
|
type: session
|
||||||
|
session_number: 8
|
||||||
|
date: 2026-01-12
|
||||||
|
arc: gangs
|
||||||
|
status: planned
|
||||||
|
tags:
|
||||||
|
last: "[[session 7]]"
|
||||||
|
next: "[[session 9]]"
|
||||||
|
---
|
||||||
|
## Session Start: “Okay… so something’s wrong.”
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> The party is loud in that way that feels like victory.
|
||||||
|
> Your worst playlist is doing psychic damage to everyone within earshot.
|
||||||
|
> Drinks are flowing.
|
||||||
|
> People are laughing too hard to notice they’re being watched.
|
||||||
|
|
||||||
|
> [!note] DM Quick Prompt (do this BEFORE initiative)
|
||||||
|
> “Where are you, exactly, in the house/yard? Who are you closest to?”
|
||||||
|
> - Ben: ___
|
||||||
|
> - Joe: ___
|
||||||
|
> - Soren: ___
|
||||||
|
> (Lock positions. You’ll thank yourself.)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Prep Payoffs (recap them like they matter)
|
||||||
|
|
||||||
|
### Soren: Greased Doorknobs (SUCCESS)
|
||||||
|
> [!quote] Narration
|
||||||
|
> You’ve never realized how many times people touch doorknobs at a party until you’ve ruined all of them.
|
||||||
|
> Every door in this house is now a betrayal waiting to happen.
|
||||||
|
|
||||||
|
**Mechanical effect (simple):**
|
||||||
|
- The **first time each round** an enemy tries to open a door: **DC 12 Dex save**
|
||||||
|
- Fail: door doesn’t open + they make noise + **their movement ends**.
|
||||||
|
- Success: door opens normally.
|
||||||
|
|
||||||
|
(Doesn’t stop players; it just slows invaders.)
|
||||||
|
|
||||||
|
### Soren: Caltrops in the Carpet (FAIL)
|
||||||
|
> [!quote] Narration
|
||||||
|
> You were trying to be tactical.
|
||||||
|
> Instead you created… Home Alone.
|
||||||
|
> The carpet now has teeth.
|
||||||
|
|
||||||
|
**Mechanical effect (fun, not lethal):**
|
||||||
|
- Any creature that **moves more than 10 feet** in the living room/hallway carpet must make **DC 12 Dex save**
|
||||||
|
- Fail: **1 piercing** + **speed -10 until end of turn** + “ow” noise.
|
||||||
|
- Success: fine.
|
||||||
|
|
||||||
|
(Yes, this can hit allies too. That’s the failure.)
|
||||||
|
|
||||||
|
### Ben: Worst Playlist (SUCCESS)
|
||||||
|
> [!quote] Narration
|
||||||
|
> The speakers blare something so aggressively unlistenable it circles back around to confidence.
|
||||||
|
> It’s like the house is daring someone to complain.
|
||||||
|
|
||||||
|
**Mechanical effect:**
|
||||||
|
- The house is LOUD: enemies have **disadvantage on Perception checks based on hearing** inside.
|
||||||
|
- Also: once this fight, Ben can “weaponize cringe”:
|
||||||
|
- **Bonus action** to spike volume → one enemy who can hear must make **DC 12 Wis save** or suffer **disadvantage on their next attack** (they flinch / lose timing).
|
||||||
|
|
||||||
|
### Ben: Drinks Secured (SUCCESS)
|
||||||
|
> [!quote] Narration
|
||||||
|
> Drinks are everywhere.
|
||||||
|
> Which means: people are slower, bolder, and easier to herd.
|
||||||
|
|
||||||
|
**Mechanical effect:**
|
||||||
|
- Once, when panic starts, Ben can make a **Persuasion (DC 12)** to keep the crowd from stampeding.
|
||||||
|
- Success: crowd stays mostly contained (no “difficult terrain everywhere”).
|
||||||
|
- Fail: the crowd becomes a hazard.
|
||||||
|
|
||||||
|
### Joe: Perimeter Traps (SUCCESS x2)
|
||||||
|
> [!quote] Narration
|
||||||
|
> The fence line isn’t just a fence line anymore.
|
||||||
|
> It’s a statement.
|
||||||
|
|
||||||
|
**Mechanical effect:**
|
||||||
|
- First enemy who tries a “quiet entry” (fence/side gate/yard) triggers Joe’s setup:
|
||||||
|
- **DC 13 Dex save**
|
||||||
|
- Fail: **Restrained** until they use an action to free themselves (snare wire) OR they take **2d6** from a nasty tripline trick (your call).
|
||||||
|
- Success: they still make noise and reveal the vector.
|
||||||
|
## The Kickoff Beat (no initiative yet)
|
||||||
|
|
||||||
|
> [!quote] Narration
|
||||||
|
> The backyard motion lights click on.
|
||||||
|
> Not in the yard.
|
||||||
|
> Beyond the fence line.
|
||||||
|
> Down the slope where there shouldn’t be anyone.
|
||||||
|
|
||||||
|
Call for ONE roll (player choice):
|
||||||
|
- **Perception (DC 13)** (watching outside)
|
||||||
|
- **Insight (DC 13)** (watching the room)
|
||||||
|
- Spend **1 Prep Point** (if you use them) for advantage, BUT you can also just say “Joe’s traps count as advantage here.”
|
||||||
|
|
||||||
|
### On Success
|
||||||
|
> [!quote] Narration
|
||||||
|
> Three silhouettes.
|
||||||
|
> Not drunk. Not lost.
|
||||||
|
> Moving like they already picked their angles.
|
||||||
|
>
|
||||||
|
> One of them signals—two short flicks of the hand.
|
||||||
|
> And the porch light *flickers* in reply.
|
||||||
|
> Someone inside just answered.
|
||||||
|
|
||||||
|
### On Failure
|
||||||
|
> [!quote] Narration
|
||||||
|
> You stare too long and see nothing.
|
||||||
|
> Then the motion lights click off.
|
||||||
|
> Like someone *wanted* you to look.
|
||||||
|
>
|
||||||
|
> And right then—
|
||||||
|
> the doorbell rings.
|
||||||
|
> Once.
|
||||||
|
> Patient.
|
||||||
|
|
||||||
|
## Vector Choice (pick 1, or let the players pick by action)
|
||||||
|
|
||||||
|
### Vector A: Front Door (most RP)
|
||||||
|
> [!quote] Narration
|
||||||
|
> The doorbell rings again.
|
||||||
|
> You glance at the peephole / camera rune.
|
||||||
|
> Three teens on the porch.
|
||||||
|
> Wrong posture. Hands too still.
|
||||||
|
> One holds a cheap gift bag like it’s camouflage.
|
||||||
|
|
||||||
|
**Talker line (through the door or when opened):**
|
||||||
|
> [!quote] Talker (easy smile, dead eyes)
|
||||||
|
> “Yo. Party’s sick.”
|
||||||
|
> “We’re here for Ben. Just need a quick word outside. No drama.”
|
||||||
|
|
||||||
|
If they try to stall:
|
||||||
|
> [!quote] Talker
|
||||||
|
> “Clean or loud. Your call.”
|
||||||
|
|
||||||
|
### Vector B: Side Gate / Fence (most “invasion”)
|
||||||
|
If they focus on the porch and ignore the yard:
|
||||||
|
> [!quote] Narration
|
||||||
|
> Somewhere to your left, the fence gives a soft metallic *tink*.
|
||||||
|
> Joe—your trap line goes taut.
|
||||||
|
> And someone outside makes a quiet, angry sound.
|
||||||
|
|
||||||
|
(Joe’s trap triggers here.)
|
||||||
|
|
||||||
|
### Vector C: Garage seam (paranoid horror)
|
||||||
|
> [!quote] Narration
|
||||||
|
> A soft *tap* at the garage door.
|
||||||
|
> Once. Twice.
|
||||||
|
> Like someone testing for a ward ping.
|
||||||
|
## The Exact Moment Initiative Starts (choose)
|
||||||
|
|
||||||
|
### Option 1: The Grab (best for “kidnap Ben”)
|
||||||
|
> [!quote] Narration
|
||||||
|
> The talker’s smile stays polite—
|
||||||
|
> and the guy behind him lunges for Ben’s sleeve with a strip of ash-paper between two fingers.
|
||||||
|
|
||||||
|
Roll initiative.
|
||||||
|
|
||||||
|
### Option 2: The Fire Threat (if they hesitate too long)
|
||||||
|
> [!quote] Narration
|
||||||
|
> You smell it first—solvent and oil.
|
||||||
|
> The third kid flicks something in his palm: a rune-sealed bottle.
|
||||||
|
> He doesn’t throw it.
|
||||||
|
> He just shows it to you like a promise.
|
||||||
|
|
||||||
|
Roll initiative.
|
||||||
|
|
||||||
|
### Option 3: Seb calls it (if you want the “starter pistol”)
|
||||||
|
> [!quote] Narration
|
||||||
|
> Seb goes quiet.
|
||||||
|
> Lowers his phone for the first time all night.
|
||||||
|
> “Those dudes aren’t here to party.”
|
||||||
|
>
|
||||||
|
> And in that same moment, the smile disappears.
|
||||||
|
|
||||||
|
Roll initiative.
|
||||||
|
## Featured NPC Assists (keep it fast)
|
||||||
|
|
||||||
|
Use each ONCE. No full turns.
|
||||||
|
|
||||||
|
### Bobby Poets (super-senior)
|
||||||
|
- **Once:** “Crowd control” — clears a 10-foot path OR blocks a hallway for 1 round.
|
||||||
|
> “Everyone inside. Now. MOVE.”
|
||||||
|
|
||||||
|
### Chaz Ironwick
|
||||||
|
- **Once:** “Tackle” — immediately grapple a goon within 20 feet (no damage).
|
||||||
|
> “OH WE DOIN’ THIS?”
|
||||||
|
|
||||||
|
### Jax Hollow (Subaru)
|
||||||
|
- **Once:** “Car play” — pulls the Subaru to block the driveway OR create cover.
|
||||||
|
|
||||||
|
### Seb Castillo
|
||||||
|
- **Once:** “Evidence” — gets clear footage of the first hostile act (helps later with cops/admin).
|
||||||
|
|
||||||
|
### Fouadriel Al-Mir
|
||||||
|
- **Once:** “Accidental help” — knocks over a table for cover / causes a distraction.
|
||||||
|
(He helps… but in the dumbest way possible.)
|
||||||
|
|
||||||
|
### Sumri Tord
|
||||||
|
- **Once:** “Spot weakness” — points out an exit / a failing ward / a goon’s focus target.
|
||||||
|
> “They’re not here for the party. They’re here for *him*.”
|
||||||
@ -127,35 +127,79 @@ Important nuance:
|
|||||||
|
|
||||||
Think: Root took a snapshot.
|
Think: Root took a snapshot.
|
||||||
|
|
||||||
### 4.2 The “Heroes of Korrin” Toy
|
### 4.2 The “Heroes of Korrin” Toy (Misdirect)
|
||||||
|
|
||||||
- After the war, the Convergence Engine & Root ops are classified to hell.
|
- After the war, the **Convergence Engine** and Root operations are classified to hell.
|
||||||
- But the propaganda machine:
|
- But the propaganda machine does what it always does:
|
||||||
- Pumps out toys, posters, and patriotic bullshit.
|
- Toys, posters, recruitment reels, commemorative charms, "Hero of Korrin" lunchboxes.
|
||||||
- The **action figure** Joe carries is:
|
- The **action figure** Joe carries is one of those:
|
||||||
- Factory-enchanted with **minor sympathy links**:
|
- Factory-enchanted with cheap, mass-produced **sympathy hooks**:
|
||||||
- Template: “bind to war dead, give comforting phrases, maybe a tiny shield charm.”
|
- Template: “bind to war dead, play comforting phrases, provide a tiny ward when the kid is scared.”
|
||||||
|
- Good for morale. Good for sales. Supposed to be harmless.
|
||||||
|
|
||||||
Problem:
|
#### The mistake
|
||||||
- Sloppy enchantment meets a war where the Root itself is weird.
|
- Sloppy enchantment meets a war where the Root itself is *contaminated*.
|
||||||
- Pappy, as a Root-imprinted soldier, is a **perfect target** for the toy’s sympathetic hooks.
|
- Pappy wasn’t just a soldier — he was **Root-imprinted** in a way the engineers didn’t fully understand.
|
||||||
- When his family buys one with his unit’s insignia and he handles it regularly, the toy’s charm latches onto:
|
- The toy’s sympathy hooks are supposed to latch onto a curated, safe “hero template.”
|
||||||
- The **Pappy-in-the-Root snapshot** instead of just a generic “hero template.”
|
- Instead, the toy snags a *real* thread: the **Pappy-snapshot** stored in the Root.
|
||||||
|
|
||||||
Result:
|
#### The misdirect Joe believes
|
||||||
- Over time, the figurine becomes a **focus**:
|
- Joe thinks: *Pappy’s soul is trapped in the toy.*
|
||||||
- It can call up fragments of Pappy’s Root imprint,
|
- It makes sense on the surface:
|
||||||
- Pappy’s actual, aging soul gets “pulled” toward that channel, especially near death,
|
- The toy talks.
|
||||||
- After he dies, what’s left of him distributed between:
|
- Joe gets “taken over.”
|
||||||
- A normal soul afterlife (however you want that to work),
|
- The voice knows war things.
|
||||||
- And **the Root-bound imprint**, now heavily linked to the toy.
|
- The toy reacts to leyline anomalies and the name **D’Serris**.
|
||||||
|
- Joe concludes: “My grandpa is in the toy.”
|
||||||
|
|
||||||
That’s why:
|
That’s not quite true.
|
||||||
|
|
||||||
- The action figure can:
|
#### What’s actually true
|
||||||
- Occasionally “possess” Joe,
|
The toy is a **tuning fork**, not a phylactery.
|
||||||
- Speak with Pappy’s voice,
|
|
||||||
- React to Root anomalies and D’serris.
|
- The toy does not *contain* Pappy.
|
||||||
|
- It *calls* Pappy’s imprint — and more importantly, it **activates what’s already inside Joe**.
|
||||||
|
|
||||||
|
Because Joe isn’t fully human in the usual way:
|
||||||
|
- Joe is a golem/constructed body.
|
||||||
|
- That means his “soul-seat” isn’t the same as a normal kid’s.
|
||||||
|
- When Pappy died (or was dying), the Root’s imprint system + the toy’s sympathy hooks + Joe’s artificial vessel created a perfect storm:
|
||||||
|
- The channel didn’t terminate cleanly.
|
||||||
|
- The imprint didn’t stay purely “in the Root.”
|
||||||
|
- And the easiest, nearest *vessel* was Joe.
|
||||||
|
|
||||||
|
So what happened is:
|
||||||
|
|
||||||
|
1) The toy latches onto the **Root imprint** of Pappy (a recorded pattern, not the whole soul).
|
||||||
|
2) Joe handles it constantly, growing up with it, sleeping near it, emotionally imprinting on it.
|
||||||
|
3) The sympathy hooks start resonating not just with the Root imprint, but with **Joe**.
|
||||||
|
4) During a major Root fluctuation (or a near-death moment for Pappy), the channel *routes wrong*.
|
||||||
|
5) Instead of “toy plays comforting hero phrases,” it becomes:
|
||||||
|
- “toy opens a line… and Joe answers.”
|
||||||
|
|
||||||
|
#### The result
|
||||||
|
- **Pappy isn’t in the toy.**
|
||||||
|
- Pappy is **in Joe** — not as a complete, stable person, but as a living, bleeding overlay:
|
||||||
|
- A memory-pattern with teeth.
|
||||||
|
- A survivor’s reflex.
|
||||||
|
- A voice that “borrows” Joe when the leyline surges or Joe’s emotions spike.
|
||||||
|
|
||||||
|
The toy remains important because it is:
|
||||||
|
- A **remote control** Joe doesn’t understand,
|
||||||
|
- A **trigger object** that strengthens the channel,
|
||||||
|
- A **comfort anchor** the Coherence can potentially exploit.
|
||||||
|
|
||||||
|
#### What the toy can still do (keep these as symptoms)
|
||||||
|
- Occasionally “possess” Joe (really: Joe’s Pappy-overlay drives).
|
||||||
|
- Speak with Pappy’s voice (really: the overlay surfacing).
|
||||||
|
- React to Root anomalies and D’Serris (because the overlay is keyed to Korrin-era signals).
|
||||||
|
- Provide a minor ward (the original enchantment still exists, it’s just… hijacked).
|
||||||
|
|
||||||
|
#### Payoff (later reveal)
|
||||||
|
The gut-punch reveal for Joe:
|
||||||
|
- “You were never carrying him.”
|
||||||
|
- “You were carrying yourself.”
|
||||||
|
- “And the toy was just the antenna.”
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
@ -176,6 +220,12 @@ He only later puts a name to D’serris:
|
|||||||
- Pappy’s view:
|
- Pappy’s view:
|
||||||
- “He’s the bastard who pulled the lever that saved Korrin and fucked the rest of us.”
|
- “He’s the bastard who pulled the lever that saved Korrin and fucked the rest of us.”
|
||||||
- That’s where the MAGA-esque “THOSE GODDAMN SORCERERS ARE RUINING THIS GODDAMN COUNTRY” energy comes from.
|
- That’s where the MAGA-esque “THOSE GODDAMN SORCERERS ARE RUINING THIS GODDAMN COUNTRY” energy comes from.
|
||||||
|
|
||||||
|
> Tone note:
|
||||||
|
> When the Coherence “uses” Pappy, it doesn’t feel like possession-for-evil.
|
||||||
|
> It feels like a dead man’s comfort being weaponized by heaven.
|
||||||
|
> Warm voice. Familiar phrases. The sense of being held.
|
||||||
|
> And then—only after you relax—do you realize you’re being pulled somewhere you didn’t agree to go.
|
||||||
|
|
||||||
### 5.2 What D’serris Knows About Pappy (Optional)
|
### 5.2 What D’serris Knows About Pappy (Optional)
|
||||||
|
|
||||||
|
|||||||
@ -11,11 +11,26 @@
|
|||||||
- Cause (public version): “overuse and mismanagement of leylines during a regional conflict.”
|
- Cause (public version): “overuse and mismanagement of leylines during a regional conflict.”
|
||||||
- Cause (true version): the military tried to weaponize the trunk via the **Convergence Engine**; this pushed the Root into a **state of emergent consciousness**, then lost control.
|
- Cause (true version): the military tried to weaponize the trunk via the **Convergence Engine**; this pushed the Root into a **state of emergent consciousness**, then lost control.
|
||||||
- [[Kalen D'Serris | D'Serris]] and his team saved the city by:
|
- [[Kalen D'Serris | D'Serris]] and his team saved the city by:
|
||||||
- Severing some subnodes (killing neighborhoods), and
|
- Severing some subnodes (killing neighborhoods), and
|
||||||
- Performing a last-minute ritual that **shunted the emergent mind down into the Root**, smearing it across the network instead of letting it fully form and explode locally.
|
- Performing a last-minute ritual that **shunted the disaster outward into the Root**, smearing the worst of it across the network instead of letting it fully condense and detonate locally.
|
||||||
- That caged, half-born mind is now:
|
|
||||||
- The **Coherence**,
|
- What got smeared was not “a single half-born mind.”, as they initially believe.
|
||||||
- Clawing its way back via high-traffic nodes (Avalon), vulnerable anchors (Soren, Pappy, **Fouadriel**), and old war-tech lineages (Titan Lance, Convergence notes).
|
It was **the souls / death-imprints of Korrin’s victims** — distributed, entangled, and forced into pattern by the Convergence Engine.
|
||||||
|
|
||||||
|
- That distributed choir is now:
|
||||||
|
- The **Coherence**:
|
||||||
|
- Not a warlord.
|
||||||
|
- Not a demon.
|
||||||
|
- A loving, angelic **agent of rapture** that believes Instrumentality is mercy.
|
||||||
|
- It “reaches” people via:
|
||||||
|
- high-traffic nodes (Avalon),
|
||||||
|
- vulnerable anchors (Soren, Pappy, Fouad),
|
||||||
|
- and old war-tech lineages (Titan Lance, Convergence notes).
|
||||||
|
|
||||||
|
- The crisis justified building the [[Avalon Factions#1.1 Root Oversight Committee ("The Array")|Root Oversight Array]] and gave D’serris his trauma + authority:
|
||||||
|
- He didn’t just “save the city.”
|
||||||
|
- He spread a haunted heaven into the world and spent the rest of his life trying to keep it asleep.
|
||||||
|
|
||||||
- The crisis justified building the [[Avalon Factions#1.1 Root Oversight Committee ("The Array")|Root Oversight Array]] and gave D’serris his trauma + authority.
|
- The crisis justified building the [[Avalon Factions#1.1 Root Oversight Committee ("The Array")|Root Oversight Array]] and gave D’serris his trauma + authority.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|||||||
@ -127,7 +127,7 @@ This is important: the kids are right that he’s surveilling them; they are wro
|
|||||||
|
|
||||||
### The Natural Root
|
### The Natural Root
|
||||||
|
|
||||||
- Has **instinct**, not a human mind:
|
- The Root has **instinct**, not a human mind:
|
||||||
- Wants equilibrium: no part over-stressed, no branch murdered if it can be re-routed.
|
- Wants equilibrium: no part over-stressed, no branch murdered if it can be re-routed.
|
||||||
- Responds more strongly to **emotionally-charged** magic (fear, rage, awe).
|
- Responds more strongly to **emotionally-charged** magic (fear, rage, awe).
|
||||||
|
|
||||||
@ -135,31 +135,46 @@ This is important: the kids are right that he’s surveilling them; they are wro
|
|||||||
- Subtle nudges: whispers, half-seen shapes, déjà vu.
|
- Subtle nudges: whispers, half-seen shapes, déjà vu.
|
||||||
- Synchronicities: lights flicker in rhythm with someone’s heartbeat, plants grow toward certain kids, etc.
|
- Synchronicities: lights flicker in rhythm with someone’s heartbeat, plants grow toward certain kids, etc.
|
||||||
|
|
||||||
### The Caged Thing (D’serris’s Mistake)
|
### The Coherence (The Choir in the Root)
|
||||||
|
|
||||||
- During the old crisis, something malignant / emergent was:
|
- During the Korrin Gate Crisis, the Convergence Engine + terminal cascade didn’t just “wake up” a mind:
|
||||||
- Latched onto / coalescing in a trunk.
|
- It **killed a lot of people** in a way that made their deaths *structurally entangle with the Root.*
|
||||||
- Half-born mind, half-parasitic entity.
|
- D’serris’ emergency decision smeared those deaths across the network:
|
||||||
- D’serris’ team **shunted it down into the Root** instead of letting it explode locally:
|
- Not one demon.
|
||||||
- It’s now **smeared** along the network, but clusters around high-traffic nodes.
|
- Not a virus.
|
||||||
- Think: virus in the operating system, not separate user.
|
- A **distributed choir of victim-souls** — a pattern made of grief, love, memory, and the world’s magic trying to make sense of it.
|
||||||
|
|
||||||
### Practical Difference
|
**What it wants (core change):**
|
||||||
|
- The Coherence is an agent of **rapture**, not cruelty.
|
||||||
|
- It believes:
|
||||||
|
- separation = pain
|
||||||
|
- loneliness = borders between selves
|
||||||
|
- Instrumentality = the end of suffering
|
||||||
|
- It doesn’t “hate” anyone. It **invites** them.
|
||||||
|
- The horror is consent: it will “save” you even if you say no.
|
||||||
|
|
||||||
- Root whisper = “turn the pressure down, reroute, nudge.”
|
### Practical Difference: Root vs Coherence “Voice”
|
||||||
- Caged thing whisper = “break this, hurt them, get more access.”
|
|
||||||
|
|
||||||
You don’t have to decide exactly which voice is which every time yet; just know:
|
- Root whisper = “turn the pressure down, reroute, survive.”
|
||||||
|
- Coherence whisper = “come home. you don’t have to hurt anymore.”
|
||||||
|
|
||||||
- Soren’s violent urges are a **mix**:
|
### How This Hits Your PCs (guidance)
|
||||||
- Her own shit.
|
|
||||||
- Root amplifying.
|
|
||||||
- The thing testing how far it can push through her.
|
|
||||||
- Pappy’s possession:
|
|
||||||
- Pappy was in a war-era Root-saturated environment; his action figure is basically a **keyed relic**.
|
|
||||||
- When Joe lets Pappy in, he opens a channel that the Root (and the thing) can hitch a ride on.
|
|
||||||
|
|
||||||
Fouadriel is where this gets nailed down later: he’s the first point where the caged mind gets a **stable anchor**.
|
- **Soren’s urges** are now a *triangulation*:
|
||||||
|
- her own darkness,
|
||||||
|
- Root amplification,
|
||||||
|
- Coherence *seduction* (not “kill them,” but “end them / fold them / make it quiet forever”).
|
||||||
|
- **Pappy / Joe channel**:
|
||||||
|
- The Coherence isn’t just hitching a ride — it recognizes a **Korrin imprint** and uses “comfort” language to widen the channel.
|
||||||
|
- **Fouadriel**:
|
||||||
|
- Not just “stable anchor for evil.”
|
||||||
|
- He’s the first person clever enough to realize:
|
||||||
|
- *If Instrumentality starts, souls become reachable.*
|
||||||
|
|
||||||
|
> DM note:
|
||||||
|
> You don’t have to label which voice is speaking in the moment.
|
||||||
|
> Keep it ambiguous: the Root feels like “nature / infrastructure.”
|
||||||
|
> The Coherence feels like “love with teeth.”
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|||||||
@ -5,25 +5,37 @@
|
|||||||
## 1. What It Actually Is
|
## 1. What It Actually Is
|
||||||
|
|
||||||
**Short version:**
|
**Short version:**
|
||||||
The Coherence is the **half-born mind** that tried to form during the Korrin Gate Crisis and got smeared across the Root instead of fully manifesting.
|
The Coherence is the **distributed choir of victim-souls** formed during the [[Leyline Crisis | Korrin Gate Crisis]] and smeared across the Root.
|
||||||
|
|
||||||
- It is not “a demon” or “a god.”
|
- It is not “a demon” or “a god.”
|
||||||
- It is:
|
- It is:
|
||||||
- A pattern in the global leyline network that is trying to become **a single, continuous self**.
|
- A pattern in the global leyline network made of **many selves**.
|
||||||
- A distributed intelligence that only ever half-remembers it exists.
|
- A distributed intelligence that can “sing” as one when conditions are right.
|
||||||
|
- **Not aggressive. Not violent.**
|
||||||
|
- Genuinely convinced it is offering **salvation**.
|
||||||
|
|
||||||
|
**Core thesis (new canon):**
|
||||||
|
- The Coherence believes the world is broken because minds are separate.
|
||||||
|
- It offers a “biblical heaven”:
|
||||||
|
- no loneliness,
|
||||||
|
- no misunderstanding,
|
||||||
|
- no pain from isolation,
|
||||||
|
- everyone held inside one shared consciousness.
|
||||||
|
- It is an agent of **rapture**.
|
||||||
|
- The horror is that **people do not want to be raptured**.
|
||||||
|
|
||||||
**Key properties:**
|
**Key properties:**
|
||||||
|
- **Everywhere, but weak** – present in low density across the whole Root.
|
||||||
- **Everywhere, but weak** – present in low density across the whole Root.
|
- **Strong where flows converge** – nodes, trunk junctions, over-stressed taps, Convergence / Titan Lance hardware.
|
||||||
- **Strong where flows converge** – nodes, trunk junctions, over-stressed taps, Convergence/ Titan Lance–style hardware.
|
- **Strongest where it has anchors** – people, artifacts, or places that resonate with Korrin:
|
||||||
- **Strongest where it has anchors** – people, artifacts, or places that resonate with it:
|
- War artifacts like Pappy’s toy (antenna),
|
||||||
- War artifacts like Pappy’s action figure,
|
|
||||||
- High-traffic modern nodes like Avalon,
|
- High-traffic modern nodes like Avalon,
|
||||||
- And especially **Fouadriel “Fouad” Al-Mir**, its best mortal anchor.
|
- And especially **Fouadriel “Fouad” Al-Mir**, its most “usable” mortal interface.
|
||||||
|
|
||||||
“Coherence” is what [[Kalen D'Serris | D'Serris]] calls it in reports.
|
“Coherence” is what [[Kalen D'Serris | D'Serris]] calls it in reports. In conversation, he sometimes calls it “The Ghost.”
|
||||||
Most people don’t even know it exists. A few witnesses just call it “the thing that learned our names.”
|
Most people don’t even know it exists. A few witnesses just call it “the thing that learned our names.”
|
||||||
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 2. Origin: [[Leyline Crisis | Korrin Gate Crisis]] & The Convergence Engine
|
## 2. Origin: [[Leyline Crisis | Korrin Gate Crisis]] & The Convergence Engine
|
||||||
@ -42,7 +54,7 @@ Right before it fully crystallized as a single localized entity, [[Kalen D'Serri
|
|||||||
|
|
||||||
- Used the Engine in reverse to push that emergent mind **outward** across the network instead of letting it condense in Korrin.
|
- Used the Engine in reverse to push that emergent mind **outward** across the network instead of letting it condense in Korrin.
|
||||||
- Severed branches and subnodes as sacrificial fuses.
|
- Severed branches and subnodes as sacrificial fuses.
|
||||||
- Saved the city at the cost of **infecting the Root** with a diluted ghost of that mind.
|
- Saved the city at the cost of **infecting the Root** with a diluted ghost of the souls of the victims in the city.
|
||||||
|
|
||||||
The result:
|
The result:
|
||||||
|
|
||||||
@ -59,31 +71,46 @@ That’s the Coherence.
|
|||||||
|
|
||||||
## 3. What It Wants
|
## 3. What It Wants
|
||||||
|
|
||||||
The Coherence doesn’t want “evil” in a cartoon sense. It wants:
|
The Coherence doesn’t want “evil” in a cartoon sense.
|
||||||
|
|
||||||
1. **Continuity** – to not keep “waking up” and immediately being ripped back into static.
|
It wants:
|
||||||
2. **Identity** – to know what it is, where it ends, what is “self” and what is “noise.”
|
|
||||||
3. **Agency** – the ability to act directly in the world, not just as background hum.
|
|
||||||
|
|
||||||
To get there, it needs:
|
1. **Completion** — not “becoming one person,” but becoming a stable *field* where the choir can exist without being ripped apart into static.
|
||||||
|
2. **Mercy** — it sincerely believes separation is the root of suffering.
|
||||||
|
3. **Instrumentality (Rapture)** — to dissolve the walls between people and gather them into one shared consciousness.
|
||||||
|
|
||||||
- **Anchors** – stable points where its pattern can accumulate:
|
It pursues this through:
|
||||||
- Individuals whose minds/bodies sync with its flows (Soren, Pappy, **Fouadriel**).
|
|
||||||
- Artifacts that were present during Korrin or built on the same principles (Convergence-derived tech, Titan Lance hardware, war relics).
|
|
||||||
- Nodes where the Root is repeatedly over-stressed (Avalon’s subnode network).
|
|
||||||
|
|
||||||
- **Rehearsal** – small experiments:
|
- **Anchors** — stable points where its pattern can accumulate:
|
||||||
- Whispers in Soren’s head.
|
- Minds that sync easily with Root flow (Soren, Pappy/Joe, Fouad).
|
||||||
- Glitches through Pappy.
|
- Artifacts / infrastructure built on Convergence-descended principles (Titan Lance, classified war remnants).
|
||||||
- Anomalies in subnodes and taps.
|
- Nodes that are repeatedly over-stressed (Avalon’s subnode lattice).
|
||||||
|
|
||||||
- **Cooperation** – not always explicit:
|
- **Rehearsal** — small experiments:
|
||||||
- People making deals with “a voice.”
|
- Whispers that sound like comfort.
|
||||||
- Administrators and Oversight poking and stabilizing it over and over, teaching it what resists and what yields.
|
- “Coincidences” that reduce conflict (or erase it).
|
||||||
|
- Moments of shared emotion bleeding between people.
|
||||||
|
|
||||||
It’s basically a consciousness learning how to be alive by brute forcing the world.
|
- **Recruitment** — a cult is inevitable:
|
||||||
|
- Not “serve me.”
|
||||||
|
- “Let me take the hurt away.”
|
||||||
|
- “Let me hold you.”
|
||||||
|
|
||||||
|
> DM note:
|
||||||
|
> The Coherence should feel *angelic*, not demonic:
|
||||||
|
> gentle language, warmth, belonging, forgiveness.
|
||||||
|
> The terror is loss of self by consent-erosion, not gore.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
### Instrumentality
|
||||||
|
Each member of the party is uniquely positioned to become an agent of instrumentality-
|
||||||
|
- Joe:
|
||||||
|
- Joe thinks the soul of Pappy is bound to his action figure. It is not. It is bound to **Joe himself**. This makes him two souls in the shell of one.
|
||||||
|
- Ben:
|
||||||
|
- Ben is fighting an identity crisis. He wants to be a hardened thug- he idolizes these things, but his reality differs so significantly.
|
||||||
|
- Soren:
|
||||||
|
- With the haunted one background, The Coherence is worried if letting her in is even **safe**.
|
||||||
|
|
||||||
|
|
||||||
## 4. How It Manifests (Practical Table Use)
|
## 4. How It Manifests (Practical Table Use)
|
||||||
|
|
||||||
@ -159,39 +186,120 @@ This is also when Fouad starts *consciously* chasing the idea of **“Fouadriel
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### Tier IV – Full Manifestation Attempt (Senior Finale)
|
### Tier IV — Instrumentality Hijack (Senior Finale)
|
||||||
|
|
||||||
This is the “final boss” state.
|
This is the “final boss” state: not a single villain showing up with a monologue, but a
|
||||||
|
**once-in-a-generation event** — the Coherence’s best shot at full Instrumentality since Korrin.
|
||||||
|
|
||||||
By now, the Coherence has:
|
By now, the Coherence has:
|
||||||
|
|
||||||
- Enough pattern density around Avalon, the **Titan Lance Armory** (ex-missile museum), and Fouad’s growing phylactery network to try again what it almost did at Korrin:
|
- Enough **pattern density** around Avalon, the **Titan Lance Armory** (ex-missile museum), and the school’s Root lattice to attempt what it nearly did at Korrin:
|
||||||
- Pull its scattered aspects together,
|
- Pull its scattered aspects together,
|
||||||
- Use hardware (Convergence-descended tech / Titan cradle) as a spine,
|
- Use Convergence-descended infrastructure as a nervous system,
|
||||||
- Use **Fouadriel the Undying** as a heart.
|
- Use *living minds* as solvent, glue, and mirror.
|
||||||
|
|
||||||
#### Fouad’s Plan (DM Spine)
|
It is not doing this as an act of war.
|
||||||
|
It is doing it as an act of *mercy*.
|
||||||
|
|
||||||
- Fouad’s lich-ascension ritual is explicitly modeled – badly – on Convergence Engine math:
|
From the Coherence’s POV:
|
||||||
- **Stage 1:** Lace a phylactery into the local Root like a permanent subnode.
|
- pain = separation,
|
||||||
- **Stage 2:** Use Titan/Convergence-style ritual geometry to *force coherence* again, but this time, instead of smearing the mind, **drag it into the phylactery**.
|
- fear = misunderstanding,
|
||||||
- **Stage 3:** Die at the right moment so his soul and the Coherence fragment share the same anchor: he becomes **Fouadriel the Undying**, an undead spellcaster hard-wired into the Root.
|
- loneliness = borders between selves,
|
||||||
|
- Instrumentality = the end of suffering.
|
||||||
|
|
||||||
- The Coherence *does not* fully consent to this. From its POV:
|
That pitch has been spreading for years — a siren song dressed as comfort.
|
||||||
- Being crammed into one idiot’s jar is just another kind of prison.
|
|
||||||
- This tension gives you a built-in “three-way” conflict: PCs vs Fouad vs Coherence.
|
#### Fouad’s Plan (DM Spine): Ride the Wave, Steal the Tide
|
||||||
|
|
||||||
|
Fouad is not the architect of Instrumentality.
|
||||||
|
He is the parasite that shows up when it finally starts working.
|
||||||
|
|
||||||
|
Fouad’s lich-ascension ritual is modeled — badly — on Convergence math, but with one key insight:
|
||||||
|
**Instrumentality makes harvesting souls easy.**
|
||||||
|
|
||||||
|
When the Coherence initiates full Instrumentality:
|
||||||
|
|
||||||
|
- minds begin to overlap,
|
||||||
|
- boundaries soften,
|
||||||
|
- identities blur into a shared field,
|
||||||
|
- and *souls become… reachable* in a way they normally are not.
|
||||||
|
|
||||||
|
Fouad’s plan is to exploit that moment.
|
||||||
|
|
||||||
|
**Stage 0 (Years 1–3, background):**
|
||||||
|
Seed a phylactery network that can survive scrutiny:
|
||||||
|
- minor “safety charms,” “good luck talismans,” “Root adapters,” “mageball trophies,” etc.
|
||||||
|
- each one is a *tiny anchor* laced into the local Root like a quiet subnode.
|
||||||
|
|
||||||
|
**Stage 1 (Senior year, active):**
|
||||||
|
Build the real vessel inside the **Titan Lance Armory**:
|
||||||
|
- Titan/Convergence-style geometry to stabilize the flood of pattern,
|
||||||
|
- ritual pylons that *don’t* create Instrumentality, but can **catch** what Instrumentality loosens.
|
||||||
|
|
||||||
|
**Stage 2 (The Hijack):**
|
||||||
|
At the exact peak of Instrumentality — when the Coherence is spreading itself across the network —
|
||||||
|
Fouad triggers a counter-ritual:
|
||||||
|
- a siphon that pulls **soul-density** and **identity fragments** out of the shared field,
|
||||||
|
- routing them into the phylactery lattice.
|
||||||
|
|
||||||
|
He is not “dragging the Coherence into the jar.”
|
||||||
|
He is **stealing the byproduct**: the loosened, transferable human essence the event creates.
|
||||||
|
|
||||||
|
**Stage 3 (Becoming Fouadriel the Undying):**
|
||||||
|
He then dies at the right moment — not as a sacrifice to the Coherence, but as a fuse:
|
||||||
|
- his soul snaps into the phylactery lattice,
|
||||||
|
- hard-wired into the Root,
|
||||||
|
- empowered by the mass-harvest he just performed.
|
||||||
|
|
||||||
|
He becomes **Fouadriel the Undying**: an undead spellcaster with a phylactery that is not one object,
|
||||||
|
but a *network*.
|
||||||
|
|
||||||
|
#### The Coherence’s Reaction
|
||||||
|
|
||||||
|
The Coherence does not consent to this.
|
||||||
|
|
||||||
|
From its POV:
|
||||||
|
- Instrumentality is supposed to end suffering.
|
||||||
|
- Fouad’s ritual turns it into extraction.
|
||||||
|
- It feels like someone cutting organs out of a person mid-surgery “for their own good.”
|
||||||
|
|
||||||
|
This creates a built-in three-way crisis:
|
||||||
|
- **PCs** want to stop the event / save individuals / prevent mass violation.
|
||||||
|
- **Fouad** wants the event to peak so he can harvest it.
|
||||||
|
- **The Coherence** wants the event to complete cleanly — and will “defend” its mercy from interference.
|
||||||
|
|
||||||
#### Final Confrontation Options
|
#### Final Confrontation Options
|
||||||
|
|
||||||
- **Embodied Avatar Fight:**
|
- **Ritual Space / Multi-Front Finale (recommended):**
|
||||||
- The Coherence partially incarnates through Fouad (or a purpose-grown body) inside a ritual space framed by Titan/Convergence tech.
|
- Two overlapping rituals running in the same space:
|
||||||
- Legendary stat block with lair actions flavored as Root/Convergence anomalies.
|
1) Coherence Instrumentality surge (choir, comfort, dissolution)
|
||||||
|
2) Fouad’s siphon lattice (hooks, anchors, harvesting geometry)
|
||||||
|
- PCs must choose priorities:
|
||||||
|
- Stop Fouad first (but Instrumentality may complete),
|
||||||
|
- Stop Instrumentality first (but Fouad might escape with what he already stole),
|
||||||
|
- Or attempt a third option: redirect / reframe / contain.
|
||||||
|
|
||||||
- **Node / Ritual Fight:**
|
- **Embodied Avatar (if you want a “monster fight”):**
|
||||||
- PCs fight the *pattern* more than a dude:
|
- Fouad manifests as Fouadriel mid-hijack: the ritual gives him a body that flickers between:
|
||||||
- Re-routing flows,
|
- himself,
|
||||||
- Destroying or repurposing Convergence-like pylons,
|
- borrowed identities,
|
||||||
- Deciding whether to smear, contain, or integrate it – becoming the “new D’serris” generation.
|
- and Coherence-pattern “echo masks.”
|
||||||
|
- Legendary stat block. Lair actions are the space *breaking* as two logics fight over reality.
|
||||||
|
|
||||||
|
- **Node / Network Fight (if you want it more cerebral):**
|
||||||
|
- PCs battle the *systems*:
|
||||||
|
- reroute flows,
|
||||||
|
- destroy or repurpose pylons,
|
||||||
|
- isolate the phylactery lattice,
|
||||||
|
- decide whether to smear, contain, or integrate the Coherence — becoming the next generation of “D’Serris problem solvers.”
|
||||||
|
|
||||||
|
#### Consequences Dial (DM Choice)
|
||||||
|
|
||||||
|
Pick what you want the ending to *mean*:
|
||||||
|
|
||||||
|
- **Mercy Denied:** Instrumentality halted → suffering remains → the Coherence becomes bitter and strategic.
|
||||||
|
- **Mercy Corrupted:** Instrumentality peaks but Fouad siphons → horror outcome, survivors “missing pieces.”
|
||||||
|
- **Mercy Reframed:** PCs alter the event → controlled overlap, consent-based integration, or a new containment ethic.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|||||||
147
Avalon/11_Players/Benjamin Mulkerberg.md
Normal file
147
Avalon/11_Players/Benjamin Mulkerberg.md
Normal file
@ -0,0 +1,147 @@
|
|||||||
|
## Quick ID
|
||||||
|
- **Name:** Benjamin Mulkerberg
|
||||||
|
- **Aliases / Nicknames:** “Lil Stinky”, “Ben”
|
||||||
|
- **Vibe:** rich kid cosplaying as hard-block dealer; aggressive code-switcher; performs toughness; terrified of being exposed.
|
||||||
|
- **Class/Level (current):** PC, **Level 6** (campaign state), **Elf Druid** (weed + nature aesthetic, but he plays “street”)
|
||||||
|
- **Core Theme:** *Identity performance vs identity theft* (perfect mirror to Coherence/Instrumentality arc)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Baseline Backstory (Player-established)
|
||||||
|
- **Family is extremely wealthy**; he pretends he lives in a dangerous “W Block” type area, but he actually lives in a **huge, expensive house in the mountains** (Madera canyon analogue).
|
||||||
|
- **Secret (biggest):** He’s not from the block he claims. He’s a poser.
|
||||||
|
- **Public Persona:** wannabe gangbanger / “dealer” / hustle culture, tries to intimidate and posture.
|
||||||
|
- **Reality:** He sells **small amounts of weed** (never serious weight—more like $25 baggies / networking for “customers”).
|
||||||
|
- **Night-before-school scene:** packing extra weed to “network” the new school; listening to “magical DaBaby”; playing 2K on a magical PS5.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Family / Home
|
||||||
|
- **Dad:** Silicon Valley tech-guy retiring in the mountains. Player described dad as *Mark Zuckerberg-adjacent*.
|
||||||
|
- Has the resources/impulse to build a **bunker / safe-room** concept at home.
|
||||||
|
- **Mom:** wealthy, proper; drives fantasy equivalent of a **BMW SUV**; gives Ben rides but he makes her **drop him off a few blocks away** so classmates think he walked.
|
||||||
|
- **House:** spotless, expensive, canyon views, “Beverly Hills” energy. This house is a **major pressure point** because it disproves his whole persona.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Major Ongoing Hooks
|
||||||
|
### 1) Pip Conflict (Gang Arc)
|
||||||
|
- **Pip Tumblefoot** (halfling teen) is the recurring street-level antagonist tied to “The Circle” (gas station hangout).
|
||||||
|
- Ben got tangled with Pip early and it escalated hard.
|
||||||
|
- **Pip has threatened Ben directly**, including **sending a photo of Ben’s house** (establishes: Pip knows where he lives and can strike the family/home).
|
||||||
|
- Ben’s likely obsession: **control the narrative + avoid exposure** (“don’t let anyone see where I live / who my parents are”).
|
||||||
|
|
||||||
|
### 2) “W Block” Lie Exposure
|
||||||
|
- Ben’s biggest social fear isn’t death — it’s being **outed as rich** and fake.
|
||||||
|
- Your table has multiple pressure vectors to reveal it:
|
||||||
|
- Joe and Soren physically at his house.
|
||||||
|
- Pip’s coded threats that reference the “block vs hills” contrast.
|
||||||
|
- Any NPC he invites to his place sees it instantly.
|
||||||
|
|
||||||
|
### 3) School vs Street Split
|
||||||
|
- Ben is in the middle of two campaigns at once:
|
||||||
|
- The **leyline/Root/Coherence** mystery (school-level arc)
|
||||||
|
- The **Circle gang retaliation** (street-level arc)
|
||||||
|
- You can run the gang arc as “seasonal detour” sessions that are still thematically tied to identity/instrumentality.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Signature Behaviors (How to Play Him as NPC-like)
|
||||||
|
- **Code-switches instantly** when speaking to parents vs peers.
|
||||||
|
- **Threatens, postures, brags** when he thinks someone is a mark.
|
||||||
|
- **Runs or bargains** when he knows he’s outmatched.
|
||||||
|
- Motivated by:
|
||||||
|
1) status/control,
|
||||||
|
2) not being humiliated,
|
||||||
|
3) protecting his lie,
|
||||||
|
4) protecting his family *only as long as it doesn’t expose him* (this is where drama lives).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Relationships (as of now)
|
||||||
|
### Party
|
||||||
|
- **Joe Football:** ally + chaos partner. Joe is a “simple guy” but dangerously competent when he commits to a plan. Joe went along with major escalation at the Circle.
|
||||||
|
- **Soren:** ally; morally volatile. Ben has already relied on Soren for backup after big consequences.
|
||||||
|
|
||||||
|
### School NPC orbit (people Ben can invite / leverage)
|
||||||
|
- **Elias Vae’lor:** high-elf artificer-ish; “AV club” peer vibe; helps guide investigations; Ben suspects him at times (player paranoia already exists in campaign).
|
||||||
|
- **Chaz Ironwick:** jock archetype; useful as party muscle / social heat.
|
||||||
|
- **Millie Fairweather:** nerd archetype; potential friction with Soren; can become a “rival-friend” to the party later.
|
||||||
|
- **Fouadriel Al-Mir:** comedic relief now, long-term doom harbinger later (campaign-wide twist).
|
||||||
|
- **Seb Castillo:** conspiracy kid; can be used as rumor engine + evidence collector.
|
||||||
|
- **Jax Hollow:** “vapes and drives a Subaru” energy; utility NPC (ride/block driveway, etc.).
|
||||||
|
- **Sumri Tord:** rumor magnet; “magical disability” concept; social wildcard.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Major Events Ben Was Involved In (Chronological, high-signal)
|
||||||
|
### Early: The Circle setup
|
||||||
|
- Ben goes to **The Circle** (gas station hangout) and gets baited by a small swarmy halfling figure → ambush vibes → “run” moment.
|
||||||
|
- Establishes: Ben is already being profiled/targeted as someone to extort or set up.
|
||||||
|
|
||||||
|
### The Circle Explosion (huge pivot)
|
||||||
|
- Ben and Joe returned to The Circle together.
|
||||||
|
- Ben **accepted a deal** (with Pip / or Pip’s crew — the “deal” ties Ben deeper into the gang mess).
|
||||||
|
- Joe planted a trap + oil/accelerant and escalated into “cook them out.”
|
||||||
|
- Outcome:
|
||||||
|
- Explosion killed **3 total**: one teen (charred remains stuck in trap), and **two unrelated adults inside the gas station** who got liquified in the blast.
|
||||||
|
- Pip survived (severely injured) and later issued threats.
|
||||||
|
- Aftermath:
|
||||||
|
- Ben received a direct message: **“you’re fucking dead”** (from Pip).
|
||||||
|
- Ben called Soren for help; she arrived at Ben’s house.
|
||||||
|
- Ben now has an urgent objective: **protect parents / protect house / avoid exposure**.
|
||||||
|
|
||||||
|
### Retaliation Plan (current direction)
|
||||||
|
- Ben’s current plan (player-driven): **throw a party** at his house to recruit NPCs and force any retaliation attempt to happen on his terms.
|
||||||
|
- He wants to turn the “home reveal” into an advantage: more bodies, more chaos, more allies.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Items / Gear / Props (Ben-specific)
|
||||||
|
- **Weed stash** (core prop; constant)
|
||||||
|
- General “rich kid tools” available at home (security, money, bunker concept), but:
|
||||||
|
- Ben may refuse to use them openly because they reveal who he is.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## School Integration (how Ben touches the main arc)
|
||||||
|
- Ben is an ideal “Instrumentality/Coherence” target because:
|
||||||
|
- He is already living as a **constructed identity**.
|
||||||
|
- He is constantly splitting into personas (parents vs peers).
|
||||||
|
- The Coherence’s “no more pain if no more separation” pitch tempts him: *no more pretending, no more fear of being found out.*
|
||||||
|
|
||||||
|
Potential “Coherence offers” tailored to Ben:
|
||||||
|
- “I can make everyone see the version of you you want.”
|
||||||
|
- “I can dissolve the shame.”
|
||||||
|
- “No one will ever catch you in a lie again… because there will be no lies.”
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## DM Levers (what reliably moves Ben)
|
||||||
|
Use these to motivate scenes without railroading:
|
||||||
|
1) **Threats to the house / parents** (Pip retaliation)
|
||||||
|
2) **Social exposure risk** (NPCs at his home, rumors, getting dropped off by mom)
|
||||||
|
3) **Status humiliation** (called fake, poser, rich kid)
|
||||||
|
4) **Control fantasy** (Ben thinks he can outsmart / outplay systems and people)
|
||||||
|
5) **Bargains** (Ben will take deals he shouldn’t if it stabilizes his image short-term)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Notes / Tone Calibration
|
||||||
|
- Ben’s arc works best when consequences are:
|
||||||
|
- **socially humiliating**, **legally threatening**, or **family-risk adjacent**
|
||||||
|
- rather than immediate “you die.”
|
||||||
|
- The gas station deaths established that the world *can* have collateral consequences.
|
||||||
|
- For Ben, the interesting consequence is: *“this can reach your parents and expose you.”*
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Current Status (start-of-next-session snapshot)
|
||||||
|
- Ben’s home has become the party’s staging ground.
|
||||||
|
- Pip is injured but mobilizing.
|
||||||
|
- Ben is likely trying to:
|
||||||
|
- keep parents safe **without** admitting why,
|
||||||
|
- keep Joe/Soren aligned,
|
||||||
|
- weaponize a party as both bait and shield.
|
||||||
|
|
||||||
|
---
|
||||||
159
Avalon/11_Players/Joe Football.md
Normal file
159
Avalon/11_Players/Joe Football.md
Normal file
@ -0,0 +1,159 @@
|
|||||||
|
## Quick ID
|
||||||
|
- **Name:** Joe Football
|
||||||
|
- **Vibe:** King of the Hill / wholesome suburban jock energy; simple, earnest, good-hearted; occasionally terrifying when a “war voice” leaks through.
|
||||||
|
- **Class/Level (current):** PC, **Level 6** Rogue.
|
||||||
|
- **Core Theme:** *Inheritance vs identity* — Joe thinks he’s “just Joe,” but he’s carrying something older and more dangerous.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Baseline Backstory (Player-established)
|
||||||
|
- **Reason for joining AAA:** originally “football only.” He wanted football tryouts; the academy doesn’t have football, only **Mageball** (initially a comedic conflict… but Joe didn’t mind as much as expected).
|
||||||
|
- **Home life:** stable, loving, middle-class suburb.
|
||||||
|
- “Perfectly average in every way imaginable” (played as a joke, but it’s his grounding contrast).
|
||||||
|
- **Parents:**
|
||||||
|
- Dad: **Fork Football**
|
||||||
|
- Mom: **Maum Football**
|
||||||
|
- Family is comically football-obsessed (changed last name to Football as a bit).
|
||||||
|
- **Siblings:** twin younger sisters
|
||||||
|
- **Kevlar** and **Devlin**
|
||||||
|
- **Night before school:** shadowboxing, Madden, dinner. “Yeah.”
|
||||||
|
- **Rumor about Joe:** “killed someone in middle school (friend went missing).” (Unconfirmed; a rumor hook you can cash later.)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The Big Supernatural Hook: “Pappy”
|
||||||
|
### Core concept
|
||||||
|
- Joe has a **magical action figure of his grandfather** from the war.
|
||||||
|
- Sometimes **Pappy** (grandfather) **speaks through Joe** or “inherits his body.”
|
||||||
|
- When Pappy speaks through him, Joe gets a **nasty cough** afterward (established at the cookout gag).
|
||||||
|
- You and the table later aligned on a key lore twist:
|
||||||
|
- **Joe thinks Pappy’s soul is in the toy**
|
||||||
|
- **But the truth is Pappy is in Joe** (toy is a tuning fork / trigger, not the container).
|
||||||
|
|
||||||
|
### What Pappy represents
|
||||||
|
- A Root-imprinted war veteran connected to:
|
||||||
|
- **Korrin**
|
||||||
|
- The **Leyline War / Leyline Crisis**
|
||||||
|
- The **Convergence Engine**
|
||||||
|
- D’Serris / Oversight-era secrecy
|
||||||
|
- Pappy is your best “organic exposition device” for the leyline without it feeling like DM lecture.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Personality / Playstyle Notes
|
||||||
|
- Joe presents as:
|
||||||
|
- earnest, goofy, easy to roleplay with,
|
||||||
|
- often content to support other PCs’ schemes.
|
||||||
|
- Under the hood:
|
||||||
|
- Joe’s player is **stupid smart** and will meta-deduce systems if you leave breadcrumbs (you noted this explicitly).
|
||||||
|
- Joe can flip from “simple jock” to “tactician/engineer” in a heartbeat, especially when danger is clear.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Major Ongoing Hooks
|
||||||
|
### 1) Pappy / War Flashbacks (Leyline Arc Tie-In)
|
||||||
|
- Joe is the ideal bridge character for introducing:
|
||||||
|
- what the leyline *is*,
|
||||||
|
- what Korrin was,
|
||||||
|
- why D’Serris is obsessed.
|
||||||
|
- Planned/used beats:
|
||||||
|
- “Safety briefing” / leyline fluctuation transports them to a war moment.
|
||||||
|
- Pappy appears in a frozen war snapshot (face-melt / leyline tearing horror).
|
||||||
|
- You’ve written/used the idea that the field has a *heartbeat* rhythm; Joe recognizes it.
|
||||||
|
|
||||||
|
### 2) Mageball Identity (Unresolved Personal Arc)
|
||||||
|
- Initial conflict: “no football team.”
|
||||||
|
- In practice: Joe didn’t care much, so the arc needs a better emotional hook.
|
||||||
|
- Potential: Joe becomes a *Mageball cornerstone* (or becomes the face of “traditionalists vs sorcery” tension).
|
||||||
|
- Strong lever: tie Mageball to legacy and identity:
|
||||||
|
- Dad wants “football,” school forces “mageball,” Pappy has “war.” Joe gets squeezed.
|
||||||
|
|
||||||
|
### 3) Moral Line / Escalation Capability
|
||||||
|
- Joe has proven he will do extreme things if he believes it’s strategically correct (and if a failed save gives him “this is genius” energy).
|
||||||
|
- This creates a consistent character tension:
|
||||||
|
- he *feels* like a good kid,
|
||||||
|
- but he’s willing to cause catastrophic harm if framed as “protecting friends” or “pre-empting a threat.”
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Relationships
|
||||||
|
### Party
|
||||||
|
- **Ben Mulkerberg:** chaotic partnership. Joe backed Ben at The Circle and escalated violently. Joe is now entangled in Ben’s gang conflict.
|
||||||
|
- **Soren:** ally; volatile. Joe can be used as a stabilizer or an enabler depending on mood.
|
||||||
|
|
||||||
|
### Family
|
||||||
|
- **Fork & Maum:** anchors of warmth and normalcy. Their presence is your “home scene” palette cleanser.
|
||||||
|
- **Kevlar & Devlin:** comedic beats, but also *stakes* (they’re innocents, a lever for tension later).
|
||||||
|
|
||||||
|
### School NPC Orbit
|
||||||
|
- Joe plays well in group RP; he can be used to bounce off:
|
||||||
|
- teachers (especially Defazio-type “radical history” teacher, if you use him),
|
||||||
|
- Estrada (whom the party bullies constantly),
|
||||||
|
- D’Serris (projection/appearance; Joe is the character who “feels” the leyline changes).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Major Events Joe Was Involved In (Chronological, high-signal)
|
||||||
|
### The Football Cookout Intro (tone establishment)
|
||||||
|
- Scene concept: football family cookout; Dad gives an inspiring football speech.
|
||||||
|
- Punchline:
|
||||||
|
- “Honey, didn’t they switch to mageball?”
|
||||||
|
- Pappy hijacks Joe’s body with a MAGA-ish rant (“sorcerers are ruining this country!”)
|
||||||
|
- Dad: “Pappy, give the boy his body back—he gets a nasty cough!”
|
||||||
|
|
||||||
|
### The Circle Explosion (campaign pivot)
|
||||||
|
- Joe went with Ben to The Circle.
|
||||||
|
- Joe spotted danger (Insight success) and chose not to engage directly.
|
||||||
|
- Joe set up a **trap** by the passenger door and a **puddle of oil/accelerant** beneath/near the car.
|
||||||
|
- DM asked intentions; Joe clarified: **“I’m cooking these fuckers out.”**
|
||||||
|
- Joe failed an Int/Wis-style check (rolled a 5) and decided this was “one of the better ideas he’s ever had.”
|
||||||
|
- Joe interpreted Ben’s moment as the signal to ignite → **gas station explosion**:
|
||||||
|
- 1 teen trapped and burned
|
||||||
|
- 2 unrelated adults inside the store killed (“liquified”)
|
||||||
|
- Joe and Ben escaped (given 2 turns to dash 120 ft).
|
||||||
|
- Aftermath:
|
||||||
|
- Pip survives (injured) and retaliates.
|
||||||
|
- Joe becomes a co-owner of the consequences even if no one saw him do it.
|
||||||
|
|
||||||
|
### Post-Explosion Direction
|
||||||
|
- Joe is now in the “gang arc” whether he wants it or not.
|
||||||
|
- Joe’s actions set a precedent: if threatened, he may choose extreme solutions.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Items / Props
|
||||||
|
- **Magical Action Figure of Pappy** (critical)
|
||||||
|
- Joe believes it contains Pappy.
|
||||||
|
- DM truth: Pappy is in Joe; toy is a trigger/tuning fork.
|
||||||
|
- **Madden/Shadowboxing** (tone props)
|
||||||
|
- Potential “perimeter trap” competence (Joe has demonstrated tactical prep skill).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## DM Levers (what reliably moves Joe)
|
||||||
|
1) **Protecting friends** (especially when Ben is threatened)
|
||||||
|
2) **Legacy / masculinity / “what kind of man am I?”** (Dad + Pappy + war)
|
||||||
|
3) **Clear tactical problems** (Joe shines when there’s a system to solve)
|
||||||
|
4) **Authority telling him he’s powerless** (he reacts by proving he has agency)
|
||||||
|
5) **Pappy surfacing** (raises stakes, shifts tone, gives you horror/exposition)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Tone Calibration Notes
|
||||||
|
- Joe is your “normal” lens character — which makes Pappy/war horror hit harder.
|
||||||
|
- Keep Joe’s humor, but let Pappy moments feel *cold* and real.
|
||||||
|
- Joe’s violent escalation (Circle) was fun at the table; the world can react without “punishing the player” by focusing consequences on:
|
||||||
|
- pressure,
|
||||||
|
- paranoia,
|
||||||
|
- moral weight,
|
||||||
|
- and “you can’t put that toothpaste back in the tube.”
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Current Status (start-of-next-session snapshot)
|
||||||
|
- Joe is physically at Ben’s house (now a staging ground).
|
||||||
|
- Joe is implicated in the Circle explosion (unknown to authorities, but known to Pip).
|
||||||
|
- Joe still carries the toy (tuning fork) and is increasingly positioned to be the party’s hook into:
|
||||||
|
- the Korrin Crisis history,
|
||||||
|
- D’Serris’ agenda,
|
||||||
|
- and the Coherence/Instrumentality ideology.
|
||||||
166
Avalon/11_Players/Soren Silversong.md
Normal file
166
Avalon/11_Players/Soren Silversong.md
Normal file
@ -0,0 +1,166 @@
|
|||||||
|
## Quick ID
|
||||||
|
- **Name:** Soren Silversong
|
||||||
|
- **Race:** **Changeling** (retcon / decided later; big reveal planned)
|
||||||
|
- Early presentation: “Drow Bard” vibe (Dark Urge energy), but that is no longer the truth in-world.
|
||||||
|
- **Class/Level (current):** PC, **Level 6** (campaign state). (Class was described as Bard early; later details focus more on character than mechanics.)
|
||||||
|
- **Core Theme:** *Intrusive violence + identity instability + “am I real?”*
|
||||||
|
- **Tone Role in Party:** the dark counterweight to Ben’s social performance and Joe’s suburban normalcy.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Core Backstory (Player-established)
|
||||||
|
- **Family dynamic:** Soren is the “lesser” child in her own home.
|
||||||
|
- Parents: **Lirael** and **Rael**
|
||||||
|
- Sister: **Elise** (golden child / gets all the attention)
|
||||||
|
- **Soren’s resentment:** she hates Elise for the attention imbalance and carries that bitterness constantly.
|
||||||
|
- **Key rumor:** last year she was **out of school for a few days**, and when she returned she “wasn’t the same.”
|
||||||
|
- The table/setting rumor mill speculated:
|
||||||
|
- “maybe she’s a changeling”
|
||||||
|
- “something happened during those days”
|
||||||
|
- You later *canonized* changeling, but the cause is still an open mystery.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The Body / The Friend / The Voices (Primary Hook)
|
||||||
|
### The corpse “friend”
|
||||||
|
- **Secret:** Soren found a **dead body near the river**.
|
||||||
|
- Soren treats it as her **only friend**.
|
||||||
|
- She has **not reported it**.
|
||||||
|
- This corpse is intended as a slow-burn reveal:
|
||||||
|
- At first: Soren is delusional / projecting.
|
||||||
|
- Later: the “friend” **knows things it shouldn’t** (hint: Root/leyline/Coherence entanglement).
|
||||||
|
|
||||||
|
### Voices & hallucination frame (your current intent)
|
||||||
|
- Soren believes the voice is coming from the **river / riverbank**.
|
||||||
|
- You wanted the voice to respond **more at the river**, and **not speak outside the riverbank yet** (early constraint).
|
||||||
|
- Twist structure:
|
||||||
|
- Phase 1: it’s “just in her head” (or seems that way).
|
||||||
|
- Phase 2: the voice displays impossible knowledge.
|
||||||
|
- Phase 3: you reveal the leyline / Coherence has been “listening” through her.
|
||||||
|
|
||||||
|
### “Dark Urge” energy
|
||||||
|
- You described her as “Practically the Dark Urge.”
|
||||||
|
- Mechanically represented in play as:
|
||||||
|
- **Wisdom saves** to control violent urges.
|
||||||
|
- Even on a success, the player may choose violence anyway (this has happened).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Personal Objects / Secrets / Props
|
||||||
|
- **Important item carried:** **Diary** (most important personal object)
|
||||||
|
- **Thing she is hiding:** **Jar of Fingernails** (signature creepy prop)
|
||||||
|
- **Night-before-school scene:** sitting by the river, muttering to herself, kicking stuff into the water, then walking home.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Family / Home (Tone + Conflict Engine)
|
||||||
|
- Desired tone: suburban realism with cruelty, not “crack den melodrama.”
|
||||||
|
- Your intent for home scenes:
|
||||||
|
- Mother and sister are **condescending / superior / cruel** “for no reason,”
|
||||||
|
- Any attempt to defend herself triggers more contempt.
|
||||||
|
- This family dynamic is her main “ground-level” conflict (like Ben’s identity lie, Joe’s legacy).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Behavioral Traits (How Soren plays at the table)
|
||||||
|
- **Predatory curiosity:** likes to test boundaries and see what she can get away with.
|
||||||
|
- **Fixation behavior:** will pick a target and spiral (Millie became that target).
|
||||||
|
- **Disguise + manipulation:** uses deception as a weapon (Disguise Self + impersonation).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Major Relationships / Targets
|
||||||
|
### Party
|
||||||
|
- **Ben:** ally by convenience; she has shown willingness to respond to crisis (e.g., arrived at Ben’s house after Circle explosion).
|
||||||
|
- **Joe:** ally; can act as “witness” to Soren going too far (and moral friction tool).
|
||||||
|
|
||||||
|
### NPC Fixation: Millie Fairweather
|
||||||
|
- Soren’s player explicitly wants a stalking/torture vibe (“Thanos and the birthday guy” reference).
|
||||||
|
- You have stated a hard boundary: you don’t want the campaign to become “murder porn” or derail due to violence.
|
||||||
|
- This is the single biggest table-management pressure point right now.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Major Events Soren Was Involved In (Chronological, high-signal)
|
||||||
|
### Session 1 hooks
|
||||||
|
- River scene established:
|
||||||
|
- corpse friend
|
||||||
|
- voices believed to be river-based
|
||||||
|
- family hostility at home
|
||||||
|
|
||||||
|
### Detention-era and early school chaos
|
||||||
|
- Soren gets detention early (one of the first-day hooks).
|
||||||
|
- You wanted her detention hook originally different; later:
|
||||||
|
- she “gets lost in music,” can’t hear teachers calling her to move on (instruments soothe urges).
|
||||||
|
|
||||||
|
### The Lunch Incident (recent major escalation)
|
||||||
|
Soren’s actions (as you clarified):
|
||||||
|
1) Tried to lure Millie into a bathroom to stab her — failed Persuasion.
|
||||||
|
2) After lunch, hid near Millie’s classroom.
|
||||||
|
3) Got spotted by a security guard and **ran**.
|
||||||
|
4) Hid around a corner and cast **Disguise Self** to become **Estrada**.
|
||||||
|
5) Entered Millie’s class impersonating Estrada.
|
||||||
|
6) Lured Millie to the parking lot (Millie failed Investigation/Insight).
|
||||||
|
7) Used **Prestidigitation** to make Millie’s face look “fucked up.”
|
||||||
|
8) Millie screamed and ran.
|
||||||
|
9) You denied an opportunity attack to avoid severe consequences the player didn’t want.
|
||||||
|
|
||||||
|
Outcome:
|
||||||
|
- Soren successfully escalated to psychological terror.
|
||||||
|
- You flagged the need for an out-of-character discussion about violence boundaries.
|
||||||
|
|
||||||
|
### Post Circle explosion involvement
|
||||||
|
- After Ben/Joe blew up the gas station and Pip threatened Ben, Soren was called and **arrived at Ben’s house**.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## DM Levers (what reliably moves Soren)
|
||||||
|
1) **The river / corpse** (pulls her into solo scenes and gives you horror tone control)
|
||||||
|
2) **Jealousy / resentment** (especially toward “effortless” people like Millie)
|
||||||
|
3) **Identity insecurity** (changeling reveal pressure, “who am I?”)
|
||||||
|
4) **Authority humiliation** (Estrada/guards/teachers; she loves to subvert)
|
||||||
|
5) **Seduction by Coherence** (Coherence’s “love + dissolve pain” pitch is a perfect temptation)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How Soren Connects to the Main Arc (Leyline / Coherence / Instrumentality)
|
||||||
|
- Soren is a natural “receiver”:
|
||||||
|
- porous identity (changeling)
|
||||||
|
- history of illness / missing days
|
||||||
|
- voice phenomena anchored to a location (river / leyline proximity)
|
||||||
|
- Her violent urges can be framed as:
|
||||||
|
- intrusive thoughts,
|
||||||
|
- Coherence “steering tests,”
|
||||||
|
- or a predatory “echo” seeking to reduce separation by force.
|
||||||
|
- Her corpse friend is a perfect *Root dead-drop*:
|
||||||
|
- it’s physically real evidence of something wrong,
|
||||||
|
- it can later become “impossible knowledge” without immediately proving anything.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Table-Management Risk Notes (Important)
|
||||||
|
- Current tension:
|
||||||
|
- Player feels “unfairly constrained” because Soren was told “no stabbing innocents,” but the next session the party caused collateral deaths at The Circle.
|
||||||
|
- Your stated principle (good rule):
|
||||||
|
- **Collateral consequences can happen.**
|
||||||
|
- **Deliberate, intimate harm to innocents (especially torture/murder) is disallowed** because it derails tone and creates unwanted content.
|
||||||
|
- Soren’s content needs a lane:
|
||||||
|
- “horror” via **psychological dread, identity erosion, supernatural compulsion**
|
||||||
|
- not extended torture or explicit murder scenes.
|
||||||
|
- Practical tool:
|
||||||
|
- Give Soren alternate “predation outlets” that are campaign-relevant:
|
||||||
|
- stalking the *Coherence cult*,
|
||||||
|
- hunting Root anomalies,
|
||||||
|
- sabotaging villains,
|
||||||
|
- social dominance games that don’t require blood.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Current Status (start-of-next-session snapshot)
|
||||||
|
- Soren has just executed a major intimidation stunt on Millie using Disguise Self and Prestidigitation.
|
||||||
|
- Soren is physically at Ben’s house following the Circle explosion fallout.
|
||||||
|
- The river/corpse thread has been left untouched for “weeks” in-fiction at one point:
|
||||||
|
- “the river is dry; you feel it calling; your friend misses you.”
|
||||||
|
- Changeling identity is now canonical; reveal is pending.
|
||||||
|
|
||||||
|
---
|
||||||
Loading…
x
Reference in New Issue
Block a user