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roryb

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  1. Sheela 4th-level human fighter (Hero): S 14 (+1), I 12, W 12, D 17 (+2), C 16 (+2), Ch 15 (+1); AL N; AC 3; HP 25/25; Dmg 1d8+1 (sword) or 1d6 (crossbow quarrel); MV 60’ (20’); speaks common and alignment tongues; chain mail, sword, light crossbow (30), dagger, pack (608 coins) “Trust is not a word that comes easily to me,” Sheela replied. “But she strikes me as earnest and honorable. I think that the conundrum you describe is equally likely to happen as long as we are required to hire ship and crew. Giving Amoy an interest in the treasure will give her more reason to support our expedition above and beyond a run-of-the-mill hired crew and less reason to break faith. In any case, the return journey will have that danger if we prove to be successful regardless of the circumstance.”
  2. No worries! Fate is a tricky animal to grok. It took me many approaches to "get it" and I still learn new things all the time.
  3. Okay, good job. I will roll their active opposition below. Your powers will be based on the most prescriptive skill unless it's not obvious. For example, Force: Push will be based on Vigor, Force: Jump would be based on Athletics, Force: Search Your Feelings is based on Empathy, and so on. Stunts can modify or change skills, and relevant aspects can be called upon to increase effectiveness or expand permissions. Having a Force Sensitive aspect can also expand permissions to do things (an impossibly wide chasm could be leapt over using the Force where it would he impossible for someone else). Nice! A complete success for Amon! Will update later...
  4. Welcome, newcomers! I hope that this little forum connects some pairs and inspires some exciting duets.
  5. Sheela 4th-level human fighter (Hero): S 14 (+1), I 12, W 12, D 17 (+2), C 16 (+2), Ch 15 (+1); AL N; AC 3; HP 25/25; Dmg 1d8+1 (sword) or 1d6 (crossbow quarrel); MV 60’ (20’); speaks common and alignment tongues; chain mail, sword, light crossbow (30), dagger, pack (608 coins) “Nothing for me, thank you,” Sheela replied to the barmaid. She nodded assertively to Linnard, remembering him from when their adventures intertwined. Then to Mordred and the others, she leaned in close to keep their conversation private. “Thorn and I met a reputable sailor at the Sea Wench. She captains the Relentless, and her crew seems both capable and honest — at least where their loyalty to Amoy is not question. For twenty five percent of the loot, she will bear us to and from the island, which both Thorn and I think is reasonable, given we have little with which to bargain nor any surety for bond.” She looked around again to ensure no one was eavesdropping. “Captain Amoy wants to verify the nature of the journey — the location, any charts, and veracity of said maps, and so forth. Tomorrow, we all rendezvous again with her and her first mate in private at the Sea Wench to discuss the details and ultimately strike an accord. She will need to see our chart. “I see little harm in that it is incomplete, and her knowledge of finding harborage may prove invaluable. I say we assure her that our map is indeed Barbarosa’s, but need not reveal his testimony unless she presses. I believe she knows the stories, but I would not mention the pearl unless it becomes necessary. With that, and insisting that we maintain our hold of the map save for her reference at need during the journey, I dare say she would have little enough to go by to betray us.” Sheela looked at each in turn. “What do you all think?”
  6. Actually, that's Deception. Force stuff seems like it might be Will, but Will is more a defensive ability against attempts to deceive or provoke you rather than offensive powers (unless you have a stunt).
  7. The three warily proceeded down the corridor with their new oversized friend and his pet. It seemed strange that one of Lemuria’s peak predators kept to Jouka’s heels like a domesticated soay. At the four-way intersection, Jouka indicated the right passage. To the left, they could see austere and decrepit accommodation silhouetted bin the gloom — bolstered beds reduced to tatters and near to ruin. Balathu knew that the morgal needed no rest as long as they were well fed. These chambers were likely scarcely used except for meditation. To the right was a short corridor opening to a large room that housed a sort of dusty armory. Many examples that lined the racks and stands were exotic, including the Halakhian kir, as well as crude weapons from the tribes of Qo and Qush, and ancient tools of war for which none of them could accurately name. There were giant-sized weapons as well. Some items appeared to be trophies from the battle at the Hydral Chasm dating from the previous age. There were shields emblazoned with the coat of arms from fallen and forgotten cities, and examples of hauberks, mail, and piecemeal garments sized for men of dubious height (or perhaps not crafted for men at all). Most were useless and moldering, but some defied the cruelty of the edges and still held their keenness. A door of solid bronze, or so it appeared, stood in the opposite side between the racks and displays. A massive padlock and chain secured it fast. Player Expendables Asara Tikina Balathu Jouka Hero Points 2 Hero Points 3 Hero Points 4 Hero Points 4 Lifeblood 14 Lifeblood 8 Lifeblood 9 Lifeblood 14 Arcane Points 11 Fate Points 0 OOC Notes Jouka can find what he needs, and so can the rest of you who might be interested in such exotic arms. An examination of the door yields the same difficulties to bypass as the doors in the previous area (formidable (-6) and tough (-2)) for force and thievery related tasks, respectively.
  8. No worries. I'm trveling today, so I'll post either tomorrow or very late tonight.
  9. If it was WR&M, I'd throw my hat in. I'd consider Risus too. Any other alternatate indies you'd consider?
  10. The gloom that permeated the passageway flooded Balathu's awareness with familiar sensations and memories. Perhaps it was no more than a subliminal intimation, but thoughts of the decrepit and twisted architecture of Zalut and the depredations of its shadow inhabiting denizens filled his mind. There were no sounds, and the musty smells of a building in decay and mouldering furnishings indicated little recent use. From what he could perceive by the ambient lighting, the darkened corridor passed straight west, terminating in a pair of double doors. He surmised that these were the outside doors. Two open doorways turned north and south off of the main passage mid-way forward at a four-way intersection. Their contents were hidden from view. Player Expendables Asara Tikina Balathu Jouka Hero Points 2 Hero Points 3 Hero Points 4 Hero Points 4 Lifeblood 14 Lifeblood 8 Lifeblood 9 Lifeblood 14 Arcane Points 11 Fate Points 0 OOC Notes Jouka will know this passageway from his entry into the place upon arriving in Lysor.
  11. Finding a switch hidden in the wall, Tikina activated the mechanism. With a thunderous grating, the massive doors reset to their open position — not only the one in which the three had entered, but two others leaving the circular room on the lower level. Eerie quiet greeted them from these alternate darkened passages. Player Expendables Asara Tikina Balathu Jouka Hero Points 2 Hero Points 3 Hero Points 4 Hero Points 4 Lifeblood 14 Lifeblood 8 Lifeblood 9 Lifeblood 14 Arcane Points 11 Fate Points 0 OOC Notes
  12. ▹ Ambitious Scion of House Drowsbane ▹ Adolescent Perspective of Invicibility ▹ Ardent Pupil of Spell and Sword ▹ “I Am the Apple of Dergan’s Eye” ▹ “But Why Must I Study Dull Tomes?” Skills: Atheltics (+3), Influence (+2), Melee (+2), Survival (+2), Beasts (+1), Lore (+1), Marksmanship (+1), Will (+1) Magical BacklashOnce per session, you may deal yourself a consequence in exchange for a +4 on your roll, when performing a magical action.. Dazing CounterWhen you succeed with style on an Athetics defend action against an opponent’s Melee roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost.. Skilled HunterGain +2 to overcome actions with Survival when tracking in wilderness.. Magical Disciplines — Energy, Sight Mental [ 1 ] [ 2 ] [ 3 ] — Physical [ 1 ] [ 2 ] — [ 2 ] Mild. [ 4 ] Moderate. [ 6 ] Severe.
  13. There are several sealed bolt holes around the perimeter of the room with firmly closed doors that shut after the slorths (slorths! say that three times fast) entered. Jouka's masters would never permit him to have his weapons there, but he remembers passing an armory along the main corridor inside the palace. There he can find whatever best suits him in any size or whatever.
  14. You are right! See how I can't be trusted with numbers and such? You wouldn't want me as your tax accountant. So that means a total of 5 damage, 2.5 returned (rounded to 3) + 1 for his physician career. Back to 9. I've updated my last post. Sure, your choice is mostly tied to your description. So if keenness and observational skills are part of it, then Mind makes the most sense. For thieves' tools, you can go wild. Perhaps she has some sort of tiny ball ping hammer made of silver which helps resonate against hollow structures. Who knows? If you can come up with an interesting tool, describe it to get that benefit. I'm not picky provided its not some sort of atomic powered x-ray device.
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