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roryb

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  1. Welcome! We'll be looking for your post.
  2. 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.”
  3. 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.
  4. 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...
  5. Welcome, newcomers! I hope that this little forum connects some pairs and inspires some exciting duets.
  6. 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?”
  7. 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).
  8. 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.
  9. No worries. I'm trveling today, so I'll post either tomorrow or very late tonight.
  10. If it was WR&M, I'd throw my hat in. I'd consider Risus too. Any other alternatate indies you'd consider?
  11. 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.
  12. 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
  13. ▹ 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.
  14. 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.
  15. 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.
  16. I meant cut team one’s part in your last post.
  17. Most of the passengers lowered their gaze as the troopers boarded. The doors closed at the transport began moving once again. One by one and flanked by the intimidating troopers, the official began collecting the data sticks. Each of the passengers surrendered them obediently without hesitation. Naturally, Amon and the others did not have one. The official worked his way towards the three who were trapped in the back of the transport cabin. The low-level light kept the shadows deep, broken by the outside flood lights positioned at even intervals along the mass transport conduit, creating a flickering strobe effect. One of the passengers started to object, and one of the guards put a fist into his belly. The passenger doubled over and was collected by two other troopers and put immediately in restraints. Most of the other passengers sucked in a breath of surprise, but stood frozen by fear. “Your data, please,” the sallow bald official demanded with an outstretched hand. “Now, if you would.” Felagi, unable to see, nonetheless turned to Amon. Willa was as white as Venaltan sand. Show this Let's see how you want to approach this. If It's a Jedi Mind Trick kind of thing, you can assume a Will of +2. I would roll that against any attempt...but you can do all sorts of things. I also added a point because it already represents a compel on Galactic Upheaval and the Rise of the Empire. It's a problem because Amon has no personal data stick, counterfeited or real...and any records of him will likely create a big problem. Game Level Aspects: Dark Conspiracy | Galactic Upheaval and the Rise of the Empire Maxon Katar's Aspects: Jedi Apprentice Eager To Prove Himself | Can't Let Go Zemei Ki's Aspects: Relentless Mandalorian Bounty-Hunter Hakai Mar's Aspects: Self-Taught Force Adept Healer Felagi Nai's Aspects: Shrewd Miralukan Slicer Willa Aspects: Level-Headed Chandrilan Diplomat | There Is Always Another Way Situation Aspects and Points: On the Capitol World, the Nexus of the Galaxy From the Lowest Scum and Villainy To the Highest Power Brokers Smelly Shuttle Filled with Vermin Trapped at the Back of the Cabin GM Fate Points: 1 Amon's Fate Points: 4
  18. 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) Sheela smiled. "As soon as Mordred returns and we can all agree on our terms, tomorrow we return to rendezvous with the captain and make a deal. Then, gods willing, we shall set sail.”
  19. @Excior, no hurry, but can you update your last ic post with this? I’m going to try and post in the next hour or two. MAY THE FORCE BE WITH YOU
  20. Asara’s question went unanswered by her companions for the moment when a shadow passed between them and the stars. Looking up, they saw the lambent eye of the many tentacled thing against which they had vied earlier that evening — or another like it. The strange caustic smell wafted down with it. In a flash, it disappeared. 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 Balathu gets 2 LB back for the brief rest with the use of his Physician career. Note that egress from their trap is possible by climbing the chains to the skylight (except for Tatonka). You can make a Formidable (-6) task to batter the bronze doors, or use a Thief career with a Tough (-2) task to find a hidden catch or trigger against the doors.
  21. This is great. It is also an event compel on Galactic Upheaval and the Rise of the Empire.
  22. Scene 1. The Training Room Game Notes Chaos Factor. 5 NPCs. Dergan Drowsbane Hallan Drowsbane Arananth Mistfall Azanza Mizzrym Olpentor Magalon Alliance of Moonsea Cities Members Corsairs Threads. Inherit the Power of the Dynastic Traditions Protect Sulasspryn Scene Setup. Tengrym attends a fencing lesson with Ara and learns something about his legacy Altered? Expected Scene Q. Has the war already touched Sulasspryn in an impactful way? (50/60) Exceptional No — it’s a time of relative peace where the city’s denizens feel they’ve weathered the worst of the storm. Aspects. Darkness Will Eclipse the Moon for House Drowsbane; The Moonsea War; In the Training Halls Underneath the Palace; Fears What Is To Come (Arananth) Q. Is Ara sullen and disturbed despite the air of peace? (Very Likely) Yes Q. Does the game start with an event compel of one of Tengrym’s aspects? (50/50) No A song of iron rang like Lantanese cymbals. Pale light flooded the door from the narrow stained glass. Two figures were locked in a dance of deadly steel. One was younger, and the other venerable, though the latter’s age was hidden under the timeless facade of elvendom. The white haired pupil laughed as he tumbled and came up on the opposite side of his counterpart. His energy was wild and abundantly exuberant. “A fight is a game,” the elder fencing master repeated, and not for the second time, nor for the last, his pupil knew. “However, it is one that is not won by frivolity.” “Ara, am I not besting you now?” laughed the younger. Steel skirled again. “By what measure?” answered the latter in a serious tone. “You have scored no touch in the last hour, and you tire yourself while I patiently await your exhaustion.” Game Notes Q. How might Tengrym’s Trouble get compelled now? NPC Action (Olpentor Magalon) — Decrease Suffering The master began to be uncharacteristically perturbed. Young Tengrym pressed his mentor with a dizzying series of lunges and strikes. Ara easily countered them without stepping out of place. The youth grew hot and flushed. The smile faded, replaced with the grimace of determination, and eventually frustration. “You would do well to guard your tongue,” Arananth said as he parried another. “What do you mean?!” Tengrym asked, his voice breaking. Arananth put him on the floor. Hard. Tengrym found the tip of his mentor’s unwavering blade inches from his nape as he lay prone while his own blade was several feet from his grip. The youth did not even see his master’s maneuver. It was something he had not yet been taught. “Your tongue was unchecked. Banter is not unlike combat. Your opponent can always use what you loose from your lips against you,” Arananth intoned. “Such was the case with master Magalon at the banquet last night. Your father was most displeased…” Tengrym flushed deeper. He had been in his cups, and boasting to the old man. Olpentor Magalon was a dignitary from Mulmaster. The two cities vied for control of the Moonsea, and had been in a minor skirmish more than once. But, the two were on even keel, or so Tengrym thought. “I… I was jesting…” Tengrym defended. Still, Arananth was above him. “You revealed too much — one, you spoke of the shipbuilding — and two, you spoke of your father in less than tasteful regards. War is brewing.” Tengrym’s head spun from the implications. The fact that Dergan was displeased left him greatly unsettled. His father was perhaps overindulgent, but he had never before heard a word of chastisement or aspersion. Arananth offered a hand and pulled the youth to his feet again. He had no words, but the crimson tinge of his face betrayed his thoughts. “A word of advice,” Arananth said. “Keep your tongue still, or leave the statecraft to wiser heads.” Game Notes Tengrym earns a Fate Point based on this compel. His boorishness has cost Sulasspryn. I'll close the introductory scene here and raise the chaos to 6. Next scene will be about Tengrym seeking audience with his father. I'll also add the Thread, "Reduce the damage I have caused" ▹ 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?” Good (+3) — Atheltics / Fair (+2) — Influence, Melee, Survival / Average (+1) —Beasts, Lore, Marksmanship, Will 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. — Fate Points: 3
  23. No worries. In another situation, it probably works fine. If I have to track and control two parties as a GM, my head hurts. Lol.
  24. Tengrym of House Drowsbane Aspects ▹ 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 Good (+3). ▹ Athletics Fair (+2). ▹ Influence ▹ Melee ▹ Survival Average (+1). ▹ Beasts ▹ Lore ▹ Marksmanship ▹ Will Stunts ▹ Magical Backlash. Once per session, you may deal yourself a consequence in exchange for a +4 on your roll, when performing a magical action. ▹ Dazing Counter. When 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 Hunter. Gain +2 to overcome actions with Survival when tracking in wilderness. Extras — Magical Disciplines ▹ Energy ▹ Sight Refresh Stress & Consequences 2 Mental. ☐☐☐ Physical. ☐☐ ☐ Mild. ☐ Moderate. ☐ Severe. ☑︎ Checked box
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