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pesukarhu

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Everything posted by pesukarhu

  1. Thomasina Thomasina jerks her robot hands back as the disk thrown by Diana flies by. "Hey, watch it! Those things are fragile!" OOCAvoiding with a +1, so you didn't get the device.
  2. I'd say trying to disrupt the device would be an Overcome action. Overcome's the catch-all; Defend's really just used for avoiding Attacks. That doesn't change the roll, so it's fine. Also, just to be clear, you can choose to invoke your distracted aspect after you see what the roll is.
  3. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Now this is interesting. Bokk carefully explores around the edge of the room, staying close to the left wall, following Ve, keeping his eye on the mysterious fog source in the center. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana isn't sure what to make of that thing. She slowly approaches the object in the center of the room, listening carefully for any sounds of motion. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse knows better. That, there, is clearly something dangerous. He stays by the entrance of the room, sling at the ready. Something bad will happen, he's sure. He shrugs to Mim. "I don't got nothing. We could go back and get one of those buckets, but I don't want to cross that bridge again." []
  4. Thomasina Thomasina scoffs at Diana. "Ha! Don't talk to me about murder. I've seen more murder than you have, so what are a few more human lives lost. I've freed the prisoners from this farm! Thanks to your meddling with the dimensional bridge, we lost our best chance to get them somewhere safe. The outer lines just weren't strong enough, so now I have to figure out something else." "No matter! We've got what we need here. The time of closest approach is near! Just a bit more gear, and you'll see." She waves her robotic arm in the direction of the heroes and calls out, "Get them!" She takes a step back towards the wall and picks up some kind of device from a nearby rack. Pressing a button, the orange portal glows more brightly and a second hulking 15-foot-tall turkey starts to emerge from it. Giant turkey The giant turkey already in the room lumbers towards Inkwell, trying to stomp on her extended ink while pecking at her. OOCInkwell, your create advantage didn't work; you were spotted. Diana, you did manage to get Thomasina going on a rant, so she is distracted. She has a "Distracted arguing" aspect that you have a free invocation on. Inkwell, you need to roll a Defend.
  5. Character Asmund son of Edmund Experience 5 Attributes Edge 2 Heart 1 Iron 1 Shadow 2 Wits 3 Momentum Track +2 Max 10 Reset +2 Tracks Health +5 Spirit +5 Supply +5 Bonds Vows Vow1 (Rating) Vow2 (Rating) Vow3 (Rating) Vow4 (Rating) Vow5 (Rating) Debilities Conditions 🔲 Wounded 🔲 Unprepared 🔲 Shaken 🔲 Encumbered Banes 🔲 Maimed 🔲 Corrupted Burdens 🔲 Cursed 🔲 Tormented Assets Wayfinder When you Undertake a Journey, take+1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset Hawk Name: Orion Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1. Archer When you Secure an Advantage by taking a moment to aim, choose your approach and add +1. Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. Line up your shot: Roll +edge, and take +1 momentum on a hit
  6. I'm definitely a +1 on Cortex. A few months back, I sniffed around about running a "Misty Cove" game (one of the Cortex Prime mini-settings), but I didn't get any real interest. But there's been some Marvel Heroic activity around.
  7. OK, I've never built an Ironsworn character before, so I think I'll just ask for advice. I'm going for a ranger-type, the one who guides the party through the wilderness. My first guess is Wayfinder, Archer, and a Hawk. But I'm dithering between Wayfinder and Wildblood, not sure which seems more "ranger-y." Is Wildblood only good in a literal forest, or does it work in other terrain, and do we know what the island is mostly? Not really knowing the game, it's hard to tell what they'll feel like in play. Possible hook: A loved one (or liege lord) is gravely ill, and the local healer says only a rare herb can cure it. He's sworn to find the herb and return. Since that's what springs to mind as a vow, should I consider Herbalist? And should a "wilderness guide"-focused ranger be Wits-first? My first guess was Edge 3 / Wits 2, but I could go the other way around. It seems like most of the moves that jump out at me are Wits moves.
  8. Hey all! I'm trying to hit the mechanics a bit harder here, but I'm still fudging a little. I will fudge less as we go on! Mechanically, here's what happened: The turkey did a "create an advantage" action to create a "mental repulsion field" aspect on the room. I gave it a target number of average (+1), so her roll of +4 got was a "success with style", which gave her two free invocations. Inkwell blustered her way in with a forceful roll of +6. I'm saying that shook off the mental repulsion for her entirely; it can no longer be invoked against her. Mechanically, that's an overcome action against the repulsion. Here's where I hand-wave a bit; I used the +4 as a target. Purple Dove shepherded Diana in. Her +1 roll tied the average difficulty I was using, which is a weak success. I'm saying that used up one of the free invocations the turkey got, but that the "mental repulsion field" is still there. So, the current situation is: There's still a scene aspect of "Mental Repulsion Field" Inkwell is immune to it. The turkey has one free invocation to get a bonus, if it's relevant. She could later spend her own fate points to use it further. As far as the fiction goes, Purple Dove and Coalfire feel a resistance or reluctance to approach the turkey. They're heroes, though, so they can push through, but it's something that can be used against them. If anyone wanted to cut and run, they could get a Fate point as a compel. I have an excuse, if I want to, to offer a compel to do nothing for a turn. Going forward, I'm going to try harder to make this sort of thing an opposed roll, because it feels more natural to me that way. Sound good?
  9. Cave The turkey scoffs at Inkwell, "And how many turkeys has that idiot farmer slaughtered? It's only what they deserve. It's too bad Hamfeld Butchers wasn't wiped off the map, but it worked! The lines are charged, the barrier is thin! You'll see!" Purple Dove manages to usher the others into the room, despite the the mental repulsion. A giant, particularly fearsome-looking turkey emerges from the portal. It's about 15 feet tall and has to step carefully to pass through the opening.
  10. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Now that he's finally across the bridge, Bokk peeks into the room with the bodies. "I just don't understand what these ant-creatures think they're doing here. This place is madness!" Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse pokes around in the body room, looking for anything else interesting. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana finally gets unstuck and staggers to the end of the bridge, barely keeping hold of her bucket of bee-goop. []
  11. I've been looking for something to prod me to learn Ironsworn, so this sounds like fun to me. Are you thinking straight Ironsworn, or with Vaults & Vows as well, to be more D&D-ish? In any case, I'm still working my way through the rules, so I'm not 100% sure what the options are. First thought is something on the ranger/druid/scout/hunter axis, happy to trend more fight-y or more support-y to mesh well with others.
  12. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana tries again to get free from the sticky stuff. []
  13. Yep, I added it. Should I just keep rolling until she un-sticks? Can people help her?
  14. Oh, man. This was sounding fun, but now I need to make a decision. Retro, or new hotness? :-) I don't know, I was more of a Moldvay B/X player, I'm not sure I have truck with this modern BECMI nonsense.
  15. Bokk got a 16 trying to help Dana, but she got a 3 trying to unstick herself. Does that get her to the other side?
  16. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk reaches out to try to help Dana get across the bridge. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse makes it across and breathes a sigh of relief. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana gets caught on the bridge, despite her best efforts. Grabbing the haft of the offered spear, she tries to get herself unstuck without dropping her bucket of bee goop. []
  17. Cave As you head deeper into the cave, the orange glow becomes brighter and you can hear a faint hum in the air. Once your step around the corner, small circular lights illuminate along the sides of the tunnel. After a short distance, the passage opens into a wider room. The walls are lined with bins of electronics parts. There are discs, similar to the one from the town, in various states of disrepair on a long workbench along one side of the room. On the other side of the room, up against the wall, a large circle of metal hums; inside it is a curtain of rippling orange energy, about fifteen feet in diameter. That wall is split by a thick vein of an orange crystalline material, which glows in time with the pulsing of the curtain within the circle. Near the wall stands what looks like a crude powered exoskeleton, roughly five feet tall, piloted by, well, a turkey. Wires run from its head to the exoskeleton. As you enter, a speaker crackles to life near the head of the turkey. "Begone! This is my place, my farm, and you are not welcome here!" The orange circle flares, and it looks like something large is moving within it. You feel some kind of mental energy repelling you from the room, making it hard to even think about approaching.
  18. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk waves to Dana and Mouse from the other side. "You can do it!" He then tries to help the nearest stuck person, Myycky, by reaching across with the butt of his spear. "Here, grab on to this!" Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse rubs as much muck on his hands and feet as he can, then tries to make his way across the bridge. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana screws up her courage and follows Mouse. []
  19. You're good! Thanks for posting! Somehow I wanted another beat in there, but maybe that's being silly.
  20. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk makes his way back to the bridge room and tries to make it across. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow After seeing the others get stuck, Mouse tentatively pokes at the bridge. He borrows some of the bee goop from Dana's bucket, rubs it on his hands, and sees if that makes him less sticky. He uses his knife to cut off an arm of one of the fallen ant-men and presses it to the bridge, to see if it will stick. He does not like the idea of trying to muscle his way across. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana shares her bee-goop bucket with Mouse and, once she sees him trying to hack off an ant-man arm with a flint dagger, helps out with her stone axe. []
  21. Cave On the other side of the outcropping, only partially obscured by a few dangling vines, you see a large cave mouth. It's wide, unusually wide, maybe ten feet across. As you step inside, you feel a thrum of strange energies tingling senses you didn't know you had. Just inside, perhaps five feet in, the passage turns to the right, and from that direction you can see a faint orange glow. In the glow, you can see small flashes of reflected orange on the floor.
  22. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk salvages Yaz's armor and spear from her body. He sets aside his hoe, now that he has the spear, and dons the hide armor. Finally, he takes her small shiny thing. She loved that thing. "OK, let's go." He heads back towards the bridge. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog While Bokk is retrieving Yaz's gear, Dana pokes around in the junk, then follows him. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse heads back towards the bridge, carefully peeking around the doorway before heading into the next room, just in case there are more ants. []
  23. Thanks for the reference! I was pretty sure that a funnel would make no sense with that recover-the-body rule, but I hadn't spotted the bleeding-out one. And, sure, what the hey, I think Bokk will spend a luck to recover Yaz's armor.
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