Jump to content

Journey to Phrygian Tower


Gambitt

Recommended Posts

Vahn

  Ranked: Bronze ( 0 / 7 )


Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief

Trouble: Reckless & Loyal Beyond Compare

Aspect: Righteous Youth Seeking Glory

Aspect: No Mercy; But No Cruelty


(+4) Athletics

(+3) Empathy, Fight

(+2) Notice, Investigate, Stealth

(+1) Rapport, Provoke, Physique, Will


Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy).

Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances.

Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)

 Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack.

When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2.

Original Stunt:

The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)

 Stunt: StuntStunt


Body: ( 4 / 4 )

Mind: ( 4 / 4 )

Fate: ( 2 / 2 )


[2] Mild

[4] Moderate

[6] Severe

[8] Physical

spacer.png

It was true, he was quite the wayfinder, though it was no natural skill; much ( if not all ) was due to his divine discipline granted by the Mischievous Aku. After a time in this Blighted Marshland, he came to a sudden halt, raising a hand for the others to do the same and dropped to one knee almost as quickly; Vahn ran featherlight fingers along the rim of a massive footprint and grinned a reckless grin.

"I think we might have found our troll.." declared he in a hushed tone.

With a half-handed prayer and one eye closed, he pushed his spirit through the marshland smoke.

 

Edited by Kaymithe (see edit history)
Name
DC(?) Create Advantage, Empathy to Divine their Dangerous Foe
[+,-,0,+] +3 = 4
fate(3) 1,-1,0,1
(Boost) Very Large Tracks in the Mud
6
4+2
Link to comment
Share on other sites

Aerith Tollbeg

High Concept: An apprentice mage in over his head
Trouble: Haunted by the "ghost" of his master
Aspect: Curious to a fault
Aspect: Outsider with more knowledge of book than world

Situational: ...

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 2/7

(+4) Lore
(+3) Provoke, Will
(+2) Academics, Crafts, Shoot
(+1) Athletics, Investigate, Notice, Stealth   

Body: ❤️❤️❤️
Mind: 💙💙💙💙💙
Fate: 💛💛

Death Magic: You have mastered control over death and the dead. You can loose blasts of green necrotic energy with Shoot, weaken your enemies with Lore, and animate vessels with Provoke, starting at +3 difficulty. (Relentless Training; Casting Skill: Lore)

Transformation: You have mastered the secret art of transmutation. You can can transform yourself with Lore, and transform others with Provoke. This is creating an advantage and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh]


- Stunts -

Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills.

Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point.

Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness.

aerithICONSMALL.png.46e43e3bac764c5451dae56a48d37fe0.pngActive Aspects:  Notes on the path ahead [1x free invoke]

"Well, there's our beast. I'll cast spells from behind, you all go ahead." He looks around at the others before stepping back. "Does anyone have any particular strategy on how to deal with that thing? I can cast whatever spells we need, but I'm no troll hunter."

Link to comment
Share on other sites

Olenna Griffon

HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle

TROUBLE: The cure to petrification is in the tower, somewhere.. 

ASPECT: The Legendary Charged Rapier 

SKILLS

  • +4 Deceive
  • +3 Fight, Will 
  • +2 Shoot, Athletics, Empathy 
  • +1 Rapport, Provoke, Resources, Crafts

STRESS  P: OOO M: OOO OO

[2: ] [4:  ] [6:  ] 

STUNTS: Remaining Refresh 2/3

Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill. 

Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks.

Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome. 

Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight. 

Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks. 

spacer.pngTaking out her Charged Rapier a small current of lightning would quickly shoot down the blade. " I think I could stun it with my blade. If so it should be easier to deal with."  

 

 

 

 

Link to comment
Share on other sites

Swamp Troll

💚💚💚🖤💚💚💚 x2

Ruler of the Marsh

Aquatic Adaptation

Slow and Lumbering on Land

FP 🟩🟩

+5 Fight (+7enraged)

+4 Physique and Craft

+2 Athletics and Will

Enraged: Upon losing one of its stress bars, increase Fight by +2.

Bounty: The guild will reward the party 1xp/rp for defeating this monster

Edited by Gambitt
Added FP tokens (see edit history)
Link to comment
Share on other sites

Vahn

  Ranked: Bronze ( 0 / 7 )


Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief

Trouble: Reckless & Loyal Beyond Compare

Aspect: Righteous Youth Seeking Glory

Aspect: No Mercy; But No Cruelty


(+4) Athletics

(+3) Empathy, Fight

(+2) Notice, Investigate, Stealth

(+1) Rapport, Provoke, Physique, Will


Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy).

Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances.

Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)

 Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack.

When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2.

Original Stunt:

The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)

 Stunt: StuntStunt


Body: ( 4 / 4 )

Mind: ( 4 / 4 )

Fate: ( 1 / 2 )


[2] Mild

[4] Moderate

[6] Severe

[8] Physical

spacer.png

"Hush!; do no alert the creature!;.." Vahn viewed the World through the hastened lens of a spirit unshackled by the laws of physics. It was often difficult to control and he often found himself losing-sight of those imperious tracks embedded into the blistering muck. And now it almost felt as though there was resistance, that the marsh itself had a will of its own, a will that belonged to the dangerous foe in their sights.

"Prepare yourselves!; this will be no simple skirmish.." Earth, muck and fog sped across his mirrored sight as the tail-end of a track caught at the edge of awareness and he veered the spirit towards the source.

Edited by Kaymithe (see edit history)
Name
(Fate) Very Large Tracks in the Mud
8
6+2
Link to comment
Share on other sites

Vahn led everyone through the fog to an ordinary looking marshy puddle with scarce vegetation. The footsteps could no longer be found, but he had no need for them for he knew that the Troll was submerged in the muddy water, which explains why it had been difficult to locate. It remained submerged and motionless, waiting for some unaware prey to pass by.

Edited by Gambitt
bold (see edit history)
Link to comment
Share on other sites

Olenna Griffon

HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle

TROUBLE: The cure to petrification is in the tower, somewhere.. 

ASPECT: The Legendary Charged Rapier 

SKILLS

  • +4 Deceive
  • +3 Fight, Will 
  • +2 Shoot, Athletics, Empathy 
  • +1 Rapport, Provoke, Resources, Crafts

STRESS  P: OOO M: OOO OO

[2: ] [4:  ] [6:  ] 

STUNTS: Remaining Refresh 2/3

Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill. 

Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks.

Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome. 

Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight. 

Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks. 

spacer.pngWielding the Charged Rapier, Olenna would point it towards the sky and being twirling it in a fast paced motion. Quickly the sky would grow with a large grey cloud that centered over top of the troll. Olenna would end her twirling of the blade by quickly slicing through the air until her blade touched the ground in front of her. 

Her action quickly unleased multiple lighting bolts that shot from the sky and onto the Trolls position. 

Olenna attempts to create the Thunder Storm Aspect. 

  • Using Olenna's Stunt Song of the Storms to gain a free invoke on her action. 
  • Olenna invokes her personal aspect of The Legendary Charged Rapier to bring the result to a +4. 

 

Edited by Ryku (see edit history)
Name
Creating Thunder Storm on Zone of Troll
[-,-,-,+] +4 = 2
fate(4) -1,-1,-1,1
Link to comment
Share on other sites

Aerith Tollbeg

High Concept: An apprentice mage in over his head
Trouble: Haunted by the "ghost" of his master
Aspect: Curious to a fault
Aspect: Outsider with more knowledge of book than world

Situational: ...

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 2/7

(+4) Lore
(+3) Provoke, Will
(+2) Academics, Crafts, Shoot
(+1) Athletics, Investigate, Notice, Stealth   

Body: ❤️❤️❤️
Mind: 💙💙💙💙💙
Fate: 💛💛

Death Magic: You have mastered control over death and the dead. You can loose blasts of green necrotic energy with Shoot, weaken your enemies with Lore, and animate vessels with Provoke, starting at +3 difficulty. (Relentless Training; Casting Skill: Lore)

Transformation: You have mastered the secret art of transmutation. You can can transform yourself with Lore, and transform others with Provoke. This is creating an advantage and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh]


- Stunts -

Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills.

Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point.

Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness.

aerithICONSMALL.png.46e43e3bac764c5451dae56a48d37fe0.pngActive Aspects:  Notes on the path ahead [1x free invoke]

Aerith looks around worriedly, and his ring begins to glow. "Let negative energy flow through the charged rapier of Olenna, that she may smite whoever would strike us down" and with that aerith takes a small knife out and pricks his arm, the crimson flowing like smoke through the air and attempting to bind to her rapier, creating the Dark Smite of the Necromancer aspect, well trying to at least.

Name
Going to assume it's crafts for this, since the aspect is making her weapon stab stuff better.
[-,0,+,-] +2 = 1
fate(2) -1,0,1,-1
Link to comment
Share on other sites

Aerith mixed dark energy into Olenna's charged rapier as she called upon the thunder storm. As a result, the clouds and lightning took on a darker hue than Olenna was accustomed to. 

As soon as the dark lightning bolts hit the water, angry roaring could be heard from beneath the surface. The troll escaped out of the conductive wetlands it had been hiding in, obviously angry, but too dazed to realize the three adventurers standing at the ready to strike it.

Link to comment
Share on other sites

Swamp Troll

💚💚💚🖤💚💚💚 x2

Ruler of the Marsh

Aquatic Adaptation

Slow and Lumbering on Land

FP 🟩🟩

+5 Fight (+7enraged)

+4 Physique and Craft

+2 Athletics and Will

Dazed by lightning 🆓

Enraged: Upon losing one of its stress bars, increase Fight by +2.

Bounty: The guild will reward the party 1xp/rp for defeating this monster

Zones - Aspects - Present 
Wetland Deep muddy water
Dark Thunderstorm
Swamp Troll (surfaced)
Boggy forest Sparse tree cover Aerith, Vahn, Olenna
Marshy clearing Muddy  

Muddy zones have a movement penalty, +2 athletics when moving into or out of the zone. Swamp Troll moves freely.

Edited by Gambitt (see edit history)
Link to comment
Share on other sites

Vahn

  Ranked: Bronze ( 0 / 7 )


Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief

Trouble: Reckless & Loyal Beyond Compare

Aspect: Righteous Youth Seeking Glory

Aspect: No Mercy; But No Cruelty


(+4) Athletics

(+3) Empathy, Fight

(+2) Notice, Investigate, Stealth

(+1) Rapport, Provoke, Physique, Will


Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy).

Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances.

Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)

 Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack.

When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2.

Original Stunt:

The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)

 Stunt: StuntStunt


Body: ( 4 / 4 )

Mind: ( 4 / 4 )

Fate: ( 1 / 2 )


[2] Mild

[4] Moderate

[6] Severe

[8] Physical

spacer.png

It was no wonder that they could not find the troll!

Vahn clapped his hands together..

..and a fox appeared before him, floating in the air, bearing an eerie grin; there was a jingle of small bells and a door in the form of an archway appeared before them, translucent and glimmering as if only half-real, just tall enough for one to walk through; it appeared to be fading.

"I'll draw its attention!; Olenna, if you're coming, it's now or never!" Vahn shouted as he dashed through the portal.

Edited by Kaymithe (see edit history)
Name
DC(2) Overcome, Empathy (Portal)
[+,-,0,+] +3 = 4
fate(3) 1,-1,0,1
Situation Aspect: Portal to the Marshy Clearing
4
4+0
Link to comment
Share on other sites

Aerith Tollbeg

High Concept: An apprentice mage in over his head
Trouble: Haunted by the "ghost" of his master
Aspect: Curious to a fault
Aspect: Outsider with more knowledge of book than world

Situational: ...

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 2/7

(+4) Lore
(+3) Provoke, Will
(+2) Academics, Crafts, Shoot
(+1) Athletics, Investigate, Notice, Stealth   

Body: ❤️❤️❤️
Mind: 💙💙💙💙💙
Fate: 💛💛

Death Magic: You have mastered control over death and the dead. You can loose blasts of green necrotic energy with Shoot, weaken your enemies with Lore, and animate vessels with Provoke, starting at +3 difficulty. (Relentless Training; Casting Skill: Lore)

Transformation: You have mastered the secret art of transmutation. You can can transform yourself with Lore, and transform others with Provoke. This is creating an advantage and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh]


- Stunts -

Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills.

Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point.

Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness.

aerithICONSMALL.png.46e43e3bac764c5451dae56a48d37fe0.pngActive Aspects:  Notes on the path ahead [1x free invoke]

Aerith stares the troll down, now being able to make eye contact with the beast he raises up a hand. "Woe be upon ye, let your muscles grow backwards and your bones turn frail, weakness spread through your veins and into your very soul." As he says this, the ground underneath the troll quivers, and a rodent's skeleton erupts from the mud, then through the water, and finally floats to the surface, one of its ribs glowing with dark-red energy as it cracks off and flies towards the beast. It will barely hurt at all, the force is only that of a splinter, but the real danger is the curse placed upon it which would be injected directly into the monster. This curse will inflict Arcane Frailty to the beast, if only it lands.

Edited by Voxelgon
fixed narration to reflect that the troll was in water, not mud (see edit history)
Name
Lore to invoke arcane frailty, weakening the beast
[0,0,0,-] +4 = 3
fate(4) 0,0,0,-1
Link to comment
Share on other sites

Olenna Griffon

HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle

TROUBLE: The cure to petrification is in the tower, somewhere.. 

ASPECT: The Legendary Charged Rapier 

SKILLS

  • +4 Deceive
  • +3 Fight, Will 
  • +2 Shoot, Athletics, Empathy 
  • +1 Rapport, Provoke, Resources, Crafts

STRESS  P: OOO M: OOO OO

[2: ] [4:  ] [6:  ] 

STUNTS: Remaining Refresh 2/3

Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill. 

Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks.

Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome. 

Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight. 

Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks. 

spacer.png"Absolutely!" Olenna would charge behind Vahn and into the portal. 

 

Available Aspects 

  •  Thunder Storms with 1 invoke. 

 

 

Link to comment
Share on other sites

×
×
  • Create New...