Jump to content

Journey to Phrygian Tower


Gambitt

Recommended Posts

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 🆓

Arcane Frailty (boost created by Aerith)

Wielding Tree 🆓(troll)

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
 
Boggy forest Sparse tree cover Aerith, Swamp Troll
Marshy clearing Muddy Vahn, Olenna

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


The troll moved surprisingly fast through the water when Aerith tried to hit it with the glowing red rib, so he only managed to graze it and pass on part of the curse. The troll hardly seemed to notice, rather it was more concerned with escaping the water.

It made for the boggy forest to seek shelter from the sudden storm. Then, seeing the lone adventurer, Aerith, now standing alone near the water's edge, the troll was convinced that this was the one to blame for the lightning. The troll stomped over to a thin white cedar tree which was slightly taller than the troll itself was and with little effort uprooted it.

Edited by Gambitt (see edit history)
Name
Physique CAA - uproot tree
[-,+,-,+] +4 = 4
fate(4) -1,1,-1,1
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

'Not according to plan!;..' Vahn tisked as the Ruler of the Marsh marched unto the Boggy Forest where Olenna and he once stood along with Aerith, who now faced the towering troll alone. And the beast did attempt to arm itself as a beast would!; with a dense limb of a small tree.

Vahn clapped reactively in an attempt to distort the space between, stretching the physical bounds and imposing just enough distance that, no matter how hard it tried, its enormous hand would find no purchase upon that which it sought. It worked, for a time; the Swamp Troll managed to grip the tree, but snapped it in the process; it was serve, but not to the terrible extent that they would have suffered should it have claimed a whole shaft.

Scowling, Vahn leapt through the portal once more, reappearing amidst the sparse trees and near a gawking sorcerer.

"Aerith!; use the portal!" he shouted, darting towards his colossal opponent.

With another clap of his hands, Vahn willed Aku to share a glimpse of futures-near, the echoes that betrayed one's fate.

 

Edited by Kaymithe (see edit history)
Name
DC(4) Active Opposition with Teleportation
[+,-,0,+] +3 = 4
fate(3) 1,-1,0,1
Tie: Swamp Troll Gains a Boost
4
4+0
Create Advantage, Empathy (Sight)
[0,-,0,-] +3 = 1
fate(3) 0,-1,0,-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. 

FP: OO

spacer.png" That thing moves quickly!" Olenna would quickly swing her rapier in the air then violently pointing it towards the troll. Doing so the blade would become extremely bright. " Maybe I could hold it down by shocking its body!" With the blade pointed towards the Troll a blast of lighting would exit the blade and shoot directly towards the large creature.

 

 

 

Edited by Ryku (see edit history)
Name
CAA with Shoot to Shock the Troll
[0,0,+,+] +2 = 4
fate(2) 0,0,1,1
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.png

Active Aspects:  Notes on the path ahead [1x free invoke], Curse of Skeletal Caltrops [2x free invoke]

Aerith reaches out and calls forth the dead buried in the muck of the swamp, as a great many cracks sound off in the earth beneath the troll. The bones rise forward far more numerous than arcane frailty, seemingly rising under the troll as he steps. Aerith focuses on the troll, placing an astral mark on the foe for the spell to track, erupting a Curse of Skeletal Caltrops to interrupt its movement and make it constantly watch its steps. The caltrops strike hard and, in conjunction with Oleanna's lightning blast [spending the invoke] the caltrops fall exactly where they need to. Aerith didn't just succeed in slowing this thing down, he succeeded with style.

Edited by Voxelgon (see edit history)
Name
Crafts to "make" tons of caltrops via magic
[+,+,+,-] +2 = 4
fate(2) 1,1,1,-1
Troll defense with athletics
[0,+,0,0] +2 = 3
fate(2) 0,1,0,0
Invoking Oleanna's CAA to SWS
6
6
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 🆓🆓

Arcane Frailty (boost created by Aerith)

Curse of Skeletal Caltrops 🆓🆓

Wielding Tree (boost)

Earth dome  (free invokes spent resisting Vahn's teleport)

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
 
Boggy forest Sparse tree cover, Earth Dome Aerith, Vahn
Earth dome
(in boggy forest)
Earth Dome Swamp Troll
Marshy clearing Muddy Olenna

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

Just when the troll thought it had escaped the lightning strikes from the storm, Olenna would strike it with a powerful lightning bolt directly from her blade. Furthermore, caltrops had started to rise from the ground wherever it went. The troll was used to being the aggressor, this was the first time it had been hunted and cornered to such an extent.

The troll realized it needed to recuperate from all the incoming attacks somehow...
It plunged its arms down into the ground and focused on shaping and molding the earth. The boggy forest floor around it seemed to bubble and morph and then suddenly rose up on all sides forming a large circular dome of mud which quickly began to harden into a solid defensive structure to block any further incoming lightning attacks and break line of sight with its aggressors.

The dome seems to be large enough for the troll to freely swing his makeshift weapon around if someone enters.

Edited by Gambitt (see edit history)
Name
Athletics defend vs Olenna's lightning (4)
[-,-,0,0] +2 = 0
fate(2) -1,-1,0,0
Craft CAA
[0,0,0,-] +4 = 3
fate(4) 0,0,0,-1
Invoke Ruler of the Marsh
5
3+2
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. 

FP: OO

spacer.pngNow standing by herself, Olenna would yell into the boys direction. " What should we do now?" In the meantime, due to being unsure of what the creature was doing inside of the Dome. It would be imperative for her to be able to maneuver quickly, thus she attempted to get her footing correct just in case she needed to move out of the way.

 

Current Invokes:

Lighting Stun x2.

 

 

Edited by Ryku (see edit history)
Name
Create an advantage with Athletics 
[+,-,0,+] +2 = 3
fate(2) 1,-1,0,1
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

"We must expose it somehow!" Vahn shouted in response.

It was both enchanting and aggravating to see the beast manipulate the earth in such a magnificent way.

While it was unlikely to function given the sheer size of this creature, the Pilgrim did have something he wished to attempt.. Vahn widened his stance, grounding himself as though a great wave threatened to wash him away, then placed his hands together, not clasped in prayer, but index to index, thumb to thumb, and the rest weaved amidst one another; a faint bell jingled once..

 

Edited by Kaymithe (see edit history)
Name
Move the Troll out of the Dome with Teleportation
[+,-,0,0] +3 = 3
fate(3) 1,-1,0,0
Troll Defends with Will
[-,-,0,-] +2 = -1
fate(2) -1,-1,0,-1
Link to comment
Share on other sites

The troll passively resists the teleportation...
Spent 1 free invoke on Earth Dome to reroll Will.
Spent remaining invoke on Earth Dome to add +2
Total 3

Edited by Gambitt (see edit history)
Name
Reroll Defend with Will
[0,-,-,+] +2 = 1
fate(2) 0,-1,-1,1
Used remaining free invoke from Earth Dome
3
1+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.png

Active Aspects:  Notes on the path ahead [1x free invoke], Curse of Skeletal Caltrops [2x free invoke]

Aerith gathers dark energy in the palm of his hand as he summons the needle-like bone from the ribs of the poor animal which inflicted arcane frailty, into his hand. He charges the needle with the nectotic energy and sends it out towards the troll in a dazzling attack, aiming right for the eye of this beast.

The needle hits its mark as the troll instinctively flinches, far too late as the splinter still landed, and gave the beast a Pained Eye [boost]

Edited by Voxelgon (see edit history)
Name
Shoot +2
[+,+,-,-] +2 = 2
fate(2) 1,1,-1,-1
Athletics +2 to dodge
[+,-,-,0] +2 = 1
fate(2) 1,-1,-1,0
Invoking Curse of Skeletal Caltrops to SWS
4
4
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 🆓

Arcane Frailty (boost created by Aerith)

Curse of Skeletal Caltrops 🆓
Pained Eye
(boost by Aerith)

Wielding Tree (boost)

Earth dome  (free invokes spent resisting Vahn's teleport)

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
 
Boggy forest Sparse tree cover, Earth Dome Aerith, Vahn, Swamp Troll
Earth dome
(in boggy forest)
Earth Dome  
Marshy clearing Muddy Olenna

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

The troll was surprised to find itself out in the open instead of in the safety of the dome it had created. Before it even had time to react to these circumstances, Aerith hit it in the eye with the necrotic needle. The troll roared in pain and anger yet again.

Still wielding the tree it had uprooted earlier, the troll rushed at Aerith and swung the weapon at him in rage.

Edited by Gambitt (see edit history)
Name
Attacking Aerith with fight
[0,-,-,0] +5 = 3
fate(5) 0,-1,-1,0
Wielding tree boost
5
3+2
Aerith defending with athletics
[+,0,-,+] +1 = 2
fate(1) 1,0,-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.png

Active Aspects:  Notes on the path ahead [1x free invoke], Curse of Skeletal Caltrops [1x free invoke]

Aerith attempts to dodge out of the way of the massive tree. Luckily the troll isn't exactly in top fighting ability as the Pained Eye causes it to have diffucilty seeing its target. The troll's tree comes within less than a meter of aerith's face before it stops short as a muscle spasm halts the swing, due to the troll being Dazed by Lightning.

[Boost Pained Eye No longer Exists, Invoked Dazed by Lightning]

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

Out of the three, Aerith was the worst contender to face this beast head-on. Vahn thought to distract the creature, draw its attention, but perhaps he could do better; provide not only himself, but the others of his gathering, a means to better evade, or reposition to a more favorable area of attack.

With a clap of his hands did bells begin to jingle all throughout the bogged forest; Vahn appeared in front of Aerith, betwixt monster and mage "I've opened pathways here and there; use them to avoid its wrath!"

 

Edited by Kaymithe (see edit history)
Name
Create Advantage, Portals Everywhere in the Boggy Forest
[-,0,+,+] +3 = 4
fate(3) -1,0,1,1
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. 

FP: OO

spacer.pngWith the Troll stunned, Olenna would take this as the chance to charge her Raiper. With the muddy ground this was not the time to waste time attempting to move out of the area. She would grab the hilt and expose the blade just slightly and with that action the blade would being to hum. As milliseconds passed the humming would grow louder and the light reflecting from the blade would grow stronger.

 

Current Invokes:

Lighting Stun x1.

Quick on the Feet x1

Charged Raiper x1

 

 

 

Edited by Ryku (see edit history)
Name
Creating the Charged CAA with Shoot 
[0,0,+,0] +2 = 3
fate(2) 0,0,1,0
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 🆓

Arcane Frailty (boost created by Aerith)

Curse of Skeletal Caltrops 🆓

Portals Everywhere 🆓

Earth dome

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
 
Boggy forest Sparse tree cover, Earth dome, Portals everywhere Aerith, Vahn, Swamp Troll
Earth dome
(in boggy forest)
Earth Dome  
Marshy clearing Muddy Olenna

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

The tree that was being wielded by the troll snapped from the failed attack. Disgruntled, the troll dropped it and swiped its huge arms at the new prey that had suddenly appeared blocking the way to Aerith.

Name
Attack Vahn
[0,-,0,0] +5 = 4
fate(5) 0,-1,0,0
Vahn Defending with Athletics
[-,-,+,-] +4 = 2
fate(4) -1,-1,1,-1
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

Any delusions of vanquishing this creature one-on-one had vanished in an instant. Despite its sheer size and lumbering nature on land, the Ruler of the Marsh was a formidable tyrant who wore its crown well. Were it not for his physical reflexes and the wandering ways he had conjured within this space, he would have been left flattened into the mud.

Under other circumstances, this would be the time to counterattack, but that attack had left him doubtful, cornered, despite there being no walls to constrain him here. Vahn clapped his hands in desperation; more pathways.. there need be more!;..

 

Name
(Invoke) Portals Everywhere
4
2+2
Create Advantage, Portals Everywhere
[+,0,-,+] +3 = 4
fate(3) 1,0,-1,1
Link to comment
Share on other sites

×
×
  • Create New...