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The Beating Heart


Fiffin

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Scene: Mines of Sisyphus

You have discovered the dungeon core, its chamber fully lit by summoned magelight. The guardian's attention is elsewhere and he has yet to notice you.

Markus carries vials of Murena PoisonBrewed from the poisonous flesh of a serpentlike fish. Not effective against giants, elementals, or undead. You have two free invokes on this aspect. and has Mephit KnowledgeYou recall hearing more about these creatures, and how best to deal with them. You have one free invoke on this aspect.. He suffers from Mental FatigueThis is a minor consequence from the psychic attack of smoke mephits. I have one free invoke on this aspect. It lasts for one full scene after treatment..
Myria is Sharp EyedYour eyes are adjusting to the cavern gloom. You have one free invoke on this aspect. and has a pouch of Blinding PowderA pouch tightly bound with cord, fit to burst. Filled with powdered glass, sand, or even metal shavings, it can be slung at your enemy. You have one free invoke on this aspect.. She also Robbed a MerchantYou roughed up a crooked merchant and stole his goods. He totally had it coming, but you'll still have to lie low for a while. I have one free invoke on this aspect. It lasts for one full quest after The Beating Heart. back in the market.
Olenna has a dingy bottle labeled Universal Solvent"Dissolves any adhesive, softening even the hardest Materials!"
"Loosens stiff Joints and lightens Heavy limbs!"
"Guaranteed Safe and Effective!"

A dubious cure for petrification.
.
Vahn has seen Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines. You have one free invoke on this aspect. but Aku Demands TributeYour mischievous patron desires sparkling tribute befitting its status. I have one free invoke on this aspect. in return.

I have three fate points left in this scene.

 Conflict: The Beating Heart 

Dark Mage+5 Provoke, Shoot
+4 Athletics, Lore, Will
+3 Investigate, Notice, Physique, Stealth
+2 Contacts, Deceive, Empathy, Fight, Resources
+1 Anything Else

Relentless Training
Mastery of Wind and Stone
Mephit Summoner

Counterspell: Once per quest, I can force a single magical action to fail without a roll. This does not apply to rituals and spells that take time to cast.
Escape Plan: Once per quest, if I would get taken out, I can spend a fate point to concede instead.

CultistsQuartet: Knife and Shadow +4
Duo: Knife and Shadow +3
Solo: Knife and Shadow +2

Vahn
Markus
Olenna
Dungeon Core +2
Sisyphus

 

❤️❤️❤️❤️❤️❤️ & 💙💙💙💙💙💙 (2:) (4:) (6:)
❤️❤️/❤️❤️/❤️❤️/❤️❤️
❤️❤️❤️❤️ & 💙💙🖤🖤
❤️❤️❤️ & 💙🖤🖤 (2: Mental Fatigue)
❤️❤️❤️ & 💙💙🖤🖤🖤🖤
💛💛💛🖤🖤🖤🖤🖤🖤
🤍🤍🤍🤍🖤🖤

Narratively all turns occur roughly at the same time and their mechanics are resolved at the end of the round. Therefore any boosts earned or advantages created are unavailable until the following round. Any action taken by intruders that would draw attention fills the Sisyphus track by one. Some examples include making noise, moving around with lights, or a single round of combat. The guardian will interrupt whatever the party is doing once the track is filled.

zuzu.png.789986aa303479176a40006ae2159679.png"Brothers!" he calls out to the men behind him, barking an order. "We have what we came for! Take it and go!"

His minions seize the earthen vessels and make for darkened side passages, as the dark mage remains behind to cover their retreat. You can see his petrified arm swiftly returning to its normal state, the stone cracking and crumbling away as he flexes his fingers. A black book hangs at his side, a source of ominous power.

"You dare to challenge me? Do you even know whom you face?"

Name
Cultists attempting to create advantage "Get Out of Dodge"
[-,+,+,-] +7 = 7
fate(7) -1,1,1,-1
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Myria of Blades

High Concept: Warrior of Qi and Swords
Trouble: Spoiling For a Fight
Aspect: Sheath of Many Swords
Aspect: Well-Connected Mercenary

Story Detail: Can Sense Through Swords

Situational: Blinding Powder (x1), Robbed a Merchant (x1), Sharp-Eyed (1), Rhythm of Battle (x1)

  • [2] ---
  • [4] ---
  • [6] ---
 

Bronze Rank Climber: 0/7

(+4) Fight
(+3) Provoke, Shoot
(+2) Physique, Notice, Will
(+1) Athletics, Crafts, Contacts, Resources

Body: 4/4
Mind: 4/4
Fate: 0/1

Parry Everything: Your hand-eye coordination is superb, and perhaps you could even deflect a bullet with your weapon. You may use Fight to defend against Shoot attacks.

Army on the Edge of My Blade: You take no penalty—and grant no bonus—for being outnumbered, no matter how preposterous the numbers.

Riposte: If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.

Animator: When you animate something, your animation now starts with one skill at Average (+1) and a 1-point stress box. You can also exchange any free invokes received for both a skill at Average (+1) and a 1- point stress box for your animated being. If an animated being has multiple skills at Average (+1), they can be combined to increase their power, as can stress boxes. So, if you exchange two free invokes, you can receive one Skill at Fair (+2) or two skills at Average (+1), along with one 2-point stress box or two 1- point stress boxes.

In Tandem: When someone targets your animated creature with a physical attack, and you and your animated creature are in the same zone, you may defend against that attack in place of your animated creature.

spacer.png"Eh, not really." Myria chimed in, casually. "But you seem kind of sketchy, what with the statue people outside and Miss Rapier here getting super angry at you."

"By the way, something's coming from behind, guys, so maybe we'll have the owner of the house as a problem before long." she continued, but even as she did so, she leapt into the fray, and brandishing her dancing swords, she surged to attack the enemy with a smile.

Her blades failed to find purchase, but the rhythm of battle was set.

 Attack 

Myria fails to deal damage to the cult leader, but gains the boost Rhythm of BattleThe tempo of battle beats in your blood. You have one free invoke on this aspect. as a result of the roll tie.

Edited by Cloudheart (see edit history)
Name
Myria attacks with Fight
[0,-,-,+] +4 = 3
fate(4) 0,-1,-1,1
ZUZU defending with Lore
[-,0,0,0] +4 = 3
fate(4) -1,0,0,0
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Markus

 Concept 

Cartographer

 Trouble 

People pick fights with me

 Aspect 

Quiver of Tricks

 Aspect 

In search of FFF (Fame, Fortune, oh and Father)

 

FATE  💛

REFRESH 3

SKILLS

(+4) Craft
(+3) Shoot, Notice
(+2) Lore, Athletics, Deceive
(+1) Investigate, Resources, Contacts, Rapport

BODY  ❤️❤️❤️

MIND  💙🤍 🤍

Guild Reputation: Iron 

Stunts

Walking Bestiary

Flash Shot

Angle of Advantage

 

 

Items

 Bow

Large Satchel

rope and grapple

Contacts

 Apollo Library

   

markus.png.b9e7e5961383a1ef633100837b025bb3.png Markus sees the attacks from Olenna and Myria seemingly bounce off the leader of the cultists without even leaving a scratch on him. "I'll pass on that..." He thinks out loud, instead taking aim at the minions that had been ordered to run off with something or other.

Shooting folks in the back wasn't below him if they were making off with something important or valuable right under his nose, neither was the use of poison, though he wasn't expecting to use it against other people when he was making it. And to be frank, as intimidating as this baddy seemed, he couldn't possibly protect all his men on his own...

Catching cultists in the act and taking them out sounded like a sure fire way of making a name for himself, he wasn't about to let them slip away. Markus poured all his effort into his attack. If he could just take 1 of them out it could be useful in discovering the cult's identity, so he wasn't about to fail here.

Actions

 

Spent 1 use of item Murena Poison (+2)
Spent 1 FP to invoke "In Search of FFF" (+2)
Brings shoot up to 8 against target's 5 which is SWS (poisoned).

 

Edited by Gambitt
invoking aspect FFF (see edit history)
Name
Shoot
[-,0,+,+] +3 = 4
fate(3) -1,0,1,1
Murena Poison boost
6
4+2
Cultists defending with Knife and Shadow
[-,0,+,+] +4 = 5
fate(4) -1,0,1,1
Invoke FFF
8
6+2
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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.pngAnd there it was; the core.

Vahn wasn't certain as to what he should make of this situation: Strangers gathered some sort of substance from the core. Olenna striking with a hatred that one could only have towards someone who has wronged.. or someone who is familiar. Markus & Myria followed suit. But above all, he knew, the core must be destroyed - and time was running short.

With his wits gathered and eyes focuses, the pugilist darted towards the heart of the floor and struck with the impunity of knowing that failure meant countless would suffer.

 

 Killing Blow 

Vahn gains Liquid LuckYou are covered in the glowing lifeblood of the dungeon core. Every monster wants you dead, but everything you do turns to gold: add +1 to all rolls for the remainder of the quest. as a situational aspect.

Edited by Fiffin (see edit history)
Name
Attack, Fight vs DC(2) Core
[+,-,+,0] +3 = 4
fate(3) 1,-1,1,0
(Invoke) Spirit Visions
6
4+2
(Fate) Righteous Youth Seeking Glory
8
6+2
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zuzu.png.789986aa303479176a40006ae2159679.pngOne of the cultists falls to your arrows - his vessel is dashed against the stones, its contents flowing into the water. Their leader narrows his eyes and makes a long slicing motion with one arm, before returning his attention to deflecting Myria's whirling bladestorm.

A thin shimmering splits the distance in an instant, catching Markus full in the chest and throwing him backwards. The cartographer tumbles over into the shallow water, struggling to rise.

 

 

 

Edited by Fiffin (see edit history)
Name
ZUZU petrifying Markus w. Provoke
[+,0,+,-] +5 = 6
fate(5) 1,0,1,-1
Markus resisting hostile magic w. Will
[0,0,0,+] +0 = 1
fate(0) 0,0,0,1
Invoking "Mental Fatigue" against Markus
8
6+2
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Scene: Mines of Sisyphus

You have destroyed the dungeon core. The floor guardian approaches.

Markus carries vials of Murena PoisonBrewed from the poisonous flesh of a serpentlike fish. Not effective against giants, elementals, or undead. You have one free invoke left on this aspect. and has Mephit KnowledgeYou recall hearing more about these creatures, and how best to deal with them. You have one free invoke on this aspect.. He suffers from Mental FatigueThis is a minor consequence from the psychic attack of smoke mephits. It lasts for one full scene after treatment. and Slow PetrificationYou are fighting off a hostile magic that constricts your chest and dulls your movements. I have one free invoke on this aspect..
Myria is Sharp EyedYour eyes are adjusting to the cavern gloom. You have one free invoke on this aspect. and has a pouch of Blinding PowderA pouch tightly bound with cord, fit to burst. Filled with powdered glass, sand, or even metal shavings, it can be slung at your enemy. You have one free invoke on this aspect.. She also Robbed a MerchantYou roughed up a crooked merchant and stole his goods. He totally had it coming, but you'll still have to lie low for a while. I have one free invoke on this aspect. It lasts for one full quest after The Beating Heart. back in the market.
Olenna has a dingy bottle labeled Universal Solvent"Dissolves any adhesive, softening even the hardest Materials!"
"Loosens stiff Joints and lightens Heavy limbs!"
"Guaranteed Safe and Effective!"

A dubious cure for petrification.
.
Vahn has seen Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines. You have one free invoke on this aspect. but Aku Demands TributeYour mischievous patron desires sparkling tribute befitting its status. I have one free invoke on this aspect. in return. He was showered in Liquid LuckYou are covered in the glowing lifeblood of the dungeon core. Every monster wants you dead, but everything you do turns to gold: add +1 to all rolls for the remainder of the quest..

I have three fate points left in this scene.

 Conflict: The Beating Heart 

Dark Mage+5 Provoke, Shoot
+4 Athletics, Lore, Will
+3 Investigate, Notice, Physique, Stealth
+2 Contacts, Deceive, Empathy, Fight, Resources
+1 Anything Else

Relentless Training
Mastery of Wind and Stone
Mephit Summoner

Counterspell: Once per quest, I can force a single magical action to fail without a roll. This does not apply to rituals and spells that take time to cast.
Escape Plan: Once per quest, if I would get taken out, I can spend a fate point to concede instead.

CultistsQuartet: Knife and Shadow +4
Duo: Knife and Shadow +3
Solo: Knife and Shadow +2

Vahn
Markus
Olenna
Dungeon Core
Sisyphus

 

❤️❤️❤️❤️❤️❤️ & 💙💙💙💙💙💙 (2:) (4:) (6:)
❤️❤️/❤️❤️/❤️🖤/🖤🖤
❤️❤️❤️❤️ & 💙💙🖤🖤
❤️❤️❤️ & 🖤🖤🖤 (2: Mental Fatigue, 6: Slow Petrification)
❤️❤️❤️ & 💙💙🖤🖤🖤🖤
🖤🖤🖤🖤🖤🖤🖤🖤🖤
🤍🤍🤍🤍🤍🖤

Narratively all turns occur roughly at the same time and their mechanics are resolved at the end of the round. Therefore any boosts earned or advantages created are unavailable until the following round. Any action taken by intruders that would draw attention fills the Sisyphus track by one. Some examples include making noise, moving around with lights, or a single round of combat. The guardian will interrupt whatever the party is doing once the track is filled.

Vahn's strikes tear through the weakened core, and the last of its life ebbs into the surrounding pool. The cultists flee into the tunnels as you deal with their leader, while the shuddering tread of an approaching giant becomes unmistakable - Sisyphus is nearly upon you.

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Olenna Griffon

FP: XX

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: OXX XX

[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

 

Stepping back as her attack missed, Olenna quickly began to reposition herself for another strike just before Markus ended up getting hit. " No!" Olenna knew what was about to happen to Markus, he would begin to turn to stone after being touched by Zuzu's power.
 

Again she would close the distance between Zuzu and herself, while doing so she would use her solider training to make evasive movements to feint Zuzu out before doing committing to another strike.

 

 

Name
Eastern Circle Blade Dance with Deceive 
[-,-,0,+] +4 = 3
fate(4) -1,-1,0,1
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Myria of Blades

High Concept: Warrior of Qi and Swords
Trouble: Spoiling For a Fight
Aspect: Sheath of Many Swords
Aspect: Well-Connected Mercenary

Story Detail: Can Sense Through Swords

Situational: Blinding Powder (x1), Robbed a Merchant (x1)

  • [2] ---
  • [4] ---
  • [6] ---
 

Bronze Rank Climber: 0/7

(+4) Fight
(+3) Provoke, Shoot
(+2) Physique, Notice, Will
(+1) Athletics, Crafts, Contacts, Resources

Body: 4/4
Mind: 4/4
Fate: 0/1

Parry Everything: Your hand-eye coordination is superb, and perhaps you could even deflect a bullet with your weapon. You may use Fight to defend against Shoot attacks.

Army on the Edge of My Blade: You take no penalty—and grant no bonus—for being outnumbered, no matter how preposterous the numbers.

Riposte: If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.

Animator: When you animate something, your animation now starts with one skill at Average (+1) and a 1-point stress box. You can also exchange any free invokes received for both a skill at Average (+1) and a 1- point stress box for your animated being. If an animated being has multiple skills at Average (+1), they can be combined to increase their power, as can stress boxes. So, if you exchange two free invokes, you can receive one Skill at Fair (+2) or two skills at Average (+1), along with one 2-point stress box or two 1- point stress boxes.

In Tandem: When someone targets your animated creature with a physical attack, and you and your animated creature are in the same zone, you may defend against that attack in place of your animated creature.

spacer.pngUndeterred by her earlier failure, and with a merry laugh, Myria attempts to slash the leader of the cultists again with her many blades.

Name
Myria attacks with Fight
[+,0,0,-] +4 = 4
fate(4) 1,0,0,-1
ZUZU defending with Lore
[-,0,0,+] +4 = 4
fate(4) -1,0,0,1
Myria invokes Sharp-Eyed and Rhythm of Battle
4
4
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Markus

 Concept 

Cartographer

 Trouble 

People pick fights with me

 Aspect 

Quiver of Tricks

 Aspect 

In search of FFF (Fame, Fortune, oh and Father)

 

FATE  💛

REFRESH 3

SKILLS

(+4) Craft
(+3) Shoot, Notice
(+2) Lore, Athletics, Deceive
(+1) Investigate, Resources, Contacts, Rapport

BODY  ❤️❤️❤️

MIND  💙🤍 🤍

Guild Reputation: Iron 

Stunts

Walking Bestiary

Flash Shot

Angle of Advantage

 

 

Items

 Bow

Large Satchel

rope and grapple

Contacts

 Apollo Library

   

markus.png.b9e7e5961383a1ef633100837b025bb3.png Markus sees Myria trying to cut down the mage leader with her many swords and adds what little support he could to the attack in his current condition. Not only did the mage need to deflect the swords but he now had arrows in the mix too.

Actions

 

+1 teamwork for Myria

 

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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

Vahn felt a certain trepidation when the strange liquid oozed from the stone and drenched his person; it seemed like crimson honey. Aku whispered of boons and blessings and double-edged intentions, but the core was dealt with and now their only concern was getting out alive.

With a blinkstep and a sudden appearance, Vahn added a quick fist to Myria and Markus' assault.

 

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zuzu.png.789986aa303479176a40006ae2159679.png"Is that all? Surely you can do better!" their leader crows as you attack from all sides, deflecting sword and arrow with sharp gestures summoning sheets of rock and gusts of wind. Despite the bravado, each parry he makes pushes him more and more offbalance. He pauses and looks to the entrance, attention drawn to the fury of the cyclops.

"It seems our time is at an end. Enjoy the company of that fool." he sneers, voice dripping with disdain. With a swift incantation and flourish of his hands, the mage conjures galeforce winds to take flight, sailing backwards into the dark tunnels after the cultists.

 

Edited by Fiffin (see edit history)
Name
ZUZU taking flight with Athletics
[0,+,0,-] +4 = 4
fate(4) 0,1,0,-1
Myria's active opposition with Fight
[+,+,-,+] +4 = 6
fate(4) 1,1,-1,1
Spending Fate on "Relentless Training"
6
4+2
Spending Fate on "Mastery of Wind and Stone"
8
6+2
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