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The Beating Heart


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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 Though Olenna didnt agree with Rolia's position on the matter. As a former soldier, she understood that her opinion meant little in politics and she was simply here to do the job. " Well what kind of resistance may we encounter when on this request." 

 

 

 

Edited by Ryku (see edit history)
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rolia.png.d9c740997a84208db72f8bcef52fd09f.pngRolia considers the group, gauging your reactions. "Yes, that about sums it up." she replies to Myria. "You can reach the mines through the second floor or the underwarrens. Whatever trouble there may be will depend on your approach - I'm sure by now you have some idea of what to expect from either." She raises an eyebrow at Olenna.

"Sisyphus stalks the mine itself, and cannot leave its halls. The cyclops will begin hunting once alerted to your presence - try to avoid anything that would give yourselves away. Flee into the smaller tunnels if it sees you. Find the core and put an end to this!"

Edited by Fiffin (see edit history)
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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 Olenna would look at Markus, "I suggest we go through the 2nd Floor. The under warrens may still be flooded."  

 

 

 

 

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The briefing comes to a close. Your guildplate grows warm, a sign that comes from having accepted the quest. Weighing the pros and cons of either approach, your party eventually follows Olenna's lead - deciding the forest ruins should be a simpler task than navigating ancient passages beneath the city.

You descend the stairs into the Guild's common room. This early only a few mages are there, skipping Academy classes. The streets outside are filled with the sounds of merchants hawking wares, smiths hammering away at their forges, people going about their daily business - and the guards have dispersed, for now.

 

  Preparation  

You have a few hours to prepare for the upcoming Climb. You can visit a contact, browse the market, check the library, or handle some other small matter.

Edited by Fiffin (see edit history)
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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: ( 2 / 2 )


[2] Mild

[4] Moderate

[6] Severe

[8] Physical

spacer.png

Ahead of them awaited a curious path, his first within the coveted tower. Never had he thought to embark upon such a glorious task, not upon his arrival to Alexius. Vahn felt quite fortuitous and quite eager. So much so that he headed immediately for the entrance to wait for the destined hour.

During this time, he would meditate and put his farseeing to task, giving heed to the dangers ahead, or perhaps glimpsing fates uncertain. What he saw was vague and blurred, leaving him unsettled and doubtful.

 

aku.png.2154edd83f62f6091fd8a230db104931.png While meditating you feel a familiar presence - the curious Aku, eavesdropping. Its attention is drawn to the sparkling gems appearing throughout your visions. "Oh, I would like those very much. You will get me some, yes?" it declares, brushing up against you affectionately.

 

 

 

 Create an Advantage 

Vahn gains Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines. You have one free invoke on this aspect. and Aku Demands TributeYour mischievous patron desires sparkling tribute befitting its status. I have one free invoke on this aspect. as situational aspects.

 

Edited by Fiffin (see edit history)
Name
DC(2) Create Advantage, Empathy; Sight
[-,0,-,0] +3 = 1
fate(3) -1,0,-1,0
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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.pngBefore the journey Olenna would find herself in the market, purchasing a flask of Blue HasteThis liquor has a sharp and fruity flavor. Consume to gain +1 boost to any physical action. from an apothecary.

The smell of herbs and spices wafted over Olenna. The interior was dimly lit, with shelves lined with various bottles, jars, and pouches containing all manner of ingredients for brewing potions. Each had a small scrip nearby, describing its nature and likely effects. The walls were adorned with charts depicting the properties and uses of various herbs.

 

 

 

potions.png.c05d2bdcdc6a29efc8f7fbe59271beab.pngHer gaze would linger over the other concoctions. Perhaps there was something here that could help her poor brother, some remedy squirreled away on a shelf...? Before she knew it, Olenna was emptying her pouch for 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.
.

Edited by Fiffin (see edit history)
Name
Purchase Attempt for Blue Haste with resources 
[-,0,+,0] +1 = 1
fate(1) -1,0,1,0
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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

Situational: ---

  • [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: 1/1

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.pngThe party had split up to make preparations for their dungeon delve a few hours from now; for Myria's part, she went off into the markets, looking for gear that might make their venture safer and more successful. Admittedly, she was biased towards swords, but she was thinking of other possible things as well... were there items that could maybe waylay a cyclops when it had its attention on them? Something to irritate its eye, probably?

She soon found what she was looking for--- but apparently, she did not have the money for it. Or rather, she was pretty sure that the merchant was gouging the price in her face, and she called it out. Tempers flared, she knocked the merchant down and got the powder she needed... without paying! She'd probably get in trouble later, but the Watch disliked them already. She'd pay the merchant the fair price... later... if she remembers.

 

 Create an Advantage 

Myria gains 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. and 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. as situational aspects.

Edited by Fiffin
Update for result of roll! (see edit history)
Name
DC 2 Resources for Helpful Gear
[-,-,-,+] +1 = -1
fate(1) -1,-1,-1,1
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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 3undefined

SKILLS

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

BODY  ❤️❤️❤️

MIND  💙💙💙

Guild Reputation: Iron 

Stunts

Walking Bestiary "I know what that is, I practically wrote the book on it!" +2 to all lore rolls related to monsters and beasts.

Flash ShotWhen using flash arrows to create an advantage, Markus gains an additional invoke of the 'Blinded' aspect upon success against the affected targets.

Angle of AdvantageBeing able to judge distances precisely, Markus gains a +2 to shoot when he is on the 'High Ground'.

 

 

Items

 BowAn ornate bow that looks well upkept.

Large SatchelHolds a selection of books, scrolls and other things people deem unnecessary to bring on adventures.

rope and grappleStandard climbing gear that can be used in combination with the bow to rappel certain obstacles

Contacts

 Apollo LibraryHigher levels of reputation with the Apollo Library allow one to call upon various benefits.

   

 

  markus.png.b9e7e5961383a1ef633100837b025bb3.pngConsidering they may need to fight off a cyclops, Markus tried to think of a way to make his arrows deadlier. He decided to try his hand at making poison out of those Murena fish he had caught during the fishing contest. He was no alchemist... But lately he'd been taking an interest in these sorts of things. With a little guidance from a faithful book on alchemy, he successfully created two vials of poison that he could use to tip his arrows when the time came.

 

 

 Create an Advantage 

Markus succeeds with style and gains 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. as a situational aspect.

Edited by Fiffin (see edit history)
Name
Craft poison
[0,-,0,+] +4 = 4
fate(4) 0,-1,0,1
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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.pngHolding the Solvent in her hands... Flash backs of her brother would quickly rush through her head followed by emotions of join and excitement. "Was this really it? Did I find something that could help him?" Olenna would whisper to herself. " I will have to test this some how before I make a trip back across those seas." 

 

Olenna would leave the market place and soon meet with the others hoping to find something to try her new potion on. 

 

 

 

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You meet with the others later that afternoon outside the Tower of Athena. The gatekeepers there belong to your Guild; however instead of guarding the entrance you find them lounging about outside, playing cards and passing around a wine bottle. Some appear to be quite drunk, slurring their words.

"Heading in, then?" calls out one of them cheerfully.

He examines your guildplate and grunts with surprise. "Another group for the mines? Well, don't trip over each other." he says, shrugging and waving you onwards to the dungeon. The rest of them raise their cups and make a toast to your success.

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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: ( 2 / 2 )


[2] Mild

[4] Moderate

[6] Severe

[8] Physical

spacer.png

Vahn appeared rather sour and contemplative, though what ever was on his mind, he did not share it. Witnessing the Guildguards gibbering amidst their duties had put an additional crest upon his frown.

"Have you no pride in your work?;.." Vahn presented his freshly-minted guildplate with little reverence. In fact, it almost looked like he was flipping them the bird; the Pugilistic Pilgrim did not seem like he would mind if some ribs were bruised.

 

 

drunk.png.9072ae7226e8e7b4f56dfa1d24fa179b.png"No need to worry yourself, friend-" the gatekeeper reassures Vahn, clapping him on the shoulder. "Why, there's nothing but critters left. Our job's never been easier!"

 

 

 

drunk2.png.7ddbb8e5ff27c19071bb9609e0f22833.png"Aye, bring 'em on!" shouts another, raising his spear amid a chorus of cheers.

Edited by Fiffin (see edit history)
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Your steps echo among the empty stone halls. These catacombs are dimly lit by everburning torches that give off no smoke or heat, and their dancing flames cast eerie shadows on the rough-hewn stone. Several interconnected passages or chambers branch off from the main corridor, and you can hear the distant sounds of dripping water.

Despite the gloom, this area is generally considered safe. Smaller creatures may lurk in the shadowy corners, but with no core left to spawn monsters, many adventurers use the first floor as a place to regroup and rest between forays into the higher floors of the Tower. You find one such party waiting at the foot of the stairs leading up to the second floor.

 

lex.png.dcc2f32ed65deb76a4b71104f02d39d0.png"..." Their leader coolly regards your approach. There is a flicker of recognition in his eyes upon sighting Markus, and the swordsman nods his head in greeting.

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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

Situational: ---

  • [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: 1/1

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.pngMuch like Vahn, Myria found the carelessness of the guards rather disappointing, but she didn't really care as much for them; if they died because of their carelessness, that was on them, and if it was true that the entrance was as safe as they thought it was, good for them.

Ah, but they might be a problem if the Watch wants to use their carelessness as leverage... well, hopefully brighter minds in the Guild had thought of something. At any rate, the Watch wasn't here, looking for someone who stole something from a merchant or otherwise.

"Heya~" she greeted the leader of the other party. "Going up as well?"

 

lex.png.dcc2f32ed65deb76a4b71104f02d39d0.png"Soon as my mages decide to show." he replies, a bit impatiently. "Name's Lex. There's trouble on the second floor, something about plants at the graveyard - another team already had to retreat, and they sent us to clean up after them. Whereabouts are you headed?"

Since quests are assigned to parties at the guild, he risks nothing by sharing this information with you. The custom is to warn your fellow guildmates of possible dangers, rather than keeping them a secret. The entrance to the gemstone mines is found within the forest ruins, and the shortest route there would take you straight through the area he describes.

Edited by Fiffin (see edit history)
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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: ( 2 / 2 )


[2] Mild

[4] Moderate

[6] Severe

[8] Physical

spacer.png

"Vahn," he sized the swordsman with a single glance and nodded.

"We're headed for the mines; something about a core - we're told a gold-ranked cyclops is wandering those halls," Vahn didn't see much use in subterfuge. It was obvious that they should avoid the creature at all costs and make for the core itself through the path of least resistance. But Vahn sought glory, and such a victory would be glorious indeed.

"How long until your mages arrive..?"

 

lex.png.dcc2f32ed65deb76a4b71104f02d39d0.png"Not sure - we hit the market and they went to the Library." he says, shrugging a bit. He seems to take you more seriously than your companions.

"The mines, huh..? Just a warning... that thing can smell you, and it holds a grudge."

Edited by Fiffin (see edit history)
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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.pngOlenna would blush in embracement as she knew that she was part of the team that had to flee the grave yard. She wasn't going to say anything though, no chance that she would ruin her own creditability.  

 

 

 

 

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