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Recon The Fort


Ryku

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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: 💛💛

Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore)

Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, 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.pngAerith gathers some materials to make some wings, and then waves over Lyra. "Here you go lyra, you seem strong and capable in wind magic so I'm going to put wings on you first. You'll be good to carry the bulk of our stuff right?"

He casts the spell and grafts some wide-spanned skeletal wings on the back of lyra, with skin pulled over to make them resemble those of a bat, creating the advantage Fleshwarp: Bat Wings. Afterwards he does this to everyone else as well.

Edited by Voxelgon (see edit history)
Name
Lore to CAA with Mimic Magic
[+,-,+,0] +4 = 5
fate(4) 1,-1,1,0
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Shyrrik Zylcyne

https://i.pinimg.com/564x/f8/ab/32/f8ab321ae4164cc20753f3fc5751b1cb.jpg

Shyrrik gives a nod to the others. "I should be able to shapeshift into to help convey us to our destination." Thinking for a moment. "Though it will likely be quite a laborious journey. May be wise to go grab maps and such of the areas we will be covering. So we will know where we can stop and rest safely while travelling." With that he he would see about acquiring dungeon floor maps so they could be well prepared for the journey ahead. As well as gathering up some needed food and particularly getting plenty of water should it be needed. Just in case.

Status

Shyrrik Zylcyne

High Concept: Cu-Sith Inspired Shape-shifter

Trouble: Uncomfortable in Own Skin

Free Aspect: Unorthodox Magical Training

Free Aspect:  Comfortable in Silence

Refresh: 2

Renown: Bronze Rank - 2 rp

Stats:

Great (+4) | {Lore}
Good (+3) | {Will}, {Physique}
Fair (+2) | {Fight}, {Stealth}, {Contacts}
Average (+1) | {Resources}, {Crafts}, {Notice}, {Investigate}

Stress:

P:OOOOOO M:OOOOOO

Consequences: [2][4][6]

Magic Disciplines

- Transform Magic

- Energy Magic

Stunts

- Shapeshifter - (Requires: Transform discipline) When you transform into another creature, you may choose a skill. All actions taken with that skill, while you remain in that form, now gain a +2.

- Specialist - Field of specialization - Creature biology. You get a +2 to all Lore rolls relating to that field of specialization.

- Stealing Words from the Wind -  You make no noise you do not wish to be heard. Not only does this allow you to move in absolute silence, but you can also use it selectively, such as speaking so only one person can hear you.

Gear

 Spellbook, Wizardly tools, robes,

Active Aspects

.

Actions

Trying to create an advantage to ease travel by finding safe spots to rest.

 

Name
Lor for CaA
[0,0,0,-] +4 = 3
fate(4) 0,0,0,-1
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Kukil the Totem Warrior

 High Concept 

Totem Warrior of the Forgotten Village

 Trouble 

Hunter of the Twin-Fanged Panther

Aspects

The Ancestral Greataxe, Hǫlknkljúfa

Seeker of Lost Totems

 

Bronze Rank Climber

RENOWN   🤍🤍🤍🤍🤍🤍🤍

FATE  💙

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

BODY  d6BOIDt.png d6BOIDt.png d6BOIDt.png   d6BOIDt.png d6BOIDt.png d6BOIDt.png

MIND  a2OAdb8.png a2OAdb8.png a2OAdb8.png   a2OAdb8.png

[2: ][4: ][6: ]

Stunts

Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty.

Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty.

EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones.

Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.)

Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.)

Items

 HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.

 Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in.

Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across.

Contacts

NoneAn academy instructor and a well of patience.

 

 

 

Active Aspects and Consequences

None

 

Actions and Results

None

iBVPsjU.jpgKukil spends some time shopping for materials for their journey.

When she is done in town, Kukil returns to the others to finish their preparations. However, Kukil frowns as she listens to the others' contributions to the plan. "I'm sorry. I don't really have much in the way of contributing to our plan for flight. I could attempt to ignite fire beneath our feet to help propel us and provide us some lift, but it is not something I've attempted before."

Name
Purchase Health Aid Potion (Resources)
[0,0,+,+] +2 = 4
fate(2) 0,0,1,1
Purchase Blue Haste (Resources)
[0,+,+,+] +2 = 5
fate(2) 0,1,1,1
Pyrokinetic Flight (Lore)
[0,-,+,0] +3 = 3
fate(3) 0,-1,1,0
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Lyra Wyrmforged

High Concept: Mighty Champion of Boreas
Trouble: Compelled to Greatness 
Aspect: The Wyrm Bone Arm
Aspect: I Will Wrestle a God

Refresh: 1

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

Bronze Rank Climber: 0/7

(+4) Physique
(+3) Athletics, Provoke
(+2) Will, Shoot, Notice
(+1) Empathy, Lore, Stealth, Craft

Body: 6
Mind: 4
Fate: 1

The Gift of Boreas: ( Air High Magic Discipline , Divine)You have mastered control over the air. This discipline allows you to fly for short bursts (Athletics), push and pull the air (Physique/casting skill), and even attack with it (Shoot). You can create an advantage to allow yourself or someone else to fly for longer periods of time (casting skill). The difficulty for creating an advantage to allow flight should be around Fantastic (+6). You can also animate the air into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Wrestler: Your unarmed attacks rely on brute strength rather than on technique. You may make such attacks against other humans with Physique rather than Fight.

Grappler: +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.

Hammerlock:  (requires Wrestler.) Whenever you have hold of someone and they fail to overcome your hold, you deal 2 shifts of physical stress to them.

Wind Walker: +2 to create advantage with athletics while flying 

The Wind’s Blessing: +2 to defend with athletics vs ranged attacks

 

image.jpeg.e984137f4321de9d037483cd63386c23.jpeg

Lyra nodded at Aerith comfortable with them having worked together in the past. “Yes I’ve been gifted air magic, and I am generally the strongest person in the room. Your assumptions are correct Aerith. I will gladly take your blessing or wings to aid us.”
 

Lyra takes in the group, “Small contributions and effort are all appreciated. Every person contributes to the well being of the tribe. However temporary that is what we are to me while we work together.”

Lyra flexes her new wings and whistles up some wind letting it fill them like sails raising her up off of her boots for a moment. “This will work well, thank you Aerith.”

 

Lyra then goes about preparing the supplies for their trek. A net, and then an oil cloth tarp are laid on the ground, and then their supplies are placed before she pulls the tarp together synching it closed to it’s a separate rope. Finally everything secured for travel she tests it’s heft. Her wrym bone prosthetic writhed. The generally hidden tail end wound it’s way out from under her cloak and wove its way through the net and back in on itself tightening itself into a knot securing the supplies.
 

The wyrm bone arm flexed and rose from the ground. “This should work fine.”

 

 

Round Action and Outcomes

Being STRONG

Present & Accounted for

Hide this

Name
Physique create advantage
[+,0,0,0] +4 = 5
fate(4) 1,0,0,0
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Rolling for the condensed narrative step 1. Will use advantages if needed / everyone else has a chance to provide support unless the freebie turn negated that.

Traveling by Flight if transformed or person altered

2nd Floor 0.1

Transporting the Party and Supplies [Athletics +4] invoking the advantage I created ( Secured Cargo ) for a +2 to my roll bring it to a +5.

Edited by ManicPixieFatGuy (see edit history)
Name
Athletics roll to transport / carry supplies
[0,0,+,-] +3 = 3
fate(3) 0,0,1,-1
3rd Floor Transport Athletics 
[+,0,0,-] +3 = 3
fate(3) 1,0,0,-1
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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: 💛💛

Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore)

Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, 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.pngOnce they take flight aerith looks around to help navigate. He's not too used to flight but if nothing else he should be able to see generally the way forward.

Name
Notice +1
[0,-,-,0] +1 = -1
fate(1) 0,-1,-1,0
3rd Floor Notice 
[-,-,-,-] +1 = -3
fate(1) -1,-1,-1,-1
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Traveling by Flight if transformed or person altered

2nd Floor 0.1

Transporting the Party and Supplies [Athletics +4] (PASSED BY LYRA +5)

2nd Floor 0.2

Safe Sky Navigation [Notice +3] (TIED BY AERITH +3 by invoking the Maps brought by Shyrrik)

 

Invokable Created Aspects

  • Pyrokinetic Flight x1
  • Fleshwarp: Bat Wings x2

 

Edited by Ryku (see edit history)
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Lyra managed pull majority of the transportation off without much of a problem, relying on the skills and items that were presented before take off. But as the team continued onto the 3rd floor, Aerith's ability to safely navigate the team had quickly withered away. Unable to get a clear view due to the dense forest below Aerith led the group the resting area that would be hard to traverse out of. Exploring the area they would notice that in order to get into decent positioning or enter into another zone they would have to traverse downward from a steep slope that was riddled with trees. In their current position the Fort was only a mile away, but Orc Scouts were bound to be in the area.

The current area had sustained a block called (Steep Slope +3)

 

The Goal of this Quest is to gain positive information related to the Fort and the Human who may be working alongside Orcs.

 

 

Recon The Area (Zone Information)

I have three fate points left in this scene.

 

Resting Zone

Steep Forested Slope +3 (Block)
 

Well Traversed Path

Clear
Path back home

Dense Forested Area 1

Unknown
 

Dense Forested Area 1

Unknown

Fort

Unknown
 

Edited by Ryku (see edit history)
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  • 2 weeks later...
    
        

            

                Lyra Wyrmforged             

        

    
    
        

                                                                                                                              

                                                                                                                                                                                                                                                                                                                                
                                            

                                                High Concept: Mighty Champion of Boreas
                                                Trouble: Compelled to Greatness 
                                                Aspect: The Wyrm Bone Arm
                                                Aspect: I Will Wrestle a God                                             

                                            

                                                Refresh: 1                                             

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

                                                Bronze Rank Climber: 0/7                                             

                                            

                                                (+4) Physique
                                                (+3) Athletics, Provoke
                                                (+2) Will, Shoot, Notice
                                                (+1) Empathy, Lore, Stealth, Craft                                             

                                            

                                                Body: 6
                                                Mind: 4
                                                Fate: 1                                             

                                        
                            

                                The Gift of Boreas: ( Air High Magic Discipline , Divine)You have mastered control over the air. This discipline allows you to fly for short bursts (Athletics), push and pull the air (Physique/casting skill), and even attack with it (Shoot). You can create an advantage to allow yourself or someone else to fly for longer periods of time (casting skill). The difficulty for creating an advantage to allow flight should be around Fantastic (+6). You can also animate the air into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.                             

                            

                                Wrestler: Your unarmed attacks rely on brute strength rather than on technique. You may make such attacks against other humans with Physique rather than Fight.                             

                            

                                Grappler: +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.                             

                            

                                Hammerlock:  (requires Wrestler.) Whenever you have hold of someone and they fail to overcome your hold, you deal 2 shifts of physical stress to them.                             

                            

                                Wind Walker: +2 to create advantage with athletics while flying                              

                            

                                The Wind’s Blessing: +2 to defend with athletics vs ranged attacks                             

                        

        

    

     

    image.jpeg.e984137f4321de9d037483cd63386c23.jpeg

    Lyra looked at her fellow adventurers a bit pensively. No motivation whatsoever. We need to set up camp and establish a perimeter before setting up sentinels and watchers in observation points, possibly even magical systems in place.” She squared her stance and picked up one of the oil cloth tents. “Does anyone else have anything to add? If not let’s get moving.”

     

     

     

     

     

     

     

     

    
        

            

                Round Action and Outcomes             

        

    
    
        

            

               Creating an advantage called “Marching Orders” with provoke.

        

    
    
        

            

                Current Position             

        

    
    
        

            

                Hide this             

        

    
Name
Create advantage “Marching Orders” with provoke
[+,0,0,-] +3 = 3
fate(3) 1,0,0,-1
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Kukil the Totem Warrior

 High Concept 

Totem Warrior of the Forgotten Village

 Trouble 

Hunter of the Twin-Fanged Panther

Aspects

The Ancestral Greataxe, Hǫlknkljúfa

Seeker of Lost Totems

 

Bronze Rank Climber

RENOWN   🤍🤍🤍🤍🤍🤍🤍

FATE  💙

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

BODY  d6BOIDt.png d6BOIDt.png d6BOIDt.png   d6BOIDt.png d6BOIDt.png d6BOIDt.png

MIND  a2OAdb8.png a2OAdb8.png a2OAdb8.png   a2OAdb8.png

[2: ][4: ][6: ]

Stunts

Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty.

Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty.

EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones.

Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.)

Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.)

Items

 HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.

 Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in.

Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across.

Contacts

NoneAn academy instructor and a well of patience.

 

 

 

Active Aspects and Consequences

None

 

Actions and Results

None

iBVPsjU.jpgHearing Lyra mention setting up a perimeter, Kukil shapes a mound of earth into a makeshift chair before sitting down on it. She then leans slightly forward, moving her hands in small motions as she focuses on crafting a spell. Focusing on the ground in front of her, she attempts to summon a small earth creature resembling that of a large mole. However, she is unfamiliar with the soil in the area, and the spell fizzles into nothing.

Edited by Brian Skies (see edit history)
Name
Summon Earth Creature (+3 DC)
[-,0,+,-] +2 = 1
fate(2) -1,0,1,-1
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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: 💛💛

Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore)

Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, 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.pngAerith pulls some bones out of his bag, resembling a small bird which should help with observation. As he focuses the energy he speaks. "Rise now songbird, blessed by your master with eyes of an eagle. Keep watch for us so we may be safe." It looks like he's doing well, but at the end the spell struggles to form, locking power with the natural inertia of death. "well... that isnt good"

Edited by Voxelgon (see edit history)
Name
Provoke to CAA [Animated Bird]
[+,-,0,0] +3 = 3
fate(3) 1,-1,0,0
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As the team struggled to get their baring's after the long travel, Aerith would hear something in the distance. Screams of a human woman could be heard coming towards their direction from a distance of the East. Looking down onto the well traversed path a small group of 3 orcs could be seen carrying a woman tied upside down by her feet by ropes and a large stick. The woman was red in the face due to all of the blood traveling to her head and her armor was clearly destroyed. From the looks of it she was an adventurer.

 

 

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