[OOC] Graveyard Shift
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This is also a good time to remind you of Story Points. You currently have six of them. These can be used to 1) enhance your rolls (upgrading a green in your pool to a yellow) or to handicap an enemy (upgrading an enemy's purple to a red). 2) They can also be used to power your Heroic Abilities. Each of you has one of these; for 2 Story Points, you can use it. Some of them may come in handy at this stage of the adventure. 3) Finally, Story Points can be used to influence the narrative. I fully encourage you to take advantage of this! For instance, you might say, "I'd like to flip a Story Point to say that today just happens to be a major Catfolk festival in Nornholt, so Catfolk are all over the place right now. That should make it easier for me to sneak around." Or, "I'm flipping a Story Point. As luck would have it, my ex-partner is working the front desk of the constabulary."
Be creative! Story Points flow back and forth between players and GMs, so if you don't use them, they go to waste (and the game is much less fun.)
Please post here to let me know what you're doing with your 5 XP once you've decided. (Also don't forget to update your character's point total on your character sheet.)
I may buy Deep pockets: Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time!). It fits the character and seems like widely usable :D Luckily, Nekurr keep all sort of stuff in his backpack!
Incidentally, most months, the XP will be a bit higher, we haven't played for a full month yet, so 5 seemed about right.
Also I am enjoying the old man Tronus and young lady Nera dynamic so far.
A check to cast a utility spell should always be Easy. If that check seems too easy for what you want to accomplish, then what you want to do is probably beyond the scope of utility magic!
If you're cool with adding aditional effects onto Utility then that's fine by me but RAW it seems to go against the intent of that action.
Detecting whether the prints are magical: Hildar already did this, and they didn't get detected, so there's nothing inherently magical about them. Using magic to determine whether they were created by a magical being is another question.
The default rules don't really say how to do something like this. It's arguably a Utility spell, but some GMs have created entirely new magical actions around Scrying and Divination! Let's say the default difficulty would be Easy (P) with another P for the time since the tracks were made (about a week ago), yielding a difficulty of PP. If you do this, I'll upgrade once with a Story Point, for a final difficulty of RP.
As for improving your knowledge with spells, Augment is a basic function of both the Divine and Arcana skills, and it's very powerful! For an Average check (PP), you (or another engaged target) gets to add an ability die (G) to all checks until the end of your next turn. You can even maintain the effect by expending a concentration maneuver each turn, so in a narrative scene like this, basically, you could just keep the effect active constantly unless something bad happened (like rolling threats). So, yes, by all means: Buff yourself or your allies with Augment as much as you please.
Let's assume Mengus has stayed behind at the Dribbage house and will meet you at the road when you're done with the Thistlerocks.
70xp Stat Increase-Intelect 2-4 (70)
20xp Stat Increase-Willpower 1-2 (90)
10xp Skill Increase-Arcana 1-2 (100)
5xp Skill Increase-Perception 0-1 (105)
5xp Talent: R1 Grit (110)
5xp Talent: R1 Desperate Recovery (115)
Last thing I want to check is did you want me to 'drive' and track the status of anything I summon or did you want to do it? I'm assuming it's me to keep things manageable for you but wanted to double check before I start posting their actions
I know that's kind of limiting in this encounter, since Hildar can't really see what's going on due to the thick forest, etc. But on a more "normal" battlefield, he'd still be able to spend both maneuvers to maintain his summons and cast another spell each turn if he wanted. In fact, there may be things he can do from his position just at the edge of the woods that I haven't thought of.
* Do I need to move to engage?
"Engaged" really just means that you have gotten close enough to something to interact with it. For melee, it means you've moved up close enough to strike, while taking care that your opponent doesn't hit you in the process. As a Half-Catfolk, remember that you get one free Move maneuver each turn, and this can be to Engage or Disengage from another character (or minion group, like the dogs).
One final though: Don't neglect your Divine magical attack! You'd probably do more damage attacking from Short range with Divine. It's an Easy (P) check from short range, and it does 4 damage (your Willpower score) + 1 per unconcealed success. On balance, probably a bit more potent for you than the dagger, plus it keeps you out of the thick of things.
I was not going for magic because my strain is getting very high very quickly. Casting a spell now would bring it to 10/13. But for healing I could try that. so, I can move, flip a point, and cast healing for YGGGPPP (or a GGPPP medicine...) and still keep Barvek's augment then, right? not many points available though...
Everyone receives 20 XP for completing this session:
[5] Preliminary research
[5] Interviewing Olarie Dribbage
[5] Interviewing the Thistlerocks
[5] Fighting the demonic dogs
Knack for it Rank 2 - Perception/Leadership -10
Swift T1 -5
Parry R1 -5
I added a custom talent (Dark Inquiry) to add Discipline and Knowledge (Forbidden) to your career skill list. For those of you new to the system, this kind of talent is useful if you anticipate putting more than a rank or two into one or both of the skills offered. If you only anticipate putting a single rank in, though, it's usually best to just pay the out-of-career tax of 5 XP per level.
Knack for it R2 (Stealth & Ranged)[10]
Swift [5]
Dark inquiry [10]
Will likely get a rank or two of skills next, I'm pretty geared up in talents.
Inspiring Rhetoric [10]
Challenge! [5]
Coordinated Assault [10]
Inspiring Rhetoric [10]
Challenge! [5]
Coordinated Assault [10]
Could we have the 3 ways to spend XP on the OOC resource page? I can't see to find the file I was using for that :)
(how much you pay for a career or non-career skill, talents and the other thing that could be bough... HP? )
Also, I've already got Discipline as a career skill, do I only get half the benefits of Dark Inquiry, or his there a some sort of double/overlap benefit?
Talents cost Tier Number x 5xp, with a need for more of the lower tier before you can purchase one or one more of a higher tier.
2x Tier 1 talents are needed to spend on the first Tier 2 for example
Skils cost New Skill Rank number x5XP for Carrer. 1st Rank would be 5 (1x5), Rank 2 would be 10 (2X5). Non Career would add +5 to the new rank acquired, Rank 1 would be 10 (5 like above but +5 since non career), Rank 2 would be 15 (10 like above but +5 since non career).
At character Gen would could buy state boosts, otherwise you need the buy the Tier 5 Talent Dedication to upgrade one characteristic once and then when you rebuy the talent you can't use it in the same characteristic again.
HP and Strain can be bought via talents that are Tier 1 for the first one (they're rankable but get more expensive since they rank up 5, 10 (if you have 2 tier 1 talents) at rank 2, etc)
* buy talent (5x tier with restriction of +1 more talent of the tier below)
* buy skills (lv *5 with +5 penalty for non career)
Thanks :D
5xp Skill Increase-Discipline 0-1
10xp Talent: T2 FLASH OF INSIGHT
5xp Talent: T1 Quick Draw
buy probing question talent: 10xp
keep the same 5 xp (from before)
buy probing question talent: 10xp
keep the same 5 xp (from before)
St. Almar's is another major order in Nornholt, although we haven't established much about them other than that they're popular among Gnomes.
And, of course, all evidence so far points to the cemetery. The dog tracks came from there. Dribbage notes in his journals that he loved to read there at his "favorite spot." The intruder at the house came from that direction.
Tronus had a contact he wanted to possibly follow up with regarding the statue in the study, although that was before you all came to your realizations about Dribbage's dark inquiries.
Just let me know where you'd like to go, and whether you're traveling in a group or splitting up.
I think the decision you all have to make now is whether to break into the crypt or to try to gain entry through legal means. There are potential repercussions to either decision: potential legal troubles in the former case, lost time in the latter.
Look forward to catching up on what's happened, and figuring out how my PC might fit in.
Also, just realized I still need to do my Heroic Ability... is it okay to ask what everyone else ended up taking?
This is a good reminder though: You've all surpassed 50 earned XP! That means you all get 1 Ability Point to use to choose an upgrade for your Heroic Ability. I know not all of you have the book, so here are the options:
Duration: The ability lasts 1 additional turn.
Frequency: You can now use your Heroic Ability twice per session. (Requires 2 Ability Points, so if you want this, you have to bank this one.)
Power: Your Heroic Ability is now the Improved version.
*Foretelling: While this ability is active, you may reroll one skill check relevant to a question you asked the GM.
*Influential: While this ability is active, your character only needs to spend Adv Adv to trigger a "critical remark" (see the sidebar on page 123 of the Genesys Core Rulebook) and inflict 5 strain on the target. Your character can inflict multiple critical remarks with a single check.
*Paragon: While this ability is active, you may remove Setback of your choice from the results of checks using your chosen skill.
Secondary Effect: When you use your Heroic Ability, it does something extra: Devastating (+2 damage on your attacks while the ability is active), Diminish (enemies add Setback to checks within short range while your ability is active), Drain (when you use the Heroic Ability, enemies within short range suffer 2 strain), Empowered (when your ability is active, you add boost to all checks), Empower Allies (when the ability is active, allies within short range add boost to checks), Rejuvenation (when your ability is active, you heal 2 strain each round), Rejuvenate Allies (when your ability is active, all allies within short range heal 2 strain)
Story: Your Heroic Ability only costs 1 Story Point to use, rather than 2.
So, Paragon, the Know a Thing one, what about the dwarf and wizard?
So, Paragon, the Know a Thing one, what about the dwarf and wizard?
Getting to answers per session instead of one could be a big boost for investigations actually... I'll probably bank this for now
As for XP that takes me to 10 unspent so I'm buying a T2 talent - Signature Spell
Hildars Helpers
Conjure (1), Additional Summon (+1), Grand Summon (+2) Summon Ally (+1)
Base Difficulty of above would be 5 dice, down to 4 due to the Talent or 3 with the wand.
Seems also helpful for investigations, but not completely doubling up on something we already have. But man do I hate dealing with these kinds of abilities as a GM :P so I understand if there's a veto waiting for me on that.
Seems also helpful for investigations, but not completely doubling up on something we already have. But man do I hate dealing with these kinds of abilities as a GM :P so I understand if there's a veto waiting for me on that.
I thought there was one that was like "You know facts." and then another that was like, "You can see glimpses of the future." I'll revisit tonight.
I'll do Sixth Sense. Animals seems the obvious fit. Not a tremendous mechanical difference here between any of them, but fits thematically!
But then combined with the Brawl attack that bypassed Dodge and Defense, and yet also wasn't subject to the flaws of Magic either (am I wrong? isn't it harder to cast magic if you're Engaged in melee? honest question, I'm way away from books, just thought I remembered seeing that in a list or table), and it just made me feel like there was literally nothing I/we could do or have done.
I may have missed a Healing option tho too... Does Terrinoth have anything like a Stimpak? A quick and dirty 5 Wounds recovered in a Maneuver?
I think I'm the only one who's in danger of being out in one shot, so I don't think we're really in that much trouble, but also, it just seemed like I had zero mechanical options to have ameliorated in advance, or to improve currently, my situation.
Also, Bruv's a little proud, so he's not gonna cry out for help or anything, so had to emote his distress ;)
Also, Bruv's a little proud, so he's not gonna cry out for help or anything, so had to emote his distress ;)
If I’d been able to cast more than one spell in 4/5 then things might have been going a bit better for our side lol
Incidentally, the Genesys Expanded Player's Guide just came out. Drainsmith has already updated his "Talent Tome" with the new talents from it; these all pertain to magic, so those of you playing casters may want to check them out. You can find the news tuff by searching that document for "EPG". The link is in the OOC Player Resource Thread.
How would throwing some of the holy water on these creatures work?
Considering spraying some holy water on them or wait for someone to kill them and then help Vizeron-gollum...
How would throwing some of the holy water on these creatures work?
Considering spraying some holy water on them or wait for someone to kill them and then help Vizeron-gollum...
(Identifying the creatures is a Hard (PPP) Knowledge (Forbidden) check if anyone wants to try. This would count as your action for this turn. Two boosts since you've seen them in action, setback for confusing conditions.)
As for the downed figure, that character is unconscious, but not in danger of expiring just yet, as far as you can tell.
You can certainly try a Medicine check, healing spell, or health elixir to see if that brings the Nemesis back to consciousness. But if the figure is undead, as some of you have suspected, standard healing won't help. If the creature is mortal, they will.
If you want to restrain the figure before doing any of this, that's an Easy (P) Coordination or Skulduggery check, since there won't be any resistance. (This also counts as your action for the turn.)
So, now what sources of information do you have available to you to answer these questions? A couple that come to mind are the forbidden tome, and Dribbage himself. Either or both might have the answers to 1 and 2 above. So how can you get those answers out of those sources? The book will take a long time to search through. But you have magic and Heroic Abilities on your side that could be creatively employed. Then again, Dribbage has been coerced into staying put, but he has yet to spill the beans on what his end game is here.
Finally, you can always do as Tronus suggests and kick these problems over to the St. Durvin clerics. That would entail figuring out some way to contain the monsters from the gate temporarily until the clerics can be fetched (which would take at least a couple of hours). There's a gate somewhere underground near the headstone where you have Dribbage captive, and there are currently two spots the monsters can escape the tunnel system (that you know of): The crypt (locked, protected with snake monsters), and a hole that goes six feet down from behind the headstone. Again, figuring out if there are other exits from the tunnel system would be helpful to know if you go this route.
There are other things available to you that may be useful, but I leave it to you to figure out how to use them (as I have nothing firmly in mind, but am open to creative ideas!): The holy water (both in your waterskins or in the cisterns in the tomb), the dog-trainer family next door with all their dogs, Olarie Dribbage up at the house, the gravedigger, etc., etc.
Nevertheless, there's a strong current of frustration, as his activities fail again and again. He eventually decides that the answer must lie in rune magic, since using runestones does not require any natural magical affinity on the part of the caster. Toward the end of the book, Dribbage notes that he has acquired a runestone of his own that he hopes will allow him to "finally summon something to the material plane." He also seems pleased to have acquired one of the only known copies of a book called Our Ynfernael Masters.
Not that Nekurr would that those changes ;)
Ideally, we'd take vizeron out of the portal range and check it is closed, before abandoning Nera ;)
I just realized it's the weekend, so folks may be away, so I will wait a bit before advancing. But it sounds like you all will post at least two folks by the portal (Nera and Hildar, perhaps, so the summoned snakes can stick around), while the others take Dribbage into town.
(After we made him cry 😈)
You all get +35 XP. (This includes your January 1 award; might as well give it out now in case it puts you over the hump for something you want to get.)
[5 XP] Dealing with the gravedigger
[5 XP] Investigating the crypt
[5 XP] Fighting the fiends
[5 XP] Interrogating Vizeron Dribbage
[10 XP] End of inquiry bonus
[5 XP] January XP award
In addition, you get 900 silver from Lady Dribbage and 300 more from the clerics, for a total of 1,200. We can assume this is split 6 ways (Barvek, Bruv, Hildar, Nera, Nekurr, Tronus), so you get 200 silver each. [I know Barvek is no longer with us, but I've compensated for him with the bonus from the clerics to preserve narrative coherence.)
Ranged 1 -> 2 (10xp)
Perception 1 -> 2 (15xp non-career)
Coordination 0 -> 1 (5xp)
Talent
Tier 1 - Quick strike: 1 boost to any enemies who haven't taken a turn in combat yet (5xp)
-10XP Inspiring Rhetoric T2
-10XP Leadership 1>2
-05XP Quick Draw T1
Between Field Commander and eventually pumping Inspiring Rhetoric I'll shift likely to a defensive control combatant if we get into the thick of it. So possible cheaper aims or movement and strain recoveries while protecting the squishier younglings (Soom Tm)
Areas where I think I miscalculated:
1) In wanting to give you an exciting and engaging final confrontation with Dribbage, I deprived you of the chance to investigate more about what he was doing in the cemetery. This forced me to kind of have Dribbage and Lady Argus give you the info dump about what the plan was (dig the tunnels to avoid the wards, desecrate all the graves from below to then neutralize the wards, experiments with the dogs that fail, sacrifice own body parts to get the gate open). In retrospect, maybe I could have pushed the final confrontation back a day or so in-game.
2) In part to rectify #1, I thought you'd likely try to capture Dribbage alive and interrogate him. But by making him monstrous, I sent an in-genre signal that he was a monster to be slain. When you attacked him upon first confronting him, I had to scramble to ensure you still got to get some of the information out of him. In retrospect, I could have signaled better that maybe your target had done some "body modifications."
I'm always open to constructive criticism, so if there was something you didn't enjoy or where you got confused, I'm all ears.
I'll advise about XP spending in the next day or two (not got much time at the mo due to family/holiday stuff) once I've had chance to look over new things in the EPG (is everything in there fair game or is it best to check first?). I also hit enough XP to gain an Ability Point to spend to upgrade my Heroic Ability so I'll have a think about that (will probably go with a Duration upgrade though)
I'll advise about XP spending in the next day or two (not got much time at the mo due to family/holiday stuff) once I've had chance to look over new things in the EPG (is everything in there fair game or is it best to check first?). I also hit enough XP to gain an Ability Point to spend to upgrade my Heroic Ability so I'll have a think about that (will probably go with a Duration upgrade though)
The stuff in the Expanded Player's Guide is fair game, but do ask if you want something from a non-fantasy setting (including the Age of Myth one, as I don't think it's balanced vis-à-vis Terrinoth). I'm happy to add Mask and Transform to the spell list. I'm thinking Predict won't derail the game, but I reserve the right to remove it if it seems to ruin the fun of an investigative game.
Hasn't shown up, or maybe hasn't stayed on the shelf long enough, at my FLGS for me to get it.
With the 5XP I had banked, I think I'm going with:
[10] Tier 2 Second Wind
[15] Battle Casting
[05] Clever Retort
[10] Block
The Ensorcelled (T1), Improved Ensorcelled (T2), and Supreme Ensorcelled (T3) talents let you boost your social checks due to your magical aura. Kind of fun for that primalist who smells of the wild or growls when they talk. (These three also work with Divine and Arcana, but they'd be narratively interpreted differently.)
Druid (T3) lets you add the Summon Ally condition on any Conjure spell you cast.
Face of the Wild (T3) lets you maintain the Transform spell (new spell -- lets you assume animal shapes with Primal skill) without spending Concentrate maneuvers each turn.
The one that is perhaps most helpful to you might be Innate Focus (T3): While not using a magical implement, your character increases their base damage from Attack spells by 2, and when casting other spells without an implement, your character may decrease the difficulty by 1. Strain suffered also goes up by 1, however.
Since you've opted not to use implements, this might be a good pick up for you. Battle Casting will be good, too, if you decide to buy better armor. That's the fun of the talent pyramid, I guess -- forces you to make tough calls!