AshDrunbar Character Creation

Aug 29, 2018 7:06 am
The Rudhir

What you need to know:
The Red Bloods are humans gifted with great physical strength. They draw favor from the Heroic Lion Spirit, an amalgam of all those human destroyers, warmongers, and strongmen who came before. As a result, they suffer mentally, to compensate for the increase in power.
All six of the Purebleeds have a "predominant type" which is very strong in their primary Virtue, and weak in others, not only their main weakness but other stats as well. They also have a "more neutral" version that is more on the level. If you desire, there is also a child version with altered stats.

Predominant Rudhir: Leon 6, Eyrie 4, Grand 4, Enlight 3, Nemesis 3, Daimon 5
Neutral Rudhir: Leon 5, Eyrie 5, Grand 4, Enlight 3, Nemesis 4, Daimon 5
Adolescent Rudhir: Leon 4, Eyrie 5, Grand 3, Enlight 2, Nemesis 3, Daimon 4

Lore:
Predators will avoid killing the Rudhir unless necessary, but may test them to prove the human's loyalty to the Lion Spirit. They tend to be formidable athletes, performing combatants, and soldiers. The most common place in Trimachae to find them is the Continent of Mountains, including such places as Enyon and Thenos. The more neutral personalities (typically the women in more traditional Rudhir societies, since they are less inclined to rampant destruction) have to keep a close eye on the dominant personality and especially the super-strong Bright-Blood variant (not available for play atm). Child rearing in Rudhir cultures is closer to training a very intelligent, potentially dangerous pet. Long hair is commonly seen as a symbol of power, with no gender norms. Not all men have it on top of their head, choosing instead to have a glorious beard. Bearded women are still rare, but not so much as in non-Rudhir cultures.
In ancient times, Rudhir cultures saw the rise of "Mother Earth" figures who were strong enough to fend off male raiders. The bigger and stronger the woman, the more noble her status. They also produced raiding tribes of men who turned their proclivity for destruction to their advantage. The ancient Rudhir only answered to a source of greater power; anyone weaker could not survive their onslaught. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Earth Mother cults became infiltrated by Demons, losing their bright red blood and becoming Cambions. Very few matriarchal Rudhir clans remain today.


The Zeel

What you need to know:
The Yellow Bloods are humans gifted with great physical speed. They draw favor from the Heroic Wing Spirit, an amalgam of all those human duelists, archers, dancers, and bloody nobles who came before. As a result, they suffer mentally, to compensate for the increase in power.

Predominant Zeel: Leon 4, Eyrie 6, Grand 3, Enlight 4, Nemesis 3, Daimon 5
Neutral Zeel: Leon 4, Eyrie 5, Grand 4, Enlight 4, Nemesis 3, Daimon 6
Adolescent Zeel: Leon 3, Eyrie 5, Grand 3, Enlight 3, Nemesis 2, Daimon 5

Lore:
Birds and other flying creatures will avoid killing the Zeel unless necessary, but may test them to prove the human's loyalty to the Wing Spirit. They tend to be gifted runners and acrobats. The most common place in Trimachae to find them is the Continent of Peace, specifically Cerbesia. The more neutral personalities are favored in legislation and law enforcement, because they are less prone to violence than the average population; they do the "ugly" work that the more skillful find beneath them. Women are no more or less prone to the dominant traits than men. Child rearing in Zeel cultures can be tedious, as they lack the mental faculties to do anything without specific instructions and frequent updates. They must be taught through rote recitation until they can develop problem-solving abilities. While the majority of the population are not Fury-type heroes with special powers, it has become expected that the Zeel have powerful sight and hearing. Likewise, they prefer edged or pointed weapons of a high quality over something capable of raw destructive force.
In ancient times, Zeel cultures saw the rise of Noble Mistresses, dominant female roles who had many skills the surrounding men did not, leading by example through prowess in and out of combat. They sought out mates who could prove themselves in ways other than a show of brawn. They also produced raiding tribes of marauders whose swiftness and lethal efficacy left many bodies. The ancient Zeel were not impressed by power, only by a competent ruler who could outshine the rest. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Noble Mistress cults became infiltrated by Blackwings, losing their yellow blood and becoming Nephilim. Very few matriarchal Zeel clans remain today.


The Sini

What you need to know:
The Blue Bloods are humans gifted with great personality and persuasive force. They draw favor from the Heroic Hooded Spirit, an amalgam of all those human charlatans, diplomats, and courtesans who came before. As a result, they suffer physically, to compensate for the increase in power.

Predominant Sini: Leon 4, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, Daimon 6
Neutral Sini: Leon 4, Eyrie 4, Grand 4, Enlight 4, Nemesis 4, Daimon 5
Adolescent Sini: Leon 3, Eyrie 4, Grand 3, Enlight 3, Nemesis 3, Daimon 4

Lore:
Eldritch signs like cats, frogs, and spiders tend to linger near the Sini, to the point that some even take one on as a familiar spirit, though magical maladies do not tend to be frequent problem haunting the Sini. They tend to gather the attention and respect of those around them. The most common place in Trimachae to find them is Banbatol, the great Empire of man. The more neutral personalities have to care for their pretty yet sickly "betters," because neutrality means having an average bill of health, while the dominant type don't last as long. Women are no more or less prone to the dominant traits than men. Child rearing in Sini cultures is very rough, because of their persuasive temperament and propensity for sickness. The wealthy prefer to have one child, while the poor exhibit even shorter lifespans due to the stress of raising large families. While the majority of the population are not Aesthete-type heroes with special powers, it has become natural to take everything a Sini says with a grain of salt, and no good Sini trusts their senses.
In ancient times, Sini cultures saw the rise of Muses, divine beauties who inspired men and women alike with song, music, and elaborate pageantry. Men were rejected if they were boorish and ugly. They also produced traveling carnivals and shysters whose authority was based in their shrewd manipulation of other men. Sini cultures of both kinds acknowledged their short lifespan, and adjusted to this by breeding like rabbits. If the Sini were not eradicated in a given area, the whole region would be overrun in a few decades or less. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Cults of the Muse became infiltrated by Elves, losing their blue blood and becoming Fair Demures. Very few matriarchal Sini clans remain today.


The Porph

What you need to know:
The Black-Blooded humans gifted with great concrete understanding and skill with learning. They draw favor from the Heroic Sun Spirit, an amalgam of all those human scholars and justiciars who came before. As a result, they suffer physically, to compensate for the increase in power.

Predominant Porph: Leon 3, Eyrie 3, Grand 4, Enlight 6, Nemesis 4, Daimon 5
Neutral Porph: Leon 3, Eyrie 4, Grand 4, Enlight 5, Nemesis 5, Daimon 5
Adolescent Porph: Leon 2, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, and Daimon 4

Lore:
Their most intelligent peers in the animal kingdom, like great apes, dogs, and dolphins, will only kill them if necessary, but may test them to prove their loyalty to the Sun Spirit. They are often well-learned and articulate. The most common place in Trimachae to find them is Heramar, the lost city sequestered far away on the Forge Continent. The more neutral personalities (typically the men, who tend to be more in favor of rampant destruction or feats of strength) have a much heavier workload, though they lack an understanding of the advanced sciences and philosophies made available to the dominant variety. Child rearing in Porph cultures is basically giving a home to an adult recovering from a degenerative disease; they get better every day, and there is little to teach them, but they start out a mature intelligence with a very weak body. Magic and psychic powers are very common among the Porph.
In ancient times, Porph cultures saw the rise of pragmatists who would discard or even kill mates to cover their tracks, and raise children in secrecy. They taught their children and fellow women to conceal their presence at all costs, leading lives of practical logic and survivalism. Any battle that could be avoided did not have to happen. They also produced hoarders of intellectual wealth whose authority was based in knowing more than anyone else, and controlling the supply of knowledge in their realm. Male rulers were scholars in every imaginable field, though their servants knew only what they were permitted. No power or skill in the world could displace them from their prey; only by matching wits and beating them at their own game, could anyone hope to live independent of their tyranny. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. The Porph survival cells were discovered by Pixi, and this most often meant the decline of that clan as black-bloods, and the rise of a new group of Wild Demures. Very few matriarchal Porph clans remain today.
Aug 29, 2018 7:39 pm
Okay, just had a look at the rules thread.
About birthrights, I'm tending towards a male Blue-blood (Sini) or Yellow-blood (Zeel). Although I would also probably have some fun with black or reds, depending on the story line and general background.

I'll make my final choice once I get a better look at the world setting, politics, general history etc. Should be a good help getting inspired.

Looking good, sofar, though.
Liking the D6 system also, reminds me a little of the Star Wars RPG, but with an interesting twist.
Aug 29, 2018 9:55 pm
Edit: Just to check, have you followed the link to my Terms of Service yet?

That did give me some minor inspiration, but there were some kinks to work out. Hold on, I'm altering my post to inform you about the Rudhir, Zeel, Sini, and Porph, a good bunch for your first character options.

While I'm at it, have a link to my WorldAnvil WIP. When complete, it will give you a ton of in-depth information about the setting, but right now I've only spent a few days working on it.
https://www.worldanvil.com/w/trimachae-walkerofsorrow
Aug 31, 2018 8:48 pm
Okay, had a look both at the terms of service (my agreement is posted in the appropriate thread), and a brief read-through of your worldanvil link (will go deeper as soon as time allows).

I am actually gravitating either towards an aggressive female duelist/assassin type (so probably Zeel or Rudhir), or a young Porph magic user / arcane scholar type (I even had considered making him an adolescent, for roleplaying's sake, although not sure that would be a balanced build in that case).
Another idea would be to play a big-boned, good-natured Jasil male, think "gentle-giant" type character. That could work, as well.

Now we'll have to decide, I guess...
Last edited August 31, 2018 8:48 pm
Sep 1, 2018 1:33 am
It does seem like you've got a good sense of the Purebleed subraces, but I will inform you that a high Eyrie character like a Zeel can still make a talented mage or scholar, and a high Enlight character like a Porph makes for an excellent duelist or assassin. They're just good in different ways, depending on your combat style. Adolescents are objectively worse in most ways, but have great Eyrie. It's a solely roleplay decision to be an adolescent.

The gentle giant also sounds fun! I'll edit this post with the Jasil info when I get the chance.
Sep 1, 2018 2:40 am
The Jasil

What you need to know:
The Green Bloods are humans gifted with great physical hardiness. They draw favor from the Heroic Beast Spirit, an amalgam of all those burly, healthy, or long-lived humans who stayed in touch with their roots. As a result, they suffer mentally, to compensate for the increase in power.

Predominant Jasil: Leon 4, Eyrie 3, Grand 6, Enlight 4, Nemesis 4, Daimon 4
Neutral Rudhir: Leon 4, Eyrie 4, Grand 5, Enlight 5, Nemesis 4, Daimon 4
Adolescent Rudhir: Leon 3, Eyrie 4, Grand 4, Enlight 4, Nemesis 3, and Daimon 3.

Lore:
The largest beasts of land and sea will avoid killing the Jasil unless necessary, but may test them to prove the human's loyalty to the Beast Spirit. The most common places in Trimachae to find them are Temua and Fodlan. The more neutral personalities (typically the men in more traditional Jasil societies) get the better civilian jobs, but not the grunt-level military positions. Child rearing in Jasil cultures is not much different than normal; in fact, children meet the average levels of coordination, health, and intelligence expected of humans, be that grown or young, and are not especially lacking in anything. If anything, they are butt-ugly and totally lacking in social graces, by comparison to the children of the other five. Jasil commonly exhibit patterns of long sleep and long waking, voracious appetites for battle as well as meals, and excellent heavy lifting. Parents will routinely have their children pull a cart or plow, and this is not seen as abuse because the children can do it easily (and without harm). Many of them enjoy the challenge, and see it as no different than other household chores. Besides, if your child can approach, meet, or even exceed the output of a common ox, why pay to feed both?
In ancient times, Jasil cultures saw the rise of Broodmothers, whose health and long life allowed them to see their great-great-grandchildren rise up and become powerful. Their only concern was that a potential mate was healthy and useful for seeking out food, water, and shelter. They also produced migrant settlers who would squat on a parcel of land until they had drained it of all natural resources, then move on to the next place. While not necessarily fearsome in combat, these squatters proved extremely difficult to remove. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Broodmother cults became infiltrated by Dwarves and Goblins, losing their green blood and becoming Demures. Very few matriarchal Jasil clans remain today.
Sep 1, 2018 8:04 pm
Okay... so, after having a look at both other players' character type choices, I have decided to go for the Zeel duelist/rogue/ninja type.

I guess I'd enjoy playing a female build, kind of the bounty hunter / hot-headed / femme fatale type (a little like your Violetta de Macci NPC, only with a street urchin background, and a slightly different kind of crazy...). Think Nikita meets Perdita Durango meets Atomic Blonde meets Jyn from Star Wars (Rogue One). You get the idea.

As far as abilities and character archetype, I'd try a Neutral Zeel, with a few changes:
what about this?
Leon 4(boosted), Eyrie 5(boosted), Grand 4(boosted), Enlight 4(reduced), Nemesis 3, Daimon 6(double-reduced)
or alernatively:
Leon 4(boosted), Eyrie 5, Grand 4, Enlight 4, Nemesis 3, Daimon 6(reduced)

Still hard to visualize the impact of a score of 6 being double-reduced in terms of game mechanics (still can't quite wrap my head about the PV check system).

Open to suggestions, but that basically the idea: a cocky, sexy and lethal female assassin / bounty hunter with a short fuse and a taste for violence (maybe some old accounts to settle, or simply an unstable personality).

PHYSICAL APPEARANCE: ok for golden eyes and copper tan... can she be raven-haired, or at least dark brown ? If not, she's probably using hair dye.

PORTRAIT LINK:
https://ibb.co/m8ac7z
Last edited September 1, 2018 9:47 pm
Sep 1, 2018 11:20 pm
The system seems complicated on the surface, but it's very easy to pick up on. All rolls are 1d6. Some rolls get bonus dice for a good result, or other conditions. With a double-reduction, your skill checks will be objectively lower, and the outcome of your lowest die is shifted all the way down to a 2 (the lowest possible success result) regardless of how high it was, but you will roll the same number of dice and your score will be counted as a 6, not a 4, wherever that is relevant.

If the lowest result was already a 2, it becomes a failure, meaning you have one fewer successes on a normal PV check. Unlike a reduction, this will see a more obvious effect on your non-skill rolls.

Despite saying you don't get it, you applied the boosts and reductions accurately on your first try! That is a joy to see. I like the sound of your build, and am pleased Violetta inspired you. All normal hair-colors are an option, because of biology, but the blood-color one is much more common. So you will see fellow Zeel with red hair, dark hair, auburn hair, etc. If you were Bright-Blooded, which you're not, then it would be very unlikely to have brown hair. Like albino unlikely or less.

Your portrait link is broken :'(
Sep 2, 2018 2:53 am
try that one...

Zafira Whysth

and let's go for these abilities, then:
Leon 4(boosted), Eyrie 5(boosted), Grand 4(boosted), Enlight 4(reduced), Nemesis 3, Daimon 6(double-reduced)
Sep 2, 2018 3:04 am
I like the picture! A good set of stats too. Now with the boosts where they are, your "highest" PV is Eyrie. That is what you wanted, I take it? There are three types of subclass for your consideration, in the Fury basic class.

The Assassin Type
A melee focused set of subclasses. Still capable of ranged combat and magic, but melee is what they're best at. The two options are the Rogue and Bouncer. The Rogue is an offense-based subclass skilled in dual-wielding and good at stealth/misdirection. The Bouncer is very similar to a Rogue but also the Shieldmaiden, a lightweight defender who is more focused on parrying than blocking, and uses light armor.
The Elite Type
A distance focused set of subclasses. The Motion Marksman isn't as focused on long-distance accuracy, but on darting around the battlefield at high speed, firing as many arrows as possible. The Sharpshooter is a more classic ranger, who stays put until they can take a shot, which goes a long way and hits exactly where it was wanted. The Light Cavalry is not an archer, but a melee combatant. However, they focus on using a horse in combat, allowing them to move about beyond their personal speed and strike down enemies from a height advantage.
The Scholar Type
A type of subclass that uses your crafty skills and blinding speed to other ends than hurting people, seeing violence as unnecessary to please the Wing Spirit. Your options here are Bowyer, Eyrie Mage, Messenger, Minstrel, Potter, Thief, and Weaver.
Sep 2, 2018 3:12 am
I think I'll take the Assassin Class.

Now if I take the Rogue option, I'd be back on known ground, somewhat... and the stealth will probably be very useful in-game.
But I'm curious about the Bouncer type, as well... you mentioned parrying, we're talking some sort of swashbuckler type of fighting style ? What are their skills and weapons of choice, compared to the rogue ?
Sep 2, 2018 3:37 am
Assassin Type, just to be clear. I know there's a lot of terminology, but very little of it is important in the long run. Fury Basic Class, Assassin Type, and Rogue subclass (if that's what you went with).

You ask excellent questions! The Bouncer's abilities are Resounding Arms and Parrying Combo. The first one modifies your ability to Block, and your second one modifies your ability to Parry.
Their traits are Get Back, Back to Back, and I'll Handle This. The first one moves someone out of the way, making you defend against an attack meant for them. The second one pairs you up with another defensive character, modifying how both of you defend. The third one moves an adjacent ally behind you while attacking.
Depending on how sophisticated your character's nation of origin is, you might use Cestus, Daggers, Sickles, Rapiers, Scimitars, Light Hammers, Handaxes, even Short Sword or Halberds. Typically, most of these are paired with a Buckler.
Where the Rogue has abilities and traits more directly involved with stealth, the Bouncer must rely on their skills and quick thinking for that purpose, as their abilities and traits deal more in defending yourself or others.
Sep 2, 2018 3:40 am
I don't think you've specified if you're doing magic or not, but I feel it's worth mentioning now because the Magic variant of the Bouncer is actually pretty special. It's called the Mystic Cloak. Instead of relying on scrappy defense moves and bucklers, most of your combat styles are paired with a magical cloak you wear. If you've seen RWBY or Doctor Strange, you'll probably get where this is going.

While they can pick an Ability or Trait from the Bouncer's list, they also get Magic Trait options: Vanishing Trick, Energy Pulse, and Repulsor Blast. Your fighting styles will be less about blocking/parrying, and more about using your cloak to perform neat tricks like defensive maneuvers, gliding, and even attacking.
Sep 2, 2018 3:49 am
Mmmh yeah I'm definitely tickled by the magic cloak thing.
Now,tell me more about rogues: what are their traits ? And what is their Magic Variant ?
Sep 2, 2018 4:11 am
The most ancient style of Rogue can fight unarmed, or with a Club, Light Mace, Shortspear, Dagger, Sickle, or Rhomphaia. The more sophisticated ones have other options. The Rogue's abilities are Eyrie Surge and Wings Unfurled. The first one lets them strike twice or strike true, as they prefer. The second one improves their use of general Eyrie PV checks. The Rogue's traits let them disarm enemies while attacking, strike weak points, and pull a hidden weapon for a sneak attack.

The Magic Slayer's weapon selection is more limited, but they can channel magic energy through their weapon to make it more effective, and they can cast spells.
Sep 2, 2018 4:44 am
ok I'll give it some thought and get back on this tomorrow. But I can already tell it's gonna be a thug-o-war between classic Rogue, Magic Slayer and Mystic Cloak.

Talk soon !
Last edited September 2, 2018 4:46 am
Sep 2, 2018 4:57 am
Look forward to continuing this with you!
Sep 2, 2018 6:33 pm
Okay, I'm thinking I'd like a rogue / stealthy type, but definitely with a dueling sort of focus (so longsword / rapier / katana, that sort of thing).
She could be a magic user or not, but I'm going for a combination of fast, in-and-out combat style with a one-handed (or even dual wielding) fighting style, involving long, sharp blades.
Any way to find that in terms of Types and subclasses, like either a rogue or a mystic cloak/magic slayer subclass with a sword fighting trait maybe ?

In any case, the sword fighting can be combined with but takes preference over magic, rogue skills, stealth etc. It's just that's it's based more on Eyrie than Leon abilities, obviously, therefore the choice of a Zeel character.
Last edited September 2, 2018 6:37 pm
Sep 2, 2018 6:59 pm
Because Eastern weapons tend to have logical parallels in Western culture (i.e. Katana equals Scimitar), or would not be different enough for my purposes, I have left them out. At least mostly. Trust me when I say, it's come up before.

But a rapier or katana is definitely doable. Longsword's nothing like it though. More of a heavy two-hander.

Thing about the weapon is, you can find a rapier or scimitar in both Rogue or Bouncer. It's more about whether you want to be on the offense or defensive with your approach. Sounds like you'd be more into offense, so I'd say Rogue or Magic Slayer. I'll tell you this though, if you're not super attached to the cloak, I'd say just go with a nice non-magical Rogue, and we'll set you up with magic items as we go along. It's even possible to learn magic by using items, so you don't need a dedicated character for it. Sound fair?
Sep 2, 2018 7:56 pm
Aye, sounds great. I'm not exactly that attached to katanas, I actually quite like scimitars, at least esthetically: I find them more inspiring than, say, glaives or longswords, in this character build at least.
I do still have a hangover from the old 3.5 D&D though, where they did a paltry d6 damage (never could understand why... sabers, okay, but scimitars...? Yet, that was corrected in the 5e version, it seems). Anyways, like I said, I'm fine with anything of the genre, rapier / sabers / scimitars, all works for me. A saber, now: that'd give a nice touch, wouldn't it? Proper dueling weapon, that. And yes: definitely more offense than defense (although probably will invest in some parrying/dodging if I can, she is not a meatshield after all...!).

Let's do the rogue thing, then, shall we?
We can figure out the magicky stuff as we go, sure.
Last edited September 2, 2018 7:58 pm
Sep 2, 2018 8:44 pm
Oh ho ho! You will be morbidly pleased at what I've done with combat and weapons specifically in Oldest World. You don't roll for damage. I'll explain in full later, but basically what you do is you roll to attack and the enemy rolls defense. If you are determined to be successful by the GM, then your weapon will do a fixed amount of damage based on the technique you used, and how high your attack roll was. Certain weapons and techniques have other nasty effects, like maiming and causing bleed. No more of this static dice block nonsense.

Here's what we got so far:
Race: Human (Zeel)
Virtues: Leon 4(boosted), Eyrie 5(boosted), Grand 4(boosted), Enlight 4(reduced), Nemesis 3, Daimon 6(double-reduced)
Basic Class: Fury
Subclass: Rogue
Physical Ability: Eagle Eye
Zoom in on objects up close or across great distances.
Physical Ability: Falcon Dive
Run about nearly-invisible and cross fragile surfaces.
Physical Ability: Hawk Wing
Turn segments of your land speed into a 5 ft. high fly speed to avoid obstacles.
Alignment: Choose one.
Combat Style: Scimitar
Skill Ranks: 16 (unassigned)
Special Ability: Eyrie Surge
Attack twice or strike true!
Special Ability: Wings Unfurled
Improve your Eyrie PV check.
Special Trait: Pick One
Sep 2, 2018 10:21 pm
Mmh looking good indeed. I like it.

Guess I'll have to ask about skill ranks and alignment (the fun stuff) next.
Sep 2, 2018 10:54 pm
Alignment's easy. If you are in favor of your people, be that your nation, all Zeel, all Purebleeds, or all Humans, then you are Exemplar. If you stand against your people (defined as such), then you are Dissent. If you waver from one to the other depending on the situation, then you're Neutral. Most people are Neutral.
Sep 2, 2018 11:17 pm
Got it. Thought of her as a bit of a desperado, but I won't go out on a limb here, especially considering the group dynamics (obviously, a completely anti-social thug won't fly in a group, etc). So neutral, with a leg into dissent (she's not actively against her people, but don't owe allegiance to anyone but herself, basically... the usual roguish-outsider kinda thing...).

What about skills ? How do they work ?
Last edited September 2, 2018 11:18 pm
Sep 2, 2018 11:22 pm
Fair enough, moving right along.

You've got 16 points to spend, and you can put up to 2 of them into any one skill. That will improve as you gain levels, but this is what you have to start with. There are three kinds of Skill:

General
Acting, Appraise, Athletics, Ceramics, Comedy, Dance, Diplomacy, Escape Artist, Guile, Gymnastics, Hide, Keyboard, Language, Oratory, Painting, Percussion, Posture, Riding, Soft Steps, Song, Strings, Swim, Training, and Wind Music.
Knowledge
Archives, Bestiary, Engineering, Navigation, Occult, Religion, Seafaring, and Wilderness
Make
Alchemy, Blacksmithing, Bowyery, Carpentry, Cobbling, Glassmaking, Jewelry, Leathercraft, Locksmithing, Pottery, Scribing, Sculpting, Shipwright, Trapping, and Weaving.
Sep 3, 2018 3:35 am
Okay let's have a shot here

General
Appraise 1, Athletics 1, Escape Artist 1, Guile 1, Gymnastics 1, Hide 1, Posture 1, Soft Steps 1, Training 1,
Make
Alchemy 1

Okay I still have 6 extra points to put somewhere... let's see...
Just to be clear: I imagine Gymnastics must be similar to 5e's Acrobatics (at least partially). Now, Posture and Training ? What are these ? And is lock-picking included in Locksmithing, or Escape Artist ? Or not used that way?
Also, does Bestiary give advantage in fighting (kinda like the ranger's favored enemy)? If so, which beasts are covered by the skill? Humans/Humanoids considered part of said-bestiary ?
Last edited September 3, 2018 3:38 am
Sep 3, 2018 3:43 am
Let me help.

Athletics and Gymnastics are very similar, but one relies on Leon and one relies on Eyrie. I'd say you should stick with Gymnastics for now. Put the point from Athletics in something else.

Posture is part of a group that includes Dance and Gymnastics, being the most rigid and subtle of the three.

Training is something of a multi-tool. It lets you train people in one skill in which you have ranks. So if you wanted to take it in Training (Alchemy), you could instruct people, give them tips about Alchemy from what you know.

Locksmithing is two-pronged. Yes, making locks and keys is involved, but a clear and popular use for it is the reason you call a locksmith: you need to get into something, and the Locksmith can do that.

Oh, and as a side note: Hide and Soft Steps are sides of the same coin. Hide is a stealth skill, but it's only for staying unseen. Not quiet. Soft Steps is identical to D&D's Move Silently. It's not about visibility, but keeps you quiet.

On your Bestiary question, no. It's more like the Kratt brother or Steve Irwin. For fighting a particular creature, or just escaping them, you want Survival. Both are strictly regarding plants and animals. No fancy monsters, no humanoids. Nada.
Sep 3, 2018 5:01 am
Mmh, great, I see...

Then we can try this maybe:

General
Appraise 1, Escape Artist 1, Guile 1, Gymnastics 2, Hide 1, Riding 1, Soft Steps 2, Swim 1.
Knowledge
Engineering 1, Occult 1.
Make
Alchemy 1, Locksmith 2, Trapping 1.
Sep 3, 2018 5:06 am
I like it! That's all 16. Good!

By the way, I feel the need to inform you of two things before we continue. You've got a Zeel Rogue buddy who's using a scimitar. Also there is a group chat now.

Update: They have decided on Double Sickles style instead.
Sep 3, 2018 2:06 pm
Aye, I've just had a look at Octopus's character. Magic Slayer redhead with double sickles, all dressed in black and hooded... pretty neat. Sounds like they'll be either colleagues, or competitors agreeing on a grudging truce for that one instance.

Could make for some interesting roleplay, for sure !

As far as equipment, how do we gear up ? I also thought about armor (light leather, probably... or nothing, according to what works best for her) and also considering a ranged weapon, maybe something thrown or a small hand crossbow / pistol (not sure gunpowder is part of your campaign, though).

Talking about gunpowder, what is the technological level all-in-all ? I noticed on the worldanvil that different countries / continents were attributed different levels...
Last edited September 3, 2018 2:09 pm
Sep 3, 2018 9:07 pm
You're not quite to equipment yet. :) The setting is a quasi-medieval fantasy one. However, this is a globe with a natural dispersion of populations and cultures, so many people have not yet hit their Middle Ages yet. Those between Stone Age and Iron Age are called First Class of Progression. Those between Roman Empire and British Empire are called Second Class of Progression. Those between late Imperial and early Industrial are called Third Class of Progression, which is the farthest that anyone has gone.

Now that you've done skills, Special Trait is next. As a Rogue, you get a choice from three.

Disarming Strike
When you activate this, an attack will also give you a chance to remove the person's weapon.

Weak Point
When you activate this, you focus all your attention on a particular weak point, wait for your moment, and then strike.

Hidden Weapon Strike
When you activate this out of combat, you hide a weapon on your person. Later on, when diplomacy or stealth affords it, you perform an astonishing SNEAK ATTACK!
Sep 4, 2018 3:50 am
Seeing as to her nature as a duelist, it'd have to be Weak Point.
Sep 4, 2018 4:00 am
With that done, that should put us in Focus territory. Since you're not using a magic variant, you cannot take a Magical Focus. However, the world of Non-Magical Foci is wide open. Do you want an Unarmed, Weapon-based, or Other?

The Other category is stuff like your preferred environment (city or the wild), being a fast sprinter or swimmer, etc.
Sep 4, 2018 4:59 am
Okay, I guess in her case a focus on scimitar may be in order... unless we're talking more general, like "long blades" ? Not sure how that works. But she would have a focus on sword-fighting, definitely.
Sep 4, 2018 5:18 am
I'm glad you're decisive! This speaks favorably of how you'll play a Zeel. Yes, a One-Handed Blade Focus will do nicely.

When using your scimitar, you will fight as if Master Trained, for a number of combat rounds per day equal to your character level (the rounds need not be consecutive). This means two extra dice on your attack rolls, and you have access to ALL techniques of the Scimitar. When you run out of those rounds, you resume acting as Trained.

When using other one-handed blades, like the short sword, rapier, even a dagger, you will behave as Trained, meaning one bonus die and a greater amount of techniques than you get with heavier blades or non-bladed weapons. All those remain untrained.


Confirm if this is what you want, and we'll move on to equipment.
Sep 4, 2018 5:25 am
Yeah, that sounds good. Let's make that one happen !
Sep 4, 2018 5:26 am
Onto equipment. Yay!

Please roll 2d10.
Sep 4, 2018 5:26 am
(will have to hit the sack now, but will be online tomorrow, we can take it from there... having fun sofar, getting impatient to try this out in the field *wink* g'night ! - it's 2.26am here, way past my bedtime...)
Sep 4, 2018 5:27 am
still will do the roll though, what the heck...

Rolls

2d10

(87) = 15

Sep 4, 2018 5:45 am
I know, I'm sorry things are taking long. It's mostly the pbp format, as usual. My cc process is actually really streamlined when you're doing it in person. The advantage here is on my end, because I can help all of you at once, where in reality I have but one mouth and one second at a time. We're so close to being done though. We've just got equipment, Devotion, and finishing touches.

We'll say your character is impoverished, since you're going with a street urchin background.

15x20 is 300, half and add 10 from background, +20 from being Human, +0 from not being Faery, +10 from Fury, +0 from no magic bonus. Total of 190 gp.

Your scimitar will cost 12 gp, so you now have 178 gp to work with, when you wake up. If you see this before my usual hours, feel free to look at other peoples' character creation threads and see what items cost what. If you want something that you don't see in there, I probably have it in my guide. I'll help you out when we talk again.
Sep 4, 2018 1:58 pm
To be honest I don't mind the waiting and the slow pace related to most PbP gaming, it's usually more that evened out by the writing medium, allowing for in-depths descriptions, better in-character RP and, yes... multitasking for the DM, too. So, no sweat there.

As far as the items, I did have a look at your thread with HPotato and this what I'm thinking of choosing:

Backpack (1 cp)
Bedroll (3 tc)
Blanket (2 tc)
Caltrops (1 cp)
Candle (3 tc)
Chalk (5 tc)
Fishhook (1 sp)
Flask (6 tc)
Flint and Steel (1 sp)
Grappling Hook (4 tc)
Hammer (1 gp)
Lantern (3 gp)
Lock (1 gc)
Lockpicks (set; 1 gc)
Manacles (4 sp)
Map Case (2 sp)
Oil, 2 flasks (8 sp)
Parchment (1 cp)
8 Pitons (8 cp)
Pouch (3 tc)
Rations, 3 days (3 sp)
Rope (5 cp)
Sack (1 tc)
Sewing Needle (1 sp)
Soap (5 tc)
Spyglass (30 gp)
Tankard (3 tc)
Tent (6 tc)
4 Torches (12 tc)
3 Vials (6 cp)
Waterskin (3 tc)
Whetstone (2 tc)
Wine Bottle (3 cp)

Cost should be 34 gp, 2 gc, 20 sp, 25 cp, 58 tc

Which leaves me at exactly 143 gp, 3 cp and 2 tc if my math is correct.

Now should we consider a light armor and/or a ranged weapon for her ?
What about special / magic items ?
Last edited September 4, 2018 2:01 pm
Sep 4, 2018 2:05 pm
The light armors would be cloth robes, armor padding, leather armor, cloth tabard, and studded leather armor. What would you like for a ranged weapon?
Sep 4, 2018 3:17 pm
I'll take a straight up leather armor (like a thick, but flexible padded leather tunic, or vest with arm and leg parts).

As fas ranged weapons, what are the choices ?
Anything resembling a hand crossbow or even an atlatl ?
From what you told me about technology, I take it that any kind of gun powder would be extremely rare -if not legendary- otherwise I'd have gone for an old-fashioned matchlock pistol sort-of-thing.
Sep 4, 2018 3:25 pm
The standard Leather Armor I use is sculpted leather components for the upper and lower body, as well as arms and legs. It does not cover anything neck up, or the feet. It has normal quality and 1 inch of thickness, giving it 3 Health per covered region, and Hardness 1. That will cost you 4 gp.

The longest range weapon you've got access to is a longbow. Crossbows are not accessible because they are Third Class weapons. That means if you find one in game and figure out how to use it, you've got the basic level of functionality that anyone else could get out of the thing. I have not integrated spear-throwers as a weapon, because finding statistics about their use is too difficult.
Sep 4, 2018 3:39 pm
Okay, let's go for a longbow then. Maybe a couple of throwing daggers or a throwing axe to boot ?

Armor-wise, I may still decide for studded leather instead, what is the protection rate on that? And, more importantly, does it generate negative armor modifiers on some skills, like in 5e ?
Last edited September 4, 2018 3:40 pm
Sep 4, 2018 3:57 pm
Can definitely do the daggers and axe as well, whatever you like. Studded Leather Armor does not provide penalties. My reasoning for this is that the Leather Armor does not, and lacks tiny metal studs. I don't see what little bits of metal in your armor would suddenly apply penalties to something that had none.

Studded Leather has normal quality, 1 inch of thickness, 4 Health per covered region, and Hardness 3.
Sep 4, 2018 4:16 pm
WalkerOfSorrow says:
Studded Leather has normal quality, 1 inch of thickness, 4 Health per covered region, and Hardness 3.
Okay, that sounds good to me, studded leather it is, then.
Add in 1 throwing dagger and 1 throwing axe (like a small cleaver) on top of the longbow, and we should be golden.
Sep 5, 2018 12:39 am
Ehhhh...Throwing Axes and Knives are technically Third Class Weapons, because they're specially designed for that use. What I can do is give you a Handaxe (which can be thrown) and a fine quality Dagger, which should be slightly better for throwing. Normal daggers can be thrown anyway.

Studded Leather runs you 5 gp, the Dagger will run you 1 cp, the Handaxe is 1 gp, and the Longbow is 4 gp.
Sep 5, 2018 12:50 pm
I see. So, I'm now at 133 gp, 2 cp and 2 tc.
Sep 5, 2018 3:56 pm
Alright, we've done mundanes, we've done armor and weapons. If I'm remembering correctly, you haven't added magic to any of your items yet. Am I right?
Sep 5, 2018 7:24 pm
Correct: no magic as of yet.
Sep 6, 2018 12:40 am
Would you like your scimitar to be magical?
Sep 6, 2018 3:09 am
Mmh I think that would give her a definite edge on swordplay, for sure.
So yes, that would be good.
Sep 6, 2018 3:17 am
How much money do you have left again?
Sep 6, 2018 2:55 pm
WalkerOfSorrow says:
How much money do you have left again?
only a little over 130 gp (see a few messages back)
Sep 10, 2018 2:50 am
You have enough for basic magic, but it won't leave you with much money. Definitely not more than 50 gp.
Sep 10, 2018 3:02 am
I'd rather have good magic and little cash, 50 gp pocket change works for me (or maybe even less, as long as I have enough for basic sustenance...). Hopefully we'll make more at some point...
Would that include a magic scimitar, then ? Anything else ?
Last edited September 10, 2018 3:03 am
Sep 10, 2018 3:12 am
A Singing Scimitar glows red or orange along its sharp edge, and emits a quiet hum. When it strikes, it does not permit any armor, shields, or other means to reduce the damage it deals. If armor or a shield deflects the attack entirely, the blade’s song cannot take effect.

Blessed Scimitars treat the enemy as if stabbed twice with a single attack, while Cursed Scimitars treat the enemy as if slashed twice.

Toxic Scimitars inflict harm that cannot be healed until the weapon is destroyed.

If these are not what you want, there are weapons with a spell charge, but Charged weapons are more expensive and the charge is gone after being used once, only returning when a mage has recharged it. What sort of effect would you like your Scimitar to have?
Sep 10, 2018 4:54 am
I like the idea of a really sharp, cutting blade, so I guess the Singing Scimitar is the closest option. Could also think of a type of vampiric weapon, that gives its wielder some part of the vitality it absorbs, but also demands constant feeding (think of it as a weaker version of Stormbringer, for instance). Maybe a little grim for what you had in mind, though. Or a blade that gives its wielder the equivalent of barbarian rage (followed by exhaustion). I'm thinking of something pretty lethal, but a little dangerous to use, as well.
Maybe a blade with a purpose of sorts ? Gives its wielder certain powers but demands something in return (doesn't have to be blood, could be a task of some kind...).
Last edited September 10, 2018 4:56 am
Sep 10, 2018 5:08 am
Not too grim at all! I could actually use one school of magic to do either one, but Singing Scimitar is also good. Here's the thing, charges are a one-off until you find the right mage for the job. They're also activated on a trigger, which means a constant passive is not an option. What entices me is this idea of the charge feeding off of you.

But first, a brief exception to my rules. I could give you a Toxic Blade with modified stats. Instead of its damage being incurable, it simply heals at half speed. While the injuries are healing, you get a temporary 50% increase to your own healing rate (stacking with each person you have injured in the same duration). Once they're gone, your healing rate is too. However, if you kill with the scimitar, bathing it in blood, then you instead find all your Health and half of all your Wounds healed, and you get boosted Grand Virtue that lasts for 1 hour (duration refreshed by kill). Obviously, this would not be a weapon you commissioned from an Artificer, but one you found or were given in some way. Then comes the drawback. Every hour, this weapon will ask for blood empathically. If you fail to deliver for 24 hours, you must resist its will to cut you and take some of yours, additionally reducing your Grand until 4 hours after your injury heals.

Second option: we go for a Sanguine Charge. Once activated, the blade will drink blood from a Wound it causes, healing you for the same amount of Wounds in any Target Area you choose, or double that damage in any Health Region you choose. The charge then expires and must be refilled by a mage. Drawback: every 4 hours that the blade remains charged, without being spent, it constantly harasses you empathically. No need to roll for resist, but any time you attempt something that needs concentration, you will count as very distracted.

Third option: we go for a Choleric Charge. Once activated, your Yellow Bile count spikes, causing a temporary change in PV for 1 minute per character level. This change is +1 Leon, boosted Eyrie, double-boosted Grand, -1 Enlight, double-reduced Nemesis, and reduced Daimon. In addition, you will count as exhausted after use, until you are fully rested. Exhaustion rules are pretty similar to what you're expecting, but we'll go over that later.
Sep 10, 2018 5:56 am
I think I really like the Modified Toxic option. Could make for a really great roleplay opportunity too, a bit of a tortured soul and definitely some actual scarring in the bargain. She's bound to have a very dark worldview, too, with a burden like this one to bear.

Great stuff, I'll take it.
Sep 10, 2018 6:13 am
For purposes of balance, we'll subtract another 12 gp (the price of a scimitar) from your money.

Did you have more weapons or armor items you wanted charged?
Sep 10, 2018 6:20 am
mmh, could do... maybe something that could help either stealth or charm, for example some vials of truth serum, or a cloak of camouflage or something of the kind. Not really sure what's available, so makes it hard for me to guess.
Sep 10, 2018 6:34 am
Well, we can handle misc magic items later (as I need sleep) but as to stealth, here's a list of charges to consider. You can put one of them in your armor.

A Smoke spell could drop a cloud to keep you from being seen, but it would give away your original location from a long way off.
A Luminas spell could either blind enemies with light, or lower the light level to bathe your surroundings in darkness.
A Dimension spell could make you appear to be something you are not, like local foliage or an inanimate object.
A Perception spell could alter how people perceive time around you, making you move faster and making your movements harder to notice.

I'll talk to you again soon!
Sep 10, 2018 3:48 pm
Morning !
Yeah, I had to get some shut-eye myself last night (I'm at GMT-3 here). As far as the armor charges, I'll take the Perception spell. How does the charge system work, here? I understood the magic has to be replenished by a mage or someone proficient in it.
Now, is there only one charge at one time, or various uses before having to go through the recharging process ? Also, what would be the usual cost of recharging the armor in this case (like, how many gp per charge, etc)?
Last edited September 10, 2018 3:51 pm
Sep 10, 2018 11:27 pm
Think of it like a battery. Most objects designed to hold Magical Charge can only hold one battery, and when you turn it on, it stays on until it has used up all its power. Now you have a toy with no power, until someone can charge the battery again. But unlike real ones, these batteries don't just rely on electricity. A Fire battery needs Fire, a Dimension battery relies of magical manipulation of dimensions in space, a Helios battery relies on the Sun, and so on. Only a mage capable of casting the same exact spell that's in your item can fill it up again, by casting with a target "location" of "in the item."

There is no standardized market value for charges. Some mages will do it for free, or a personal favor, or a steep cost in gold, platinum, or gems. Some items are supposedly attuned to divine power, and where they get their mysteriously self-charging fuel is unknown by the masses. These are extremely rare.

As a final note, your Charged items cannot be magically durable, and cannot inflict magical damage, as these are mutually exclusive properties from the Magically Charged ones. A charge can cause damage, but that's not the same thing in this case.

So, you want a Perception spell eh? What piece of your armor holds it?
Sep 11, 2018 12:36 am
I would say... the bracers (forearm piece). Or some sort of armband. Or the belt part. Basically, anything with easy access.
Last edited September 11, 2018 12:40 am
Sep 11, 2018 12:59 am
Here's the thing about it being both bracers. Alone, one piece will not do anything. You must be wearing both, and they must both be intact enough to work properly. If even one bracer takes too much damage, you lose the charge until both are fixed. That being said, you can most certainly have it be a pair of Magically Charged bracers. Alternatively, you could have it be just one bracer that does it. No effect on the spell.

Armbands and belts can't have armor charges, and require a more unique brand of Artifice Magic to create.

So here's what the Perception magic does. It's from the Time school, so it's time-based. Perception magic as a subschool operates on the subjective nature of the passage of time. You only see the present moment as time passes you by at a certain rate. The faster time passes, the sooner your oldest memories fade into obscurity, but the sooner you reach the future. By altering Perception, this brand of magic can let a person gaze into the past or future, or change the rate at which present moments trickle by. In your case, you would be accelerating Time relative to yourself, so that you perceive the surrounding world as being slower. When people look at you, they might see something, or you might seem entirely invisible; your actions occurring seemingly as a result of an invisible force. Once the charge is activated, you must roll a Nemesis PV check for 1 success. If you pass, those acting against you will get -1 success, and you will get +1 success when acting against others.

Failure will mean you are unable to adjust, making Simple Actions seem Easy, Easy seem Regular, and so on. If you get more than 1 success on this, you see time as that much slower.
Sep 11, 2018 2:03 am
Mmh I get it. So, I guess I'd better have it only on the left forearm/bracer, and I'll try to keep it away from harm.
As far as Nemesis checks go, she's not that proficient with a medium score of 3, but I guess that'll keep things interesting.
Sep 11, 2018 2:41 am
It's still 1 in 6 odds to fail. That's not bad for a roll that needs 1 success.

The Perception charge adds +60 gp to the cost of your armor. Meaning you now have about 40 left. Too little to buy any more charges. Time to proceed to your Devotion! Together with the Focus, your Devotion is more like an Alignment in the conventional RPG sense, but far more in depth. Instead of just being Lawful Good, or Chaotic Neutral, or Neutral Evil, your Focus shapes what you've spent your past preparing, and your Devotion shows the greater overtures of present and future. This is what you want from life, what you are both working toward in the present and hope to do in the days to come. That being said, what is your greatest desire?
Sep 11, 2018 2:57 am
I would say Zafira's greatest desire is revenge. Somehow, a wrong has been done to either her, or someone close to her (I'm thinking family revenge here, possibly). By pursuing the means of her vengeance she has been getting to know her dark side and she is torn between falling prey to its murderous calling and trying to retain a modicum of decency and humanity.
Maybe there's another personal tie there, something or someone that kept her from becoming a vilain, at least sofar. But let's say this: she is good at hurting peope and she's enjoying her power over others. Even though she tells herself it's all done in the name of revenge only, her darkest instincts are starting to relish the pain she inflicts on those she deems to be deserving of it.
Sep 11, 2018 2:57 am
So we could say this: revenge first, professional ambition second.
Last edited September 11, 2018 2:58 am
Sep 11, 2018 3:23 am
A few options for a Path come to mind here. That's how this works by the way. The Devotion is the overall category, and the Path is the more specific example.

The Warrior Devotion (Path: For Revenge) - Zafira fights to right a wrong done to her or a loved one. She may have once had friends, a family, a home, or combination of those, until one or more was taken away from her. Perhaps the person did not die, but was harmed or otherwise wronged. Justice is money to Zafira, and she aims to take it in hand.
The Warrior Devotion (Path: For Family) - Zafira fights to defend her home, specifically the place where her family lives. She fights to avoid taking on the above Path, valuing her estate, hovel, fiefdom, or country, because it holds the people she can't replace.
The Judge Devotion (Path: Slaughter) - Zafira stands against all those who perpetrate needless killings. Whether she was chosen, or took this path on herself, she is a Judge who fears not death, nor killing, but understands that every killing in good merit has a sound purpose behind it. She has the solemn goal of tracking down those who kill for no reason, and stopping them at once, even if it means another death must take place. At least that one will not be devoid of reason.
The Judge Devotion (Path: Horror) - Zafira has seen terrible monsters, or perhaps the monsters in her own kind, and has made it her life goal to purge the world of that horrific influence. She views one or more Birthrights, Classes, or creatures as monstrous horrors that are a bane to all that she encounters. She may even believe anything not her specific sub-Birthright is this. Or perhaps she believes her own sub-Birthright are the real monsters.
Seeing Red - There are many Paths under this Devotion, which is about the blind rage you feel when you encounter a particular kind of enemy, a rage that does not end until you have killed that creature personally, or someone has stopped you for long enough. Examples include Diabolical, Dragons (NOT advised), and Ghouls, but there are several others.
Sep 11, 2018 3:41 am
WalkerOfSorrow says:
The Warrior Devotion (Path: For Revenge) - Zafira fights to right a wrong done to her or a loved one. She may have once had friends, a family, a home, or combination of those, until one or more was taken away from her. Perhaps the person did not die, but was harmed or otherwise wronged. Justice is money to Zafira, and she aims to take it in hand.
That's the one.
Sep 11, 2018 4:12 am
Yay! We've finished your Devotion, and that means you're ready for finishing touches. Question storm incoming, and I'll get your stats ready while you're at it. Also second yay: you're Warrior buddies with Happy_Potato's character, but his path is For Gold. When you're finished, I'll present you with all the information about your character in a nice, neat bundle. You can organize it in a "Custom" character sheet, to be in any order you like. I'll help with that to make sure things are easy to find.

As a Zeel, you could be from pretty much anywhere, but I'll help you pick from the more likely options. You could be from Orthrac, Cerbesia, Chimer, or Ventasa.
Orthrac is a former colony of the Empire, now independent. Your people are a subculture here, under the Sini majority, but are treated well enough. This country is still Second Class but is on its way to Third, might explain why you're not a Magic Slayer, but have a magic weapon.
Cerbesia is made up of territory seized from giants by Humans. Your people are the majority here, but there are many Baseborns.
Chimer is also made up of territory seized from the giants, and while Rudhir and your Zeel are very common, there are many Chems here as well. Like Orthrac, it is progressing into Third.
Ventasa was started by the Empire as a mining operation, but burgeoned into a once thriving kingdom. When their ruler angered the powers of heaven, a war like no other began, and now only a single settlement remains in the middle. Now they are legendary for their slayers of Angels and Demons. Aside from the majority Sini, there are also Mechans, Galura, Rudhir, and Zeel present.

When discovering your powers as an unusual Fury (not all your people are Furies, or heroic at all), did you first discover your Eagle Eye, your Falcon Dive, or your Hawk Wing? Note for clarity that you do not actually have physical wings.

Why did you train as a Rogue? Was this part of some organization that is responsible for your training, or is your subclass just a result of your own personal efforts?

As a non-magic character who possesses magical gear, you are one of two Tiers of Involvement where magic is concerned. Are you a Witch Hunter experienced in dealing with things of a magical nature, specifically hunting down those who use them, or are you a Sorcerer who has learned to draw power from her scimitar and bracers? Note: You can switch from the former to the latter during game, possibly even gaining a few Magic Levels in the process. The difference is that a Witch Hunter has very little practical experience with magic, while a Sorcerer lacks formal training but picked up a decent amount of experience just from having access to something.

How did you learn to exploit Weak Points? Did you just figure out how by trial and error, or did you learn through some special course of events?

(Application that may not be used) If we start in a nation other than the one where you were born, describe a few events that happened to lead you there. Use as much or as little detail as you like, but what's needed is a brief explanation of how you set sail and what happened out at sea. You don't need to know where we're going just yet, but if you need a placeholder name, use Heramar. It's DEFINITELY not going to be that, so I'll know what to replace with the real name.

Did you pick up fighting with a Scimitar out of practicality, or was there more of a story behind your chosen style? Bear in mind that One Handed Blade is your Focus, so this is canonically something you've put a lot of work into in your past, possibly a lot of thought.

More specifically, we need to know about your current Scimitar. In my setting, magic items are not exactly common or "easy" to make. Artificers are rare and powerful mages capable of making interesting changes to materials, or even building them where they can be charged with magic. For you to have gotten this sword, especially one of such unusual "toxins" as to not exist in my rules as written, you would have to have gone on some kind of adventure. Since the type of magic was likely not your choice to make, how did you come to possess it?

How old are you? Most cultures say 16-18 is the point where you become an adult.

How tall are you? This is usually between 4'5'' and 6'5''.

What color is your skin, hair, and eyes? If you've said it already, just repeat it for the answer.
Sep 11, 2018 4:13 am
How does your character feel about the other five kinds of Purebleed? Does he know they exist? Bear in mind, Porphs are quite rarely seen outside of their home nation, of which there is only one. Meeting the Porph player soon might be your character's first time meeting one, if he even knows that they're a Black Blood at all.

There are Mechans in my world, people who have had part of their body replaced with machinery. Do you know they exist, and if so, how does your character feel about them?

There are Chems in my world, mutants created by exposure to volatile chemicals. Do you know they exist, and if so, how does your character feel about them?

There are Sorcelled in my world, deceptively red-blooded folk who lack your strength, and are smarter than you. This is because they have special magic powers granted by some kind of permanent enchantment. Do you know they exist, and if so, how does your character feel about them?

There are Neutrati in my world, white-blooded humanoids created by the Porph as genderless artificial servants. Do you know they exist, and if so, how does your character feel about them?

There are Baseborns in my world, deceptively red-blooded folk who may be weaker than you, or stronger, and are likely smarter. This is because their parents or ancestors were not of the same Purebleed variety, like a Rudhir and a Sini for example. You likely know they exist, because they are very common, but do you? If so, how does your character feel about them?

There are Felbreeds in my world, who are only half-human. The other half is some kind of inhuman monster. Do you know they exist, and if so, how does your character feel about them?
Sep 11, 2018 4:13 am
There are Faeries in my world, inhuman creatures of magic. Do you know they exist, and if so, how does your character feel about them?

There are Angeli in my world, heavenly angels and demons. Do you know they exist, and if so, how does your character feel about them?

There are Amorphae in my world, unnatural shapeshifting creatures of chaos. You likely do not comprehend the truth of their existence, relying instead of myths about werewolves or doppelgangers, but do you believe some version of them exist, and if so, how does your character feel about them?

There are Nephs in my world, terrifying giants who crave human flesh. Do you know they exist, and if so, how does your character feel about them?

There are Jinn in my world, mystical genies and nightmarish ghouls. Do you know they exist, and if so, how does your character feel about them?

There are Ancients in my world. It is impossible for you to not to know about them as great Behemoths, enormous sea serpents, or legendary Dragons. But are these creatures legends with no proven existence, or does your character have proof? Bear in mind that, when one of these things wake up anywhere near your civilization, entire towns and villages tend to go missing.

And finally, what is your Name?
Sep 11, 2018 4:04 pm
Ooof, okay, that should keep me busy for quite a while.

Here is Zafira's basic story for starters:
[ +- ] Zafira Whysth, a.k.a. Cayenne Blackstarr
Last edited September 11, 2018 4:06 pm
Sep 11, 2018 4:42 pm
As far as the more precise questions:

Name: Cayenne Blackstarr (born Zafira Whysth)
Age: 24 years old
Height: 5' 5''
Weight: 120 lbs
Hair: Black
Eyes: Green
Skin: copper

Description:
With dark and sultry looks, this petite woman is not to be underestimated, her lithe and agile body ready to strike like a lethal snake, and her lascivious lips and velvety cascade of dark curls belying her ruthless methods.

Very hard to fathom and even harder to predict, she is a fearless assassin and a ruthless hunter. Unveiling her plans to only a select, precious few, she prefers to operate alone but has been known to strike alliances of sorts, when the need arises.

1. Discovering her Powers
WalkerOfSorrow says:
When discovering your powers as an unusual Fury (not all your people are Furies, or heroic at all), did you first discover your Eagle Eye, your Falcon Dive, or your Hawk Wing?
I'd say Falcon Dive came first and Hawk Wing probably a close second, as she probably discovered these at an early age, when she spent her youth of petty thievery on the streets of her native city.

2. Her Training
WalkerOfSorrow says:
Why did you train as a Rogue? Was this part of some organization that is responsible for your training, or is your subclass just a result of your own personal efforts?
personal efforts (see backstory above)

3. Magical Tiers
WalkerOfSorrow says:
Are you a Witch Hunter experienced in dealing with things of a magical nature, specifically hunting down those who use them, or are you a Sorcerer who has learned to draw power from her scimitar and bracers?
witch hunter (see backstory)

4. Weak Points
WalkerOfSorrow says:
How did you learn to exploit Weak Points? Did you just figure out how by trial and error, or did you learn through some special course of events?
Her training as a competitive duelist and swordswoman, I guess...? So trial and error.
Last edited September 11, 2018 8:27 pm
Sep 11, 2018 8:06 pm
The other purebleed:
Porph: YES from hear-say only / neutral, wary yet curious (considers them dangerous yet powerful)
Drudhir: YES / neutral, slightly disdainful (considers them brutish)
Jasil: YES / neutral, scornful (considers them sluggish and despondent)
Sini: YES / neutral, distrustful (considers them scheming and treacherous)
Galura: YES / neutral, cynical (respects their wisdom, yet is slightly jealous of it)
WalkerOfSorrow says:

There are Mechans in my world, people who have had part of their body replaced with machinery. Do you know they exist, and if so, how does your character feel about them? YES - curious & interested -

There are Chems in my world, mutants created by exposure to volatile chemicals. Do you know they exist, and if so, how does your character feel about them? YES - slightly disgusted / wary -

There are Sorcelled in my world, deceptively red-blooded folk who lack your strength, and are smarter than you. This is because they have special magic powers granted by some kind of permanent enchantment. Do you know they exist, and if so, how does your character feel about them? YES - dislike, anger -

There are Neutrati in my world, white-blooded humanoids created by the Porph as genderless artificial servants. Do you know they exist, and if so, how does your character feel about them? NO (never heard of them)

There are Baseborns in my world, deceptively red-blooded folk who may be weaker than you, or stronger, and are likely smarter. This is because their parents or ancestors were not of the same Purebleed variety, like a Rudhir and a Sini for example. You likely know they exist, because they are very common, but do you? If so, how does your character feel about them? YES - kinship -

There are Felbreeds in my world, who are only half-human. The other half is some kind of inhuman monster. Do you know they exist, and if so, how does your character feel about them?YES (from hear-say only) - fear and disgust -

There are Faeries in my world, inhuman creatures of magic. Do you know they exist, and if so, how does your character feel about them? NO (heard about them but doesn't believe the legends are true)

There are Angeli in my world, heavenly angels and demons. Do you know they exist, and if so, how does your character feel about them? YES - fears them, mostly tries to avoid them and their business -

There are Amorphae in my world, unnatural shapeshifting creatures of chaos. You likely do not comprehend the truth of their existence, relying instead of myths about werewolves or doppelgangers, but do you believe some version of them exist, and if so, how does your character feel about them? YES - secretly would love to defeat one in battle -

There are Nephs in my world, terrifying giants who crave human flesh. Do you know they exist, and if so, how does your character feel about them? NO (heard about them but doesn't believe the legends are true)

There are Jinn in my world, mystical genies and nightmarish ghouls. Do you know they exist, and if so, how does your character feel about them? NO (heard about them but doesn't believe the legends are true)

There are Ancients in my world. It is impossible for you to not to know about them as great Behemoths, enormous sea serpents, or legendary Dragons. But are these creatures legends with no proven existence, or does your character have proof? Bear in mind that, when one of these things wake up anywhere near your civilization, entire towns and villages tend to go missing. YES (saw an account about one in her father's papers. Tries not to think about it...)

Last edited September 11, 2018 8:57 pm
Sep 11, 2018 8:43 pm
Excellent work. Let me start breaking that down, then I'll hand you your stats.
OOC:
"Zafira Whysth was born in Cerbesia, the daughter of reknown aristocrat, adventurer and swordsman Saruhno Whysth, and some nameless concubine."
Nothing out of the ordinary here. Interesting that you're technically of Patrician birth, not that anyone would know that, given your plebeian mother.
OOC:
"After a youth spent amongst thieves, cut-throats and prostitutes in the lower levels of the city and following her mother's death from the Grey Cough, she set out to make a name for herself and get her father's recognition (along with his estate), working diverse jobs as a burglar, bodyguard and a bounty hunter, amongst other, less savoury occupations (she is rumored to have been part of the Green Griffin Slaughter in xxxxx-*chose a city name*), all the while honing her skills as a swordswoman under her nom de guerre, "Cayenne Blackstarr"."


Sounds like the best place for you to be born is High Cerbesia, but the Green Griffin Slaughter probably happened in nearby Plokipto instead. Most other places would not be able to shrug off a massacre. Perhaps Cayenne moved there for a short time, but had to flee back to her home city to avoid being caught up in the rumors.
OOC:
"With the declared intent of challenging the man who abandoned her and her mother to a life of hardship, she made her way to the Whysth's Estate, only to discover that her family had been dispossessed and her father executed for high treason, following inner power struggles amongst the great Houses of Cerbesia, and some other, more somber machinations from a mysterious magical group called the Chapter of The Eight."
This nicely cleans up the loose end of having a Patrician father. Now Cayenne is untethered.
OOC:
Frustrated from her revenge, she tracked down two of the sorcerers responsible for her family's downfall and put each of them to the sword, after which she fled into the Marshes of xxxxx-*chose a region name...maybe Ventasa?* armed with her only heirloom, her father's accursed blade, the scimitar Lothyir. There, she soon found a venue for her particular talents with the witch hunters of House xxxxx-*chose a family / faction name* .
Ventasa is actually a country, and on the neighboring continent across a narrow gulf. We can arrange that if you like, but we could also set you up in the marshes of your home nation or a closer one. I think Chimer would be the best option there. It's the nation to the south of yours, and no one would look for you there. There's also definitely Witch Hunters there. Maybe House Pardalis would be a good name for the faction you joined. Chimer is divided into a cat-themed regal kingdom called Leonar, a goat-themed tribal conglomerate called Hirca, and a snake-themed military state called Squama. Pardalis is the scientific name of the Ocelot, so I thought that would suit nicely.
Sep 11, 2018 9:08 pm
Cayenne Blackstarr
Birthright: Human
Sub-birthright: Purebleed (Zeel)
Virtues: Leon 4 (boosted), Eyrie 5 (boosted), Grand 4 (boosted), Enlight 4 (reduced), Nemesis 3, Daimon 6 (double-reduced)
Class: Fury
Sub-class: Rogue
Physical Ability: Eagle Eye
Allows you to gaze across great distances with ease, or scrutinize an object up close.
Physical Ability: Falcon Dive
Makes your movements hard to see and lets you dart across fragile surfaces.
Physical Ability: Hawk Wing
Allows you to replace 5 ft. segments of your land speed with fly speed, limited to 5 ft. in altitude, which allows you to avoid obstacles.
Special Ability: Eyrie Surge
Attack twice or strike true!
Special Ability: Wings Unfurled
Improve your Eyrie PV check.
Special Trait: Weak Point
Wait to attack an enemy where they're most vulnerable.
Skills: Alchemy 1, Appraise 1, Escape Artist, Guile 1, Gymnastics 2, Hide 1, Knowledge (engineering) 1, Knowledge (occult) 1, Locksmith 2, Riding 1, Soft Steps 2, Swim 1, Trapping 1
Class of Progression: Second
Combat Style: Scimitar
Alignment: Neutral
Focus: One Handed Blades
Equipment: Vampiric Scimitar, Longbow, Handaxe, Fine Dagger, Backpack, Bedroll, Blanket, Caltrops, Candle, Chalk, Fishhook, Flask, Flint and Steel, Grappling Hook, Hammer, Lantern, Lock, Lockpicks, Manacles, Map Case, Oil (2), Parchment, Pitons (8), Pouch, Rations (3), Rope, Sack, Sewing Needle, Soap, Spyglass, Tankard, Tent, Torches (4), Vials (3), Waterskin, Whetstone, Wine Bottle, Studded Leather (with magic Perception bracer),
Wealth: 115 gp 61 cp
Devotion: The Warrior
Path: For Revenge
Age: 24; Height: 5'5''; Weight: 120 lbs.; Skin color: Copper; Hair: Black; Eyes: Green
Lucky Hairs: 8; HUT - 8; LT - 6; Left Arm - 2; Right Arm - 2; Left Leg - 3; Right Leg - 3
Wounds:
Skullcap: 1; Face - 2; Left Eye - 1; Right Eye - 1; Neck - 3; Upper Torso - 4; Lower Torso - 4; Upper L Arm - 1;
Upper R Arm - 1; L Forearm - 1; R Forearm - 1; L Hand - 1; R Hand - 1; Upper L Leg - 3; Upper R Leg - 3; Lower L Leg - 3; Lower R Leg - 3; L Foot - 2; R Foot - 2
Span 1; Land Speed - 30 ft.
Sep 12, 2018 5:09 am
That looks great, many thanks for helping me with the geography / geopolitics there.
I guess we're all set, then. Do you have some sort of character sheet design already available, or do we improvize one ?
Last edited September 12, 2018 5:11 am
Sep 12, 2018 5:39 am
Well, I have not been able to create a template yet, but what I'm having the others do is make a "Custom" and stick this information in there. You can put it in the sheet as-is, or modify it first. Anything about the above that you want to reorganize, redesign, etc?
Sep 12, 2018 4:12 pm
I don't think so, I reckon we're done, here, at least as far as I'm concerned.
Submitted my custom sheet to the Oldest World game page.
Last edited September 12, 2018 4:39 pm
Sep 12, 2018 10:00 pm
I like it! One point of concern is that it looks like you have alignment, combat style, and a couple of other things listed under Skills, because none of them are bolded. Will you be able to tell what's part of Skills and what is not?
Sep 13, 2018 9:05 pm
Sure, I'm quite clear about that sheet, I reckon. No worries, there.
Sep 14, 2018 12:15 am
OOC:
I'm starting you in a generic test zone, until it's time to meet in the real world.
Cayenne, while you were visiting a foreign country, you have been arrested on suspicion of involvement in the murder of a local noble. Stripped of your weapons, your money, and all useful gear, you were taken to a prison island and thrown in a cell. Dressed only in dingy rags, you have a hard time remembering when things were this bad. The cell you inhabit is about 4 cubic feet in size, too small for you to stand in. The bars are made of bronze, old and consumed by a green patina. The hinged door is held shut by a sturdy chain and a basic padlock. What you have in there with you amounts to: 1 mat (chewed upon by the rats), 1 chamber pot, and a cloudy piece of tin barely serviceable as a mirror. The edges are sharp, but...not very. Good way to get lockjaw if anything.

The cell directly across from you is a foot larger in each direction, and you find yourself strangely envious of the inhabitant: a tawny young man with a distinct point to his ears, and brilliant amber eyes. His mat is a little more fresh, his chamber pot is larger, and he actually has a glass mirror backed by silver. Also, and you're not sure what the deal is, he has gotten food twice and water four times since you arrived. You haven't gotten anything, and it's been two days.

You don't know much about the cell to your right, but from the one conversation you've struck up, the inmate is male, with a bassy voice and a cynical outlook on life. He hasn't told you much, but you know he's here because he slept with the governor's daughter.

You got a quick view of the cell to your left, when you were being hauled in. The woman in there was graying and unkempt, likely having been here a lot longer than any of you. You two haven't spoken, and that just leaves you curious as to why an old lady like here would end up in a place like this.

There's at least five more cells in your block, and only one way out: the door they used when they brought you in. Your memory's a little hazy on the details, but there's a hallway out there leading to more cell blocks, a guard station, and eventually the courtyard. No one's gotten to walk the yard since you've been here, so it may just be a thoroughfare to haul prisoners into their new, permanent residence.

What do you do?
Sep 14, 2018 4:40 am
First thing I'm gonna do is try and get my cell the real once-over: every inch of it, every dank corner, every crack in the wall. I'm looking for anything that may give me an advantage or information. I'm particularly looking for anything that may have been left by previous ocupants of the cell and been overlooked by the guards.
Also, how often do the guards come ? At meal time?

And lastly, if my inspection doesn't give any results, I'll try and get to know the other prisoners better. I'll try to get the old woman to share some intel first.
Last edited September 14, 2018 4:41 am
Sep 14, 2018 5:25 am
The guards have come erratically in the last couple of days, and don't always give equal meals to every inmate. This suggests they do what they want, when they want, to a certain extent. You would need a longer period, in the months or years, to get a really good measure of their behavior.

For your thorough inspection, roll a Sight check (using the sense rules below). I'll be taking your Eagle Eye ability into consideration.
[ +- ] Sight rules
Sep 14, 2018 1:15 pm
Cayenne focuses intently on every crack and crevice around her cell.

"If only I could get my hands on something to work this door lock..." she thinks, although deep inside she knows she's probably clutching at straws.

The situation was critical, yet she intended to remain calm. After all, this wasn't exactly her first time dealing with the law.
She recalled her days as a cut-purse with a wry, bitter smile... at least back then, she'd been arrested for something she'd actually done ! Not that she didn't intend to kill Erheol Finnys: she'd been paid to do it, and she had a reputation to keep. But someone had obviously beat her to it, and stuck her with the crime, to boot.

Well, that 'someone' had underestimated her.

"They made their first mistake when they stuck me here, instead of doing away with me, for starters !" she reflected grimly, while crawling on all four and inspecting the base of the walls behind her cot.

Whoever was behind this, once she got out of here she was darn well gonna make sure that one mistake would be their last.
OOC:
So, if I understand correctly, my dice came up as a 2, which doesn't give me any extra roll. Also, it being a Reduced value makes that 2 a 1, making it a failure in this case. Correct ? Also, I'm taking liberty with the reason why she got into jail in the first place because I figure this is a test one-shot type thing, but I'll edit it if it doesn't fit with your prepared material, obviously...
Last edited September 14, 2018 3:26 pm

Rolls

Enlight dice 1 - (1d6)

(2) = 2

Sep 14, 2018 6:07 pm
OOC:
I'll address your ooc first, then get to your post. You're absolutely right, except for the detail about being reduced. I don't see that on your sheet, and having a PV of 3 does NOT mean you're reduced. There's an important difference. It is possible to suffer -1 PV from taking three reductions, but you have not had that happen yet. So that means this is still one success, with an Able result. Feel free to take liberties this time. When we're in the real deal, I'll correct you if I feel your creative license goes too far.
You make a thorough examination of the cell. Ordinarily, you wouldn't see anything with that roll that a normal person would miss, but you have an extra edge. With the power of your Eagle Eye, you are able to scrutinize each aspect of your cell up close. You have the time, after all. There are three things of note: the "mirror" looks like it can be moved, there is a weakness in the third and fifth bars, and there is a loose brick in the east wall of your cell.
Sep 14, 2018 7:20 pm
Cayenne's pout breaks into a mischievious grin of triumph as her Eagle Sense settles on the loose bars. Maybe her situation is not as dire as she may have previously thought, she reflects while deciding to leave that matter for later and to concentrate her curiosity on the mirror first. If it can be moved, there may be something behind it; either that, or it can be then disposed in such a way as to warn her of the approach of any guards from further into the main corridor, to start with.

When she's done with examining the mirror, she'll cross the cell over to the eastern wall to pry the loose brick off it and see what the recess behind it may hide.
OOC:
I was under the impression that the Sight PV was made under Enlight, which in my char sheet does shows as 4 (reduced)... not sure where the confusion lies, here. My Nemesis score is a straight 3, though.
Last edited September 14, 2018 7:24 pm
Sep 14, 2018 7:36 pm
[ +- ] Rules clarification
Behind the mirror, you find that a past inmate had made a small chink in the bricks. Therein, they hid an improvised blade fashioned from a piece of the mirror and some bedding wrapped around the "handle." It's not much, but there you go. When you remove the brick, you find two things. The first and most important is an old key. The second is a small note scrawled in an unsteady hand. It reads, "They're coming for me. Didn't have the chance to make my getaway. Take this. Maybe it will serve you better." There's no name or other identification given.
Sep 14, 2018 7:51 pm
Cayenne nods to herself satisfyingly as her fist closes on the improvized blade. She tries a few practiced swings and cuts into the air, testing the weapon's balance before she turns her attention to the key. "Now this should be exciting...", she thinks to herself as she tries to fit the key into her celldoor.
OOC:
No worries... she'll have to make-do without the bars, then. Just glad I seem to be getting a hang on the dice rules, here.
Last edited September 14, 2018 7:51 pm
Sep 14, 2018 7:55 pm
OOC:
That's what this part is for! :)
Here we have a chance to examine the combat rules, specifically improvised weapon. Roll an Eyrie PV check.
Sep 14, 2018 8:10 pm
OOC:
I have a question: sofar I have thought about posting 1 roll at a time, with coming back and editing the post in case of further rolls being "won". If you have another method(s) feel free to share your tips.

Rolls

Eyrie PV roll 1 - (1d6)

(2) = 2

Sep 14, 2018 8:14 pm
OOC:
While it is certainly an option, have you considered rolling your maximum number of dice? On here, it's easy enough for me to sort out which ones are which. That way, if you roll three but are only allowed one, I can just dock the other two without trouble.
Alright, that's one roll with one success. Now roll a second Eyrie PV check for "Attack 2."
Sep 14, 2018 8:18 pm
okay so I just rolled a 2, here... (again!)
Since my virtue is boosted, would this count as my "highest die", even though it's my only die ? That would make it a 3 instead of a 2, adding a second dice ?

EDIT: I posted this before I saw your last post.

Also, how do I know my max number of die ? Is it 5 die for Eyrie 5 for example ?
Last edited September 14, 2018 8:21 pm
Sep 14, 2018 8:35 pm
Alright, let me try and break this down. There's a lot to unpack.

Yes, a roll with one die would mean that your highest is also your lowest. This is one reason why you can't have a boost and reduction on the same Virtue (aside from certain logical paradoxes).

That means it would in fact make it a three. This should allow you a second die. However, if one of your other two rolls is higher, then we have a problem. The best way to resolve this is to say that the boost only applies once. If used to get more dice, then it won't boost any future rolls. I'll make a note of this in my rules.

The OOC thread explains how PV checks work. If you still want information after giving it a read, then I will rewrite it.
Sep 14, 2018 9:17 pm
I think it all starts to makes sense to me.

Okay, so let's say I choose to use my boost to make a second dice roll (and after reading the PV rules again, I realized an Eyrie score of 5 gives me only the possibility to get 3 rolls max, so I'll post my 2nd and eventual 3rd rolls for that first PV check here, under "Attack 1").
My 3 rolls for "Attack 2" will also be posted.
OOC:
Okay, so I now got 3 rolls on Attack 1 including 2 successes, and my second Attack would show respectively 7, 6 and 3. So 3 successes including a 7 (which effect I'm not sure of...). Correct ?
Last edited September 14, 2018 9:32 pm

Rolls

Attack 1 (rolls #2 and #3) - (2d6)

(62) = 8

Attack 2 (rolls #1,2,3) - (3d6)

(663) = 15

Sep 14, 2018 9:27 pm
OOC:
errata ! I re-checked: Attack 2 would still be 6, 6 and 3, just without a botch. Right ?
WalkerOfSorrow says:
A boost means that, with every roll on that Virtue, your highest die receives a +1 bonus. If a 6 receives this bonus, it doesn't become a 7, but a botch is removed (if there is one)
Last edited September 14, 2018 9:34 pm
Sep 14, 2018 9:46 pm
Aye! You've got it down now. Just like there's no zero, there's no seven either. Since you've got two sixes, the only roll left to modify is the 3, which becomes a 4 with no additional effects. These should both be great rolls, if you had a normal dagger. Would she give it two swings to test, or three?
Sep 14, 2018 10:13 pm
She could try another swing, I guess... Now, forgive me if I'm still not completely clear on one point: I thought the Boosted condition on a virtue only gave the highest dice the +1 boost. In that case, I won't be able to boost the 3 on that attack roll, will I ?

She'll give it another stab, just to see how that thing handles itself.
Sep 14, 2018 10:16 pm
Satisfied with her homemade dagger, and pleasantly surprised at its basic but practical workmanship, Cayenne stares at her grimy, resolute-looking reflection in the small mirror, gives herself a duelist's salute, tries out a feint, then a quarte and finally plunges in a sudden cut, aiming to stab at an imaginary spot in between her reflection's eyes.
Last edited September 14, 2018 10:18 pm

Rolls

Attack 3 (3 rolls) - (3d6)

(543) = 12

Sep 14, 2018 10:18 pm
It's a wrap-around rule. 6 can't go any higher, and two of the rolls were sixes. So the three is the only one that can be affected.

Go ahead and do all three dice for the third attack.
Sep 14, 2018 10:20 pm
Okay, I got a 5, 4 and a 3. So in that case I am obliged to choose the 5 and make it into a 6 ? Still makes it 3 successes, it would seem.
Last edited September 14, 2018 10:20 pm
Sep 14, 2018 10:22 pm
Correct! Now, normally you would get a bonus die on each attack, because you'd be treated as Trained. But we're going to ignore those for simplicity this time.

Now I roll three percentile rolls at 25% success rate, because the weapon is improvised.

Edit: The feint seems to go well enough, but despite using your finest skills, the quarte and stab seem really sloppy. The weight distribution's all wrong...at least for an elegant weapon.

Rolls

Attack 1 must be 25 or less - (1d100)

(2) = 2

Attack 2 must be 25 or less - (1d100)

(39) = 39

Attack 3 must be 25 or less - (1d100)

(93) = 93

Sep 14, 2018 10:35 pm
Okay, what exactly are the d100 for then ? Didn't the d6 already resolve the attack ?
Last edited September 14, 2018 10:35 pm
Sep 14, 2018 10:41 pm
Here's where I explain Improvised Weapons. There are three qualities of ordinary weapon (ignoring things like fine weapons, magic weapons, and so on). They are Improvised, Rough, and Normal. While the vast majority of weapons are Normal, you can find some, or make them, which are lesser in quality.

Rough weapons have a 50% rate of auto-fail per attack. You roll normally, but then the player or GM rolls percentile to see if that attack auto-fails, no matter how talented the wielder is, nor how shitty the defender is at protecting their own life.

Improvised weapons take this a step farther, with a 75% rate of auto-fail. If the roll is 1-25, you have a chance of making it work. If not, you're out of luck. You've learned an important lesson very early on, and nothing was at stake.
Sep 14, 2018 10:49 pm
Indeed not something I'm ever likely to forget: Bring Good Weapons To A Fight ! Check.
Sep 14, 2018 10:57 pm
Fortunately for you, your real weapons are all very nice!

Now that you've tested the knife, what's next?
Sep 14, 2018 11:26 pm
I guess I'll try the key in the lock of the door... not even sure if there's a lock, actually.
Sep 14, 2018 11:34 pm
There is. I mentioned it in the description.

You approach the bars and slip a hand through, eager to get the key in and get out of your tiny cell. The elf-eared inmate across the hall takes an interest, and wanders over.

"Oi, what's that you got there?"

The key slips in, turns, and you can feel tumblers clicking, the mechanism disengaged. The lock falls to the floor with a loud clack, and the casing bursts open. Tiny screws and pins scatter over the floor.

The elf man sneers, "Oh jolly good. You got yourself a key! Won't ask how you did that in just two days, pretty morsel. Prolly standing on the shoulders of some other poor sap who weren't as lucky. There's no escaping the island, pretty. Even if you step on out of here with your fancy knife and your little key, those guards are aching for a chance to put you in the ground. One less inmate they have to worry about, eh?"
Sep 15, 2018 12:15 am
Cayenne's eyes shrink into slits at the mocking and patronizing tone, but she quickly gets a hold of her temper and flashes the elf a dazzling smile: "Mmh, you seem very knowledgeable for someone who's been locked in here, handsome. I tell you what...", she says huskily, while stepping closer to his cage, "why don't we join forces ? You seem to have not only a good knowledge of the place, but some... interesting contacts around here." She eyes his cell with an approving and eloquent glance, stretches like a cat, then whispers: "That cot of yours, for example, it looks sooo much more comfortable than mine was. Does it fit two, d'you think?". She gives him a small wink and looks at him fixedly with falsely innocent, luminous green eyes, while her hand imperceptibly crawls along the bars of his cage, closer and closer to where his own is leaning.
OOC:
Attempts to first charm or at least distract him, then will tug at his wrist and slam his face against the cage, to finally get her blade against his throat and prepare for a little session of interrogation/intimidation
Last edited September 15, 2018 12:16 am
Sep 15, 2018 2:49 am
OOC:
Alright, roll a Guile skill check. That's Daimon, plus skill ranks, and you want a total instead of successes.
As you approach his bars, the Impure one just keeps jeering, "Me, work with you, ha! You realize you're going to die, right? They're not going to take it easy on you, just because you're a pretty little Vanity? Anyone who sets foot outside that door is dead meat."
Sep 15, 2018 3:22 am
Cayenne purs as she approaches him: "You're really just a big scaredy-cat, aren't you? What a shame, such a strapping specimen like you...". She smiles teasingly and she starts toying almost distractedly with the irons of the elf's cell bars. "You really think I'm pretty ? I think I'm gonna jump into that cell with you in a minute, if you keep flattering me like that ! I bet you wouldn't mind that uh ? I never been with an Impure before, you know... You'd be my first. After all, if we can't get outta here, we may as well make it worth our while..."
OOC:
Rolling Guile... and approaching her target. So, I take it that's a total score of 10 (first 3 die + 1 Guile skill)?
Last edited September 15, 2018 3:24 am

Rolls

Guile Skill check (Daimon: 6-double reduced, Guile +1) - (4d6)

(4413) = 12

Sep 15, 2018 3:26 am
Edit: Oh, no, wait. I see what happened here! You rolled the fourth die so that we'd have all four. My mistake.
Sep 15, 2018 3:32 am
The inmate seems put off by your aggressive approach, and scoffs, "Very seductive, opening up with the bigoted slurs. I'd ask if that works for most men, but it sounds like you lack experience."
OOC:
At this point, roll a Leon PV check. It will be weighed against the result of his, and if your checks are equal, you'll be able to lay hold of him to begin your intimidation, per what you wrote earlier.
Sep 15, 2018 3:36 am
You got it. Here goes:
OOC:
with the boost that should bring her to 11 ? Edit: never mind, that's a 10 only because the last d6 didn't actually count.
Last edited September 15, 2018 3:39 am

Rolls

PV check - Leon (4, boosted) - (3d6)

(541) = 10

Sep 15, 2018 3:37 am
And his reply...

Rolls

Leon PV check (reduced) - (3d6)

(121) = 4

Sep 15, 2018 3:38 am
You easily take him by surprise and slam him up against the bars. Now, unlike Guile, there is not an Intimidate skill. It is a combination of your Daimon PV check, roleplay, and how much of a threat you pose in general.
Sep 15, 2018 3:56 am
"You're absolutely right, friend: I really suck at doing small talk..." Cayenne says between gritted teeth as she slams the startled elf against the bars, holding him in a surprisingly strong grip, "... on the other hand I'm pretty darn good with a knife. See this one here ?" she asks the convict as she applies the tip of her shiv about half-an-inch under his left eyeball, "Normally I'd shove it into your rotten little maggot brain just to teach you how to talk to a lady, but as it is I need some information. I may even let you out if you convince me that you're not the lying bag of cow turd I'm suspecting you to be. So let's start with why you seem to know so much about this place and why you're getting the special treatment here? Who are you ? And more importantly: what is this place and how do we get out of here?".

She concludes with the following: "It's really very simple, as far as you're concerned: either you give me all you know and you do your best to help me out of this place, or you're gonna die right here, right now, in this stinky cell. What's your choice, scum ?"
OOC:
Note: she actually means what she's saying, if the elf can catch up on that he'll see how serious her threats are. Edit: or then again, maybe he won't... oh, well.
Last edited September 15, 2018 4:07 am

Rolls

Daimon PV (6 - double reduced) - (4d6)

(2446) = 16

Sep 15, 2018 4:39 am
While your threatening stance gives him a moment of pause, he chuckles and relaxes in your grip. "Bit of a spark, I like that. But you've got a lot to learn when it comes to threatening hardened convicts. With the threat of death on the line, you really think anything less is going to matter? Put down the bit o' shine. It'll do you more harm than good."

He is now rolling Guile, which you must counter with your own, to keep him from getting the upper hand.

Rolls

Guile skill check - (3d6)

(651) = 12

Sep 15, 2018 4:50 am
Rolling Guile:
3 + 6 + 2 + 1 (skill) = 12
Last edited September 15, 2018 4:54 am

Rolls

Guile Skill check (Daimon: 6-double reduced, Guile +1) - (4d6)

(3631) = 13

Sep 15, 2018 5:11 am
So...close...

The rules as written are "If an enemy is opposing your Skill Check, you must roll higher than them as well as beating the difficulty." Because this is technically HIS roll that YOU are opposing, he fails. He did not roll higher than you.

How we'll interpret this "practically a tie" result is that you find his words rather convincing. He makes some very good points, but for a few complications. A) He's behind bars, B) You're not, C) You have a knife up to his eye socket, and D) You're not exactly willing to give up that position just because he's good with words. Interpret that how you will for your response, but there is no mechanical effect against you.
Sep 15, 2018 5:26 am
Cayenne relaxes a bit and lowers her knife as she flashes the elven convict a half-smile. Although her eyes sparkle with amusement and curiosity as she adresses the strangely impudent fellow, she still retains her grip on his wrist and his face against the bars.

"I like you, elfman. You seem a little crazy, and you're an arrogant twerp, but you also got guts, and you're giving me more conversation that I've had in the last while - which isn't hard to say, since I've mostly been talking to myself. Now, don't believe that only because you have a death wish and a bit of an attitude I'm going to trust you and your honeyed words. Got it ?"
As if to illustrate her point, she slams his face once against the bars, not hard enough to knock him out but definitely hard enough to get him to listen up.

"Now, do you have anything useful you'd like to say to me ?" she asks softly, looking at the prisoner straight in the eyes.
OOC:
EDIT: gonna hit the sack, we'll catch up on the rest tomorrow ! Good fun, though, cheers !
Last edited September 15, 2018 5:30 am
Sep 15, 2018 6:02 am
OOC:
See you then!
The Felbreed prisoner relents, "Alright, alright, you've made your point! Gods, you have a way with violence. If it's something interesting you want, I suppose that depends on your definition. The bloke on the left of your cell, my left, is a more capable fighter than myself. Heard he got hauled in here for a few brawls, and more wins than losses."

The big guy, who you haven't gotten a chance to see before now, snorts from behind you, "No losses, lest you count getting tossed in here like spoiled fish. For what it's worth."

The Felbreed smirks at this retort and continues, "And if you direct your attention to my right, you'll find a much more interesting candidate. Old crone is said to have been hauled in on witchcraft charges, some twenty or thirty years ago. Hard to believe she's survived that long in these conditions, hate to think of how..."

The old woman does not answer, but you hear her sniffle and move around a little in her cell, as if she heard you two talking about her.

"And then there's me," he finishes, "the one with the knowhow to get us both out of here. Provided you can keep us alive, which I still doubt. What'll it be?"
Sep 15, 2018 1:25 pm
Cayenne frowns at the elf's words, her brow creases in thought before she settles her attention on her interlocutor again, icy resolution shining forth from her cool, now darkening green eyes.

"Why, I reckon I want all of yiz along , then. The more, the merrier, as the old proverb says. And each can watch the others, as well... Unless... You seem to imply I only have one option, here. What makes you believe I can't spring all of you out ? Or maybe even that you could." she adds after looking at the elf from head to toe, "You seem to have... let's say you give me the impression that lockpicking and such like may be part of your curriculum, am I wrong ? Or is blabber-jaw your main skill, here...?"
She flashes the elf a mocking smile before releasing her grip on his wrist.
"Also, name isn't 'Pretty Morsel'. You may as well just call me Black, for now. Yours ?"
Last edited September 15, 2018 1:27 pm
Sep 15, 2018 7:30 pm
He wrings his wrist as you release it, glowering darkly, "You'd be surprised what I'm capable of. More to the point, it's not that I think you can't release every mook in this lockup. I don't think you should want to. How large a group d'you think those winning charms will keep in line? Maybe someone decides they want to be in charge instead, makes an example of you." He nods, indicating the old woman. "Could be the person you least expect."
Sep 15, 2018 9:14 pm
Cayenne takes a minute to think over the elf's words of advice. "You know what? You have a point: I'd better get to know the territory first !".
Keeping a look on the elf from the corner of her eye, she walks over to the brawler's cell door.

"So what do you have to say for yourself ? You want out of here ?", she asks the gruff presence on the other side.
OOC:
Not sure if there is a limit to the number of people she can recruit, but I guess this little RP session might tell us.
Last edited September 15, 2018 9:16 pm
Sep 17, 2018 4:40 am
OOC:
That it will.
Your first time really getting a look at the man. He's easily three of you, his legs bigger around at mid-thigh than your waist. He's about 5'11'' at the shortest, and it looks like he's hunched over. Not a scrap of fat on the big fucker. You're used to a lot of fair-skinned, fair-haired boys back in Cerbesia, most of 'em scrawny and light of wits. This man looks like he'd eat a whole wagon of them for a light snack, and have room for dessert. He has a mess of coarse, dark hair; some of it in braids, but everything's all pulled back in a sloppy band of cloth to keep it under control. When you come over to his cell, he directs his gaze upon you, but his eyes don't seem right. There's rings of red and black around the lids, the skin scarred by blistering and peeling. What should be white is yellow, what should be brown is black in places, and what should be black is blue -- like water after you've made corn for supper. He's not so much looking at you, as in your vague direction, out of focus.

"What you care, what I want?"

He holds that pose for a while, and when silence lingers, his eyes wander. His jawline's consumed in scraggly hair out to his collarbones, and it doesn't look like it's gotten a tending in months. Strange, you don't remember the last male inmate having to deal with his facial hair.

"Aye, I want out. But what's a gel like you aim to do abou' it?" he admits, with a voice like tamed thunder.
Sep 17, 2018 10:12 am
Cayenne feels a mix of awe and repulsion at the sight of this incredible specimen, mixed with a tinge of fear and, to her greatest surprise, a little excitement: her heart goes out to the man for a moment at the sight of his face, particularly the eyes. She remembers stories about people being blinded by a branding iron, but she'd never actually believed such a barbaric punishment was still being mettled to criminals. Until now, that is.

Cayenne gives a thoughtful look at the cell lock, trying to figure out how hard it would be to open or even break the thing.
OOC:
so trying her locksmith skill there maybe ?
After her quick once-over she says to the big prisoner, in what she hopes is a confident tone:

"You let me worry about that, now, big feller. They really did a number on you, did they? I wonder if...", she turns towards the old woman's cell with a quizzical look before adressing the brawling half-giant again. "You hang on, now... I'll be right back."

She crosses over to the witche's cage in a few light, dancing steps and raps on her cell door.
"Ma'am ? Hello ? Anyone there ?"
Sep 17, 2018 12:27 pm
OOC:
Locksmith would definitely be one way to go about it, yeah.
The big guy grunts and moves away from the bars. When you rap on the bars of the other cell, the old lady looks up at you. Stringy bangs cover most of her face, but you can make out fuchsia eyes and the tip of a crooked nose. She grins, baring yellowed teeth. "Should I be flattered you came to see me last, dearie? What can Granny do for you, today?"
Sep 17, 2018 3:51 pm
Cayenne tries to hide her revulsion for the old witch, as a flow of images from her past encounters with the sorcerers of The Eight assail her memory. Straining to get a handle on both her anxiety and her profound distrust for witchcraft, she speaks in a practiced, slow and careful tone: "Forgive me 'Granny', but you don't exactly inspire blind trust at first glance..." The witch-huntress breaks into a small lopsided grin at her own unintended pun, before continuing: "Word has it around these parts that you may be a mistress of the dark arts, and that's not something most people like to triffle with. Saying that, as you may have surmised, I am intending to break out of here and I'm looking for help in that enterprise. In exchange for my assistance in freeing you from this prison, can I count on your... shall we say, proper behaviour, once we're all walking down these corridors to regain our freedom ? It won't be easy, it seems, and we'll have to be able to trust one-another's back if we're caught in a pinch.". She gives the hag what she hopes is a level look as she waits for her reaction, trying to read the strange woman's intent. "That's providing you do want to get out of here, of course."

"On the subject of blind trust," Cayenne adds cheekily as an after-thought, "You wouldn't by any chance be able to cure this man's burnt eyes, there, would you?" She points at the big fighter, still hunched inside his own cell.
She then gets closer to the witch and asks in a whisper: "Also, anything you can tell me about that elf ? Somehow I just don't trust him. Too clean to be honest, that one..."
OOC:
While she's waiting for the answer, Cayenne does take a moment to examine all the cell locks, making use of her Eagle Eye ability. Do they look difficult to pick ? And if not, is there anything she sees inside any of these cells that may provide her with a makeshift lockpick ? Also, since her own padlock seems to have clattered on the ground quite easily, does her knowledge in Locksmithing give her the impression that any of these locks could be broken or torn off by force ?
Last edited September 17, 2018 6:10 pm
Sep 17, 2018 11:05 pm
[ +- ] Locksmithing
"I can hear you," the Felbreed says from his cell, tone half-mocking and half-offended.

The old woman studies you closely from behind her stringy hair, still not approaching the bars. "You have many questions for someone you don't find trustworthy. Yet you are so eager to ask! How...curious. Why do you think I have magical powers, dearie?"
OOC:
The lock on the Felbreed's door is about the same quality yours used to be, but newer and less corroded. The lock on the big guy's door is sturdy, but no better in quality. You reckon it would be just as easy to pick as the other two, but harder to break. At first, it doesn't look like the old woman's cell is locked at all, but something seems off. You would need another skill to discern what is holding her. Give me a Locksmithing skill check to determine what you want to know about these locks.
Sep 18, 2018 4:29 am
Checking these locks...
OOC:
So we get 3, 6 and 1, which adds to 10, making 12 with her Locksmithing skill... On a sidenote, it seems that for this types of checks (add dice value + skill, with no failure and/or success, and where the higher die is already a 6) the boosted condition doesn't really bring any advantage, since the 6 can't become a 7. What do you think ?
Last edited September 18, 2018 4:33 am

Rolls

Locksmith / Eyrie PV (Locksmith Skill +2) - (3d6)

(361) = 10

Sep 18, 2018 4:57 am
Cayenne gives the old woman a sharp look and her eyes get hard as she answers: "Let's cut to the chase, shall we ? I'm running out of time - and patience, as well. See 'Pointy Ears' back there ? He warned me against you and told me straight up you were a witch. Of course he could be lying..." at which point she turns towards the elf and hisses: "I know you can hear me and I don't give a damn: you're not only scornful and arrogant, you also seem disturbingly at ease in this place and sofar you've done nothing other than trying to undercut my will to regain my freedom and to sow doubt in my mind, so no, I don't trust you one bit. Deal with it, or prove me wrong."
She then directs her attention back to the woman: "... so he could be lying about you being a magicker but I reckon he's right at least about that much, since first of all: you haven't died yet after all the time you've been here, and second: there's obviously some sort of magical lock on your cage. Now, if you decide we can help each other, say your terms. If not, I have things to attend to. Decide quick because, like I already clearly said twice now, my patience is running out."
Sep 18, 2018 5:13 am
OOC:
You're not exactly right. If the highest die is a 6, you simply apply the +1 to the next highest die, which would be three. Boosts actually have a more reliable benefit in skill checks than in normal PV checks, because the +1 always shows up in a very easy-to-see manner.
The big lock on the one guy's cell would be pretty difficult to mess with, unless you were prepared to pick it correctly. The Felbreed's lock is not as hard, but you'd still need the right bashing implement and it would make noise. As you examine the other cells for a lockpick, you notice a fifth inmate who hadn't joined the conversation. Can't get a good angle til you're done talking to the old woman, but there's definitely somebody in the cell across from big man.

The old woman bobs her head like a bird, as she listens to you speak. When you are entirely done, she says, "Is he your friend then, dearie? Lots of good reasons to trust the lad? If you're not sure who to trust, I wouldn't recommend starting there. Specially when he makes such an outlandish claim about some poor old bird locked up on this rock. Now, while I don't take kindly to bein' told I should be dead, I suppose you're not far off the truth." When she hears you mention a magical lock, she looks at the bars and seems to lose interest in talking to you. "Hmm," she mutters, "now how about that..."
Sep 18, 2018 5:38 am
"So glad that got your attention..." Cayenne says half jokingly and half alarmed - and pretty much on deaf ears as the woman seems totally entranced by that new bit of information. "Not a witch then ? A poor old lady uh ? Right. And I'm the Empress of Cerbesia", she thinks to herself cynically as she slowly backs away from the woman, all the while keeping a sharp eye for trouble: if 'Granny' had indeed magical powers, she could turn out to be far from easy to deal with, in case she woud prove a danger for the rest of them.
With very slow, deliberate steps, her eyes still very carefully watching the witch and her meddlings, she makes her way towards the last occupied cell. As she gets closer to it, she risks a look away from the old crone and into the cell.
Last edited September 18, 2018 12:31 pm
Sep 18, 2018 6:05 am
You look into the final cell and see...a dog? Big ol' friendly spaniel, just sleeping peacefully in the prison cell. No sign of any...

Your vision shifts, shudders. The dog gets up, but backwards? Its hindquarters just float off the ground until they are hovering over its big head and floppy ears. The image finally collapses, and you no longer see a dog, but a young girl. Can't be older than 14, and is likely much younger. Your brain tries to rationalize how you saw a dog where there clearly wasn't one. You have a headache.

Roll a Nemesis PV check.
Sep 18, 2018 12:34 pm
Trying to make sense of what just happened...
OOC:
So let me see if I'm getting the hang of this: I'd just count the first roll of 4 as 1 Success, and leave it at that (since I didn't 'win' any more dice), right ?
Last edited September 18, 2018 12:37 pm

Rolls

Nemesis PV check (score:3) - (3d6)

(441) = 9

Sep 18, 2018 11:26 pm
That is correct. The sudden onset of your headache quickly fades to a dull ache, but no other effects occur. It seems, though you are not sure, that the image of the young girl before you is correct. That dog must have been some kind of illusion. The girl approaches the bars, but not close enough for you to reach. She is dressed in the same sort of rags as the rest of you, and they hang about her waifish frame.

"Are you sirs and madams breaking out of jail?" She looks at you expectantly.
Sep 19, 2018 2:30 am
Cayenne nods at the girl: "That's right, darling, we sure is... or at least I am. Wanna come with ? Time for your walk, now !" she quips at the young girl, but then adds quickly: "Never mind that last sentence. Now, you may find this strange, but I swear there was a dog in this cage a minute ago..."

She tries to look as harmless and friendly as she can to avoid alarming the kid, although she can't help but remembering the old stories she heard about shapeshifting monsters and werewolves. "Maybe I should be the one to be alarmed..." she thinks fretfully, while remaining poker-faced.
OOC:
Also admittingly, in a weird kind of way, Cayenne figures having a half-dog in the group may help her figuring who amongst the others is to be trusted...
Last edited September 19, 2018 2:31 am
Sep 19, 2018 4:05 am
She points to a drawing on the wall, scrawled in something you can't identify. There on the wall is an image of the big dog you saw...

Suddenly, your mind becomes clear. Images bloom away from the dog and cover the wall. Houses, ships, all sorts of people, flowers, fairies, swords, dragons, the ocean, pretty much everything. The images shimmer away as soon as they appear, but you can still see a faint outline on the wall.

"I made these."
Sep 19, 2018 10:36 am
Cayenne's hands start to faintly shake as the true extent of the girl's powers finally dawns on her. Getting her nerves under control once again, she asks as softly as she can: "These are... very pretty drawings. I am Cayenne, but most people call me Black. What's your name, then ? You know how long you've been here ? And why would anyone want to put a nice girl like you inside a cage ?"
She then gathers her courage and she adds: "Would you let me come inside your cage and look at these pretty drawings of yours ? I don't see a brush or any paint here, what did you draw all of these with ? They're really very nice."
Sep 19, 2018 10:52 pm
"Um, sure," she answers, "I guess you can come in, but how? The bars are locked."

While you figure that out, she answers the rest of what you said, "I'm Titania. They put me in here about a week ago. Don't really know why." She looks over her collection of drawings, most of which are no longer visible except as faint scratchings in the brick. "I just find things to make marks on the walls. They won't let me have brushes."
Sep 19, 2018 11:00 pm
Cayenne, who was now crouching in front of the cage door to try and figure out what to do about it, raises an eyebrow at Titania's story.
"Mmh, yeah they like to put people in jail for little or no reason, uh ? Luckily for both of us, they also tend to leave things laying around... things we can use to escape. Say, show me whatever you found to scratch at these walls, will you ...? There wouldn't happen to be something like an iron wire, or a long needle in there, by any chance ? Anything long and thin wil do, let me have a look, here..."
OOC:
She has a look through the tidbits Titania has gathered and sees if there's anything she can use to either break or pick the lock.
Sep 19, 2018 11:17 pm
"There is! Here." She hands you what she makes all the marks with, a long and sturdy iron needle.
Sep 19, 2018 11:27 pm
Cayenne gives the young girl a wink: "Now we're getting somewhere...". Carefully, she starts fiddling with the lock.
OOC:
I'm guessing this is a Eyrie + locksmithing skill check, correct me if I'm wrong here...
Last edited September 19, 2018 11:27 pm

Rolls

Lockpicking (Eyrie 5/boosted + 2 Locksmith) - (3d6+2)

(464) + 2 = 16

Sep 20, 2018 12:29 am
You are quite correct. And 16 is a Difficult result, great job!

Though your tool is not the finest, you deftly pick the lock on Titania's cell and set it aside. The door opens, and she steps out, pausing wistfully to look at her empty cell.
Sep 20, 2018 1:50 am
Cayenne stays a little ways away from the girl and all her senses are in alert, in case she would reveal agressive. Nevertheless it seems to her that the mysterious young inmate is more lost that truly dangerous. The bountry huntress slowly starts to relax and she says to Titania: "So, here you go. You're free!...", then adding with a cynical lopsided grin: "Well, not quite, but we're getting there. Now, since we're pardners, I'm gonna need your help, you ready?"

When she feels she has the girl's full attention, she explains her plan: "You seem like a smart girl, with a good heart. And for some reason, I have the feeling you must be a great judge of character. I'm gonna take you see some of the other folks that are locked in here, and I want you to tell me which ones are your favorites, and which ones you just don't like the look of. You think you can try and help me with that?" She gives Titania a charming smile and tries to look as innocent as possible (something she hasn't done in a long, very long time indeed...!).
Last edited September 20, 2018 1:51 am
Sep 20, 2018 2:06 am
Titania follows along as you talk, looking as though she finds you very strange. She says nothing in response, but nods. You can't be sure, but it looks like she's ready to help you. Where are you going first?
Sep 20, 2018 3:06 am
Cayenne walks straight back to the old discheveled woman's cage and takes a minute to get a read on the situation there before she approaches.
"Granny, this is Titania. Titania, Granny. Any luck with that door, by the way? Titania's lock was easy to pick but it looks like yours may require some special kind of skills..." she tells the witch. "I'm not sure I can help, not unless you tell me what you need."

She then waits to see if the witch responds to the bait.
Sep 20, 2018 3:34 am
"Not sure there's anything holding these bars shut," the old woman answers, "looks like they're just sitting." The old woman turns her attention toward Titania. "Hello there, little girl. Where's your mommy and daddy?"

Titania waves shyly, but just hides behind your leg a little bit and doesn't say anything.
Sep 20, 2018 3:45 am
Cayenne tries to read Titania's eyes, see if she feels anything ressembling fear for the old lady. "You okay, there, 'Tania?" she asks the kid, then looks at the bars the old woman was talking about.
OOC:
What does she mean exactly by "Just sitting"? Does she mean the door is just leaning on its own without hinges ? Also, can Cayenne tell if the girl is actually showing fear or rejection towards Granny, or is simply being shy ?
Sep 20, 2018 3:58 am
OOC:
I don't know what she means. I'm just the Game Master. ;)
If you want to find out more about this social environment, you can try rolling a PV check in one of your mental Virtues, or selecting from one of your skills.
Sep 20, 2018 4:19 am
Maybe rolling a Knowledge (Occult) with the Enlight as base, to see if Cayenne detects sorcerous foulplay at work with the witch...
Either that or a Guile with Nemesis, to feel if anything's off with any of the two women's behaviour.

Rolls

Knowledge (Occult) with Occult +1 (Enlight 4/reduced) - (3d6+1)

(435) + 1 = 13

Guile (Nemesis 3) with skill +1 - (3d6+1)

(414) + 1 = 10

Sep 20, 2018 4:32 am
OOC:
Guile actually uses Daimon, not Nemesis. Bet that would give you better results.
You are unsure if this is foul play on the old lady's part, or something to do with the bars, but your knowledge of the occult tells you that something is off about her cell. The bars themselves are made of ordinary iron, but each one is encircled with the tiny lettering of some kind of script you don't recognize etched into the floor, and the bricks of her cell don't look right. You'd have to examine each one closely to get more information, but you don't have that luxury...without opening the bars.
Sep 20, 2018 4:47 am
Cayenne frowns at the old lady, then at the bars, then back at the young girl again. "Come Tania, we're wasting our time here. This old bird likes to keep her cards a little too close to her chest and I don't like being taken for a fool or wasting my time. Let's go see what the others have to offer...". She'll give the old lady one more chance to come clean with her, but if she's not forthcoming she leaves her to her cage and walks over to the elf's cell.
Sep 20, 2018 5:39 am
The old lady says nothing more. You return to the Felbreed's cell and he leers at the two of you.

"Are you still playing House with your friends the prison inmates? How precious. What do you want now?"
Sep 20, 2018 1:06 pm
"For someone who's about to be set free, you're singularly lacking in gratitude. Now shut that gaping bag of teeth and let me concentrate for a minute, will ye...?" She turns to Titania and says sententiously: "See ? This is what happens when you don't get loved enough as a child. You become bitter and cynical. How sad !" She gives the child a playful pat on the shoulder before kneeling down by the lock and trying to pry it open.
OOC:
same usual thing, Eyrie with locksmith, I guess ? Or is that one particular lock of a different type ?
Last edited September 20, 2018 5:41 pm

Rolls

Picking Lock (Eyrie/boosted +2 Locksmith) - (3d6+2)

(415) + 2 = 12

Sep 20, 2018 11:31 pm
As you work the lock, Titania whispers to you, "Um, Miss, didn't you want me to tell you who I like?"

With a result of (5+1+2=8), you don't manage to pick the lock. You retrieve the iron needle without damaging it, and are able to try again.
Sep 21, 2018 3:31 am
Cayenne looks back at the child with renewed interest: "Something you want to tell me, Tania ? Whisper it in my ear if you like, that way it stays between us..." she says reassuringly, giving Titania an encouraging look.
OOC:
she is glad to see the girl has initiatives of her own, as well.
Last edited September 21, 2018 3:33 am
Sep 21, 2018 3:56 am
Titania hesitates at first, and the Felbreed leans in to try and hear. But the girl speaks very softly, directly into your ear.

"I don't like him. He's scary. Not like a wolf or a big monster. He's scary like my uncle when he's drunk."

Edit: Titania gets a total of 7 on her skill check, which is a Normal result. The Felbreed gets one success on his Hearing check, giving him a result of Able. What this comes out to is that Titania's bad at whispering, and the Felbreed can obviously hear something which is not that quiet.

Rolls

Titania's Acting skill check (to speak quietly) - (3d6)

(434) = 11

The Felbreed's Hearing sense check - (3d6)

(251) = 8

Sep 21, 2018 4:27 am
Cayenne nods imperceptibly at the young shapeshifter (or whatever the girl is, she isn't that sure yet) and gives the elf a stone-cold stare. "You know what, I don't think I'll take you along, after all, Impure. My new friend here doesn't like the way you keep staring at her, see... Don't take it personal. Just can't take chances. Still, I'll try to be fair: any message you want me to take to the outside for you ?"
She gives the elf a thin smile and cocks her head to the side, waiting for his answer.
"Oh and by the way," Cayenne continues, "Scream or try to raise alarm and I'll come back down here and kill you myself."

Her look is level and leaves no room for misinterpretation.
Last edited September 21, 2018 4:29 am
Sep 21, 2018 4:35 am
OOC:
In fairness, you've never actually SEEN her experience a physiological change. There was a dog there one second, and then there was a girl. No missing links or middle areas. Your Witch Huntress senses also told you that there were illusions at play.
"No surprises there," the Felbreed says with a sneer, "I'll enjoy hearing about what the guards do to a couple of girls outside their cages."
Sep 21, 2018 4:49 am
"Fair enough. We'll keep you posted." Cayenne flashes the insolent thug a smile and looks at Titania. "Okay, I'm gonna show the last one and you tell me what you think. There's only one problem: I think someone did something to him, they hurt his eyes. Have a look !" and saying that she takes her to the brawler's cage.
Sep 21, 2018 5:35 am
"Since you are curious," the big man answers the unasked question, "they trussed me up like rawhide and let the Sun burn my eyes out."

You and Titania hear this as you return to his cell, and once again behold the burly fella with all the braids. The lock is about as easy to pick as the last one, but big and sturdy. There's no breaking this one by force. Not with the tools you have. Only way he's getting out is if you manage to pick it. Titania is in awe of him, but still hides behind you even though he likely can't see either of you.
Sep 21, 2018 2:16 pm
Cayenne answers the blinded fighter laconically: "Well, they really did you good, all right. Tough break. But let me see if I can get you outta here first, then we'll worry about that eye-burn...".
Once again she kneels by the lock and carefully prods for the latches with her improvised instrument.

Rolls

Lockpicking (Eyrie 5/boosted + 2 Locksmith) - (3d6+2)

(515) + 2 = 13

Sep 21, 2018 2:17 pm
OOC:
Okay, I guess that gives her a 9, so she fails but can try again ? I so, here's her second roll... Edit: aaand I guess that's another 9. What to do now ? Ugh, no, wait a minute: she got a 3 on her first roll, then could use her boost to raise the second 3 to a 4, which would give her the value necessary to roll the last dice, giving her a grand total of 10. Will that do ?
Last edited September 21, 2018 2:22 pm

Rolls

Lockpicking (Eyrie 5/boosted + 2 Locksmith) - (3d6+2)

(331) + 2 = 9

Sep 21, 2018 10:10 pm
10 almost hits Above Average, which would be needed to get through the lock. I'll give you a bump of 1 and say that the practice with the last two locks gives you an edge. The lock springs open and the giant is free.
Sep 22, 2018 12:20 am
OOC:
I do appreciate the favor, here... also I'm glad to see I seem to be slowly starting to get the dice system. You were right, not that hard once you get the way it works. Mostly the hardest for me is to remember how many dice correspond to each abiloty score and which minimum numbers I need on each roll to get an extra dice. I'm still using the rules thread as reference, basically.
Cayenne takes a step away from the door any looks at Titania, speaking to her softly: "You wanna go in there and get him ? He may need some help to find the door. I'm getting a feeling you will get along !". She waits to see her young companion's reaction, keeping a wary eye on the giant all the while.

"Hey handsome. The door's open. I'm sending my young friend in, so be a gent, will ya ?"
Sep 22, 2018 1:27 am
OOC:
That's why I posted a guide. If it is hard to follow, I can rewrite it, but it's there for your use. Eventually, since your Power Values never change, you'll adjust.
The big guy answers for her, placing one hand on the doorframe, then the other. Even when he's standing in the hall with you, he's hunched over. "Small space, I can get around okay." He opens a hand slowly, "I will need to know where the little one is, though. Don't want to...hurt her."

Titania raises a hand to meet him, and their palms touch. With her fingers fully spread, they don't even reach his. He jolts a little bit when he feels the contact, then chuckles. Sounds almost like a tiger growling. "There ya are." He quickly moves his hand away from her, like he's afraid of crushing her. "Name's Caedus," he addresses you, pronouncing it like 'kai-diss.' "You said to call you Black?"
Sep 22, 2018 9:04 pm
"The full name's Cayenne, actually, Caedus. Cayenne Blackstarr. A few have chosen to call me Black, but use whatever name you wish, as long as it's not demeaning or insulting, I'm not picky. My enemies tried a few choice epithets, of course. They quickly discovered how unwise that course of action was... But enough of this ", the black-haired vixen says, cutting their introduction short, "we better get out of here before someone comes looking in... or before any of the other 'residents' decide to sell us out to get themselves special treatment."

She gives a look towards the elf as she continues: "I hear our chances to get out of here aren't exactly optimal, so let's do our best to balance out these odds: Titania, do you think you can help Caedus here, in case we get out in the open ? You're gonna have to be his eyes, at least as long as we can't find a way to cure this burn...". Cayenne looks at the giant's blistered orbits and thinks to herself: "IF it can be cured. Poor sod may have to learn to make-do without eyesight, as it looks like..."
Last edited September 22, 2018 9:06 pm
Sep 22, 2018 11:56 pm
Caedus shrugs, "For now, at least. I know where they're keeping our weapons. Mine for sure. My...er, I have a sword that I can find easy enough, whether or not I'm blind. Once I have that, I won't need much help."

Titania regards that with silent curiosity, but looks at you when addressed and nods appropriately, "Yes, Ma'am."
Sep 23, 2018 2:41 am
"Okay, let's find our way there then...!".
Cayenne takes a look around, trying to figure out which way to go. "You say you know the way... you want to lead us there?"

A magical child and a jaded bounty hunter led by a blind, giant adulterer: Cayenne Blackstarr, professional fencer, tracker, thief and assassin, reckons she has been in some strange situations before, but this is definitely one for the books.
Sep 23, 2018 3:47 am
OOC:
Don't see where "adulterer" came from, but okay...
Your new friend points to the only door at the end of the hallway, "Through there. I can get through, but it will be a squeeze. You should probably go first, and the girl can follow me. Once you're on the other side, there will be guards, a hallway, and more cell-blocks. Don't be a hero."
Sep 23, 2018 1:48 pm
OOC:
Maybe a poor choice of words: you did mention he was caught with someone else's wife, did you not ? Maybe she would have been the 'adulterer' in that case, and not him. Sorry, english is still my second language.
Cayenne takes a moment to think: "Any chance we can sneak through, you think?" she asks Caedus, then after a second look at the blind man's hulking figure, she realizes the absurdity of her question: "I guess not. What do you propose ? You wanna rush them ? I don't intend to take unneccessary risks", she looks sideways at Titania, huddled near the both of them, "yet neither do I intend to get thrown in jail again. As far as fighting, I can hold my own... but I'd rather not risk it until I get some good steel in my hand. Saying that, if we did manage to overpower at least one of the guards we could appropriate his weapon. They are armed, aren't they ?"
Last edited September 23, 2018 10:27 pm
Sep 24, 2018 1:56 am
OOC:
OOOOHHH...I forgot I mentioned details about him in the premise. It was the governor's daughter, not wife. Until you know anything more about her, only reason to think this was a real crime is that she might not have wanted it, but that would just be a guess. Sounds like they might have been lovers and the governor didn't approve.
"Hell yeah, they're armed. Shit for armor, but they've got clubs and swords. I hear the warden's a mean bastard, too. Never met 'im." Caedus rubs the back of his neck. "You're going first. Maybe me and girl wait while you sneak around. Get a feel for the situation."
Sep 24, 2018 1:41 pm
"Okay, if things go south, we'll have to neutralize them before they can raise the alarm and get their weapons off them as fast as we can, though. Ready...? Let's go."

With careful, light steps, Cayenne enters the guard room.
OOC:
I'll include an Eyrie roll even though I'm not sure what's required here... I added her +2 Soft Steps skill, but not the +1 Hide skill.

Rolls

Sneaking (Eyrie 5/boosted, Soft Steps+2) - (3d6+2)

(555) + 2 = 17

Sep 25, 2018 1:00 am
OOC:
Very prudent! Soft Steps is an Eyrie-based skill that makes you walk quietly, though not necessarily hidden. You rolled correctly. Taking a look at what you have there, I'd say that's a result of 18 (first die was above 3, second die was above 4, and your boost could go to any one of them since they're all fives. At easily the highest result rolled in this playtest, you've shot clear above Difficult and were just 4 away from Hard! -applause-
The first Guard you notice is standing directly by the door, with his back to it. You could easily walk out, but he would probably see you, and would DEFINITELY see Caedus. He rolled Able, so he doesn't hear you sneaking around. The second guard is moving left along the hallway, away from you. He rolled Keen, but is too far away to automatically detect you, and Keen for him is about 12 (to your result of 18), so he keeps walking away. The third and final guard you are aware of is at the far left end of the hall, looking down that way instead of this way. He must be posted up to watch the corner. He also rolled Keen, but is more than 20 feet away, so he definitely didn't hear you.

Rolls

Hearing check for Guard 1 - (3d6)

(226) = 10

Hearing check for Guard 2 - (3d6)

(221) = 5

Hearing check for Guard 3 - (3d6)

(336) = 12

Direction Guard 2 is facing (50 or more is wrong way) - (1d100)

(90) = 90

Sep 25, 2018 1:39 am
[ +- ] ASCII Map
We'll see how this method of mapping does. I may have to buck up and draw things, which I don't want to do. For your viewing pleasure, - is wall or not important; G is Caedus; T is Titania; C is you; g is guard; . is hallway; and X is a closed door. Not visible is the door you have open, because it opened in toward you and is sharing your space.
Sep 25, 2018 2:17 pm
Cayenne takes one look at the situation and takes a split second decision: she sneaks upon the guard closest to her and in one swift movement locks her left arm around his jugular and drags him brutally towards her, knocking him off balance and blocking the blood flow to the head, while her other hand clamps on his mouth to keep him from shouting the alarm.

OOC:
While struggling to maintain the man subdued (and quiet!), she will drag him clear off the hallway and into their doorway, for Caedus to knock him unconscious if that's still needed after her special ops move. Not sure what is involved here, but I'll roll a Leon check, as it seems to be the most likely option.

Rolls

Grappling/Subduing (Leon 4/boosted) - (3d6)

(152) = 8

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