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 Roll to Dodge - Fantasy 
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Post Re: Roll to Dodge - Fantasy
> Tell Amelia as much about my suspicions where we are, and continue to flank her intently.

Remember what happened to the ink, for later


Sat Jan 11, 2014 5:53 am
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Post Re: Roll to Dodge - Fantasy
Stay near the rear of the group, ask wraith about how he speaks.


Sat Jan 11, 2014 1:13 pm
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Post Re: Roll to Dodge - Fantasy
A flatter, duller copy of Amras' voice returns.
"I listen carefully and replicate. It is all new."


Sat Jan 11, 2014 4:22 pm
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Post Re: Roll to Dodge - Fantasy
"Hmmm, how interesting. You learn extremely quick."


Sat Jan 11, 2014 6:53 pm
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Post Re: Roll to Dodge - Fantasy
Thumb through to manual, or something.


Sat Jan 11, 2014 6:55 pm
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Post Re: Roll to Dodge - Fantasy
Follow group.
"Aye, Sandrew, any chance you can tell us where we are?"


Sat Jan 11, 2014 8:00 pm
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Post Re: Roll to Dodge - Fantasy
Roll tomorrow.


Sun Jan 12, 2014 12:19 am
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It's now very early in the morning. That means I can roll and still say the truth about it being today.

Maart3n/Amras Culnámo
[2] With the group seeming to be at peace with these new strangers, you fall to the rear of the group to talk to the Wraith. You turn to it and look upon it - the light from the sun is warped travelling towards it, like looking through a lense, but it's also much darker too. "Wraith, how do you speak?" you ask. You feel as though the Wraith thinks for a moment and it speaks in reply, assembling a sentence from the very individual sounds you used to speak, both earlier and now.

"I listen carefully and replicate. It is all new."

It speaks quietly and it is slightly disconcerting to hear the warped tones of your own voice bounced back at you in a new form, you shrug and reply "Hmmm, how interesting. You learn extremely quick.", as you walk forward, a stone gets caught in one of your shoes. They were never made for off road walking but it isn't much of an issue. You stop for a second, hopping along on one leg as you dislodge the stone and continue with the group.

Race : Elf
Factions
Sikhari Elves,
Inventory
Clothes - Equipped.
2 bags of health potions.
Leather Armour - Equipped, blocks 4 to 6 damage.
Dagger - Equipped, 1 to 4 damage.
Traits
Blade Dancing I - Ignore an enemy's shield when attacking. This ability is toggled on and off. Excessive use in long bursts can result in fatigue. With time, you'll get used to the excessive demands required of it and the fatigue penalty will lessen.
Conjuration Magic I - You can summon an assortment of items. They'll remain stable for thirty or so seconds. They aren't very powerful, but with practice Conjuration will increase in strength.
Abilities
Summon Weapon I - You can summon a weapon at any time you need. They won't be too deadly, but they'll get the job done. They'll last thirty or so seconds.
Summon Armour I - If needed, you can summon weak armour which'll last only a short time. Still, it will help if you are about to be attacked.
Summon NPC I - Sometimes you just need a distraction. You can conjure a weak creature to fight at your side for a short time.
Stats
Health : Good

Kebbit/Bitter Pill the Observing
[1] You hover along, listening into the conversations of the people around you, but for once the sensitivity of your own senses handicaps you. You can hear everything for dozens of metres, every squeak of a mouse, every chirp of a bird, every step and the moving of fabric on your own companions. There is only one person you can hear clearly and that is the tall elf who moved towards you and spoke. It asks, "Wraith, how do you speak?", barely able to heard thanks to the vibrations of his neural pathways, each neuron firing from one to the next in a great battle of chemical reactions. You pause for a moment to contemplate the other sounds of the biological, organs churning, blood being pushed and the mysterious heartbeat, as well as the miniscule pop of joints.

It is truly fascinating, but then you return to answer it's question.

You process each syllable as they came, organizing them within your mental shell, not entirely in this realm nor in the next, somewhere in between. There you have stored all the sensory perceptions you have seen since arriving on this world, there is the subtotal of his speech. You rapidly rip the words, each individual letter one from one. Individually, they make little sense, but combined, they create meaning, words and in the hands of few, art. Reassembling the torn words, you manage to assemble a sentence and carefully take the effort to minimize the chance of speaking outside a frequency the physical could hear by mirroring it's voice.

"I listen carefully and replicate. It is all new."

Race : Wraith
Factions
Observers,
Knowledge
Sound II - The knowledge of what sound is. At Sound II, you are now capable of rough communication. You are no poet, but you can talk and understand what the others are trying to say if they speak simply.
Energy I - The entire world is comprised of energy. Some theorize even matter is energy. By tapping into the non-corporeal plane, you have infinite energy at your beck and call. You simply have to bring it into existence by using your body as a mobile fissure. For now, you can simply project small bolts of power.
Traits
Observer I - You are an Observer, a Wraith in the physical plane. You are noncorporeal and lack a physical form in the traditional sense. But you can still be harmed. You gain power and size by learning of new things. Explore the world, read books and more to gain more power. You can create the things you learn, but some things can only be learned by a greater Observer.
Form Shifting I - Whereas conjurers create items, you become them. Your power is not increased by the transition, it is just represented differently. You can hold the shifted form indefinitely, but the quality of your transition will increase as you gain power, as well as by practice.
Abilities
Become Weapon I - If desired, you can become a weapon that other people can use. At your current strength, you are quite weak but it would still be better than fighting bare handed. As your size and skill increases, so will the power of your weapon form.
Become Armour I - When you become armour, the armour is truly alive. Do not fear, though, if the armour is struck you won't take damage, instead, the stability of your armour form will decrease. For now, your armour is weak, but you can cover the entire body of a person by spreading out.
Formshift I - Whenever you want, you can turn into anything you have learnt. The power of that form is linked to your own power. Only with practice and growth will you become truly great.
Observer Projection I - Once you have learnt something, you can create it as needed. For now, the quantity is small and the quality poor...But time improves all things.
Observer Mindbreak I - By forcing yourself onto the senses of a sentient being, you can show them flashes of the true forms of things you have learnt. As you learn more things, your ability to break minds will only improve.
Stats
Integrity - Good

TorrentHKU/Amboss Symphonian
[3] You walk forward, uncaring of what the others are talking about as you zone inwards, thinking of a witty retort to what Sandrew said. He said,"Travellers! Kill em and take their coin! We need it to get out of this shithole!", right? So the ideal counter to that would be...Hmmm.

Just like your mother's house!

No, that's not good enough. Hmmm.

If I had some coin would I be walking out here?

No, not quite. God damn it why is getting a witty retort so bloody hard? And where has that damn golem gotten off to? You know he walks around at seemingly random.

I should've gave him a head with a brain rather than one cast out of solid lead.

Race : Dwarf
Factions
The Deeplands,
Inventory
Clothes, - Equipped
Axe - Equipped. 6 to 8 damage.
Leather Armour - Equipped. Blocks 4 to 6 damage.
Golems
Lead Golem I - Status : Intact, Quality : Average, Attack power - 6 to 12.
Traits
Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Golemworks I - Creating a golem, a living machine, is a difficult task. Only few are capable, and fewer still are truly great at it. For now, you can produce simple cast-metal golems. But the more you create, the better they'll get!
Abilities
Create Golem I - With the proper resources at hand as well as the proper tools and with your expertise, you can create a golem. All you need is the materials and a half decent forge. Still, they are quite crude. For now, anyway.
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Stats
Health : Good,

CaveCricket48/Paladin Amelia Oaks
[2] You nod as the party forms together, Sandrew taking a position in the lead besides you as you both take the party back towards the town. You look to your left and you could've swore you saw something out in the woods. But you can't be certain, it was too fast. You shrug, it was most likely a mirage.

Or it could be that knight.

You consider the possibility that it is that knight as you and the party advance. After thinking about it for a second, it's almost certainly that knight teleporting around. It seems he doesn't like to hit groups that are close together. You listen into the talk within the party as the other woman walks up to you and stands on the other side. Amras, the Elf, was about to ask the Wraith something when the woman speaks.

"Hey! I think I know where we are!"
Sandrew and his colleagues stay focused looking around, so you take the time to talk with your new companion. "Oh? Where do you think we are?"

"I've been looking at the map, right, and it looks like we are to the west of Pisum, to the far west, near the uncharted lands! Who knows what we could find out here!" She smiles and seems generally enthusiastic. You nod, at least we know where we are now. You take a look at your blade while walking, there is a chip just below the crossguard. Unimportant, but it could be a symptom of further problems with the blade. No matter, it's almost certainly nothing. The woman starts looking through an atlas with the mapping kit. The quiet dwarf shouts forward for Sandrew and he goes back to talk to him.

Race : Human
Factions
The Kingdom of Terris,
The Order of Paladins,
Inventory
Clothes - Equipped
Paladin Surcoat - Equipped.
Leather Armour - Equipped, blocks 4 to 6 damage.
Sword - Equipped, 4 to 10 damage.
Bag of Health Potions - 3 in the bag. Each potion reduces damage status by four.
Traits
Robust I - Humans are famed across the world for their sheer survivability. Blows that would stop other species dead in their tracks will in most cases only cripple a human. All damage taken is down by one, in addition to above average injury healing and partial immunity to instant kill attacks. To improve this trait, you must train your body by being hurt.
Holy Reading I - The Order of the Paladin's has always taught the ancient art of Holy Reading, the ability to see into other people's thoughts so as to find out the truth behind their words. For those without practice, however, the thoughts can be clouded and in some cases, they can resist the reading altogether.
Abilities
Holy Reading I - Some may question the offensive usage of Holy Reading. After all, how is reading a person's mind useful in a fight? The answer is that it allows you to know what their next action will be before they do it. An early warning you can pass onto your team mates, for instance.

Offendo/Ashurbanipal III
[6] You walk with the rest of the group, minding your own business when you make a startling realization. No one here other than Sandrew knows where the party is going. Seeking to rectify this immediately, you yell down the party. "Hey, Sandrew! Come here!" He turns and falls back to you. "Yeah?" You ask your most important question. "Any chance you can tell us where we are?" and he nods. "We're just outside Warhome now. It's named due to how it got founded, I'll tell you later over a pint, alright?" You nod. It can wait for now, you're at least partially satisfied to know that he isn't actually trying to lead you in circles while backup arrives.

Race : Dwarf
Factions
Glinrock Mountain
Inventory
Clothes - Equipped
Glasses - Equipped
Axe - equipped, 6 to 8 damage
Leather armor - blocks 4 to 6 damage
Weapons Maintenance Kit - Allows you to repair weapons.
Traits
Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Smithing Excellence I - You have started on the long path of excellence that is metal working. You can already craft Common gear like a professional and never have to worry about a Poor piece of work. Indeed, you can create strong weapons and armour with suitable material, as well as repairing anything Uncommon or below!
Abilities
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Repair item I - With time, things break or wear down. Swords aren't as sharp as they used to be, armor plates become loose or other problems. With some care, it is possible to repair items in the field with simple tools. In the case of a Poor item, it is upgraded back to Normal quality. Other items when repaired will stop any quality decay.
Create Item I - The functional side of Smithing Excellence allows you to create an item if you have the materials and the tools available. As with all other things, practice makes perfect and with time you'll be able to produce truly legendary weapons and armour.
Stats
Health : Good,

Foa/Orange the Deftdancer
[6] You remember what happened to the ink and look at the mapping kit while the party steps forward. You take a nice long look around at the forests and see nothing but trees, but in the distance you think you see a mountain. Using the landmarks you find, you estimate the position of the area by using a longitudinal watch included in the kit. With all of it combined, you have an almost exact location. You step forward to the adhoc leader of the group, the lady paladin and excitedly say, "Hey! I think I know where we are!" She looks right back at you and in the eyes, not seeming to notice the inhuman color of either eyes or hair. She asks, "Oh? Where do you think we are?"

You proudly say, "I've been looking at the map, right, and it looks like we are to the west of Pisum, to the far west, near the uncharted lands! Who knows what we could find out here!" She smiles in response and you look through a small journal atlas included with the guide. It doesn't have much but it tells you about important wildlife and plants in the area. Taking a closer look at what it mentions in this area, you find out that interesting enough, this area is well known for the large numbers of undiscovered species thanks to being so close to the unexplored lands in the west.

Race : Axin
Factions
Skaxin
Inventory
Clothes - Equipped,
Leather Armour - Equipped, blocks damage 4 to 6,
12 Javelins - Equipped, damage is 1 to 12 when thrown. 2 to 6 when in melee.
Traits
Mage Caste I - The caste system of the Axin is a key defining feature of their society, and you are a member of the Mage Caste. You have the natural ability to channel magical energies freely. Where as the Warriors and Hunters might be bigger, you are small, but with the ability to cast spells, just as deadly. The Mage caste tend to have small bodies and be lightly armoured, but are well suited to fighting from the rear of the party. The caste system cripples any physical development past the constraints of your caste, but each caste member comes fairly well developed. No one knows how a caste member develops... Except you, a member of that caste.
Channeling I - Whereas the other magical races create new energies, you use what is already there. At the roots of it all, every object is slightly magical. By channeling the existing magic power of an object, you can wield their power to smite your foes. For example, a humble torch on the wall of a castle is magical, but only very faintly. With it's power channeled, it can become a roaring blaze to turn your adversaries to ashes. Practice this ability well and be prepared for changing situations.
Pacts I - Be cautious, for the Pacts are truly dangerous. No one knows how the Axin learnt of them, but a few whisper of demonic sorcery and blood magic. You have the unique ability of creating one of these pacts and reaping the rewards. But remember, each pact comes with a price. Pacts are passive buffs. Accepting the pact means accepting the potential consequences of your actions. The pacts are a ladder, but how deep does the ladder go? All pacts are permanent - once you seal a deal you can not back out.
Acrobatic I - Describing an Axin as acrobatic is something of a mistake, but it's the only word we have in our language for the physical feats that a Axin is capable of. At this level, you can walk on walls and stay on them. Ceilings however, are just out of your reach. You can sprint at a high speed for a long time and can climb steep cliffs.
Abilities
Channeling I - You can take the inherent magical power of the land around you and coerce it into doing your bidding. Simply put, you can get the world to do your bidding. But at this point, it will only do a little of what you ask. You must practice and grow to be able to force the world to heed your commands.
Form Toggle - You can switch in and out of your humanoid form at any time you want. There is no cool down or other things associated with this ability.
Pacts
Pact of Blood - By sealing this pact, you gain the ability to take the life force of an enemy and redirect it to your team-mates or yourself whenever you deal damage. The price for this isn't inflicted on you, but on the people you harm who forever lose a part of themselves for all eternity.
Pact of Steel - If you seal this pact, you can with but a touch warp the items of those around you, or direct the curse from a distance. These items are a dark mirror of their normal version. Who knows what might happen when used? Those who wield this dark equipment will themselves start to warp with time, for good or ill.
Stats
Health - Good,

Game Events

The party cross a hill and there infront in a clearing is the small town (Or large village, depending on if you are a glass is half empty kind of person) of Warhome. It is surrounded by what appears to have been a hastily constructed palisade, with only two entrances both of which are surrounded by traps. Sandrew leads the party forward close to what must be the main entrance when suddenly, a bush next to the palisade stands up, pointing a gun at Sandrew. The bush speaks, it is clearly a woman, most likely a dwarven one. To Ashi and Amboss, it's clear she isn't a Glinrock dwarf, but rather a dwarf of the traitorous Kel-tak'Zhol. "Welcome back Sandrew. I see you brought guests." "Come on, Amber, you know the Direwolf needs all the men he can get. One of them is even a paladin!" The dwarven woman, apparently named Amber, removes her ghillie hat and looks over the party, sizing them up.

"Alright, Sandrew. If they do anything wrong it's on your ass. The Direwolf hanged someone yesterday for stealing, everything's on edge as it is."

She puts the mask back on and hops back into the ditch, camouflaged once more as nothing more than a bush. Sandrew pushes the gate open and gestures for the party to come inside. The streets are clear, with braziers setup ready for the coming night in a few hours. At the far end of the street in the centre of the town must be the guard building, shown by it's single large tower covered in crenellations. Sandrew turns to the party. "So this is Warhome. It's a little rough around the edges but I was born and raised here, it's a pretty good place to live. I'll take one of you to the commander, it's not that we don't trust you it's just that, uh, well..."

"Well, I guess it is because we don't trust you guys just yet. Still, the others will be able to freely roam the town. So would the one talking to the commander, just after you finished anyway." Little Tim and the others leave the group and head off to the tavern on the right. Looking around, there is a potion shop just past the tavern and on the left is a blacksmith, who you can see quite clearly hammering out metal with racks of items on display or appropriated for the defence of the town.

Game Map



DM note : Map is heavily WIP, I'd have put more detail in but it's now 5 in the morning!


Last edited by caekdaemon on Sun Jan 12, 2014 8:30 pm, edited 1 time in total.



Sun Jan 12, 2014 5:59 am
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Post Re: Roll to Dodge - Fantasy
"Let the paladin speak for us."

>Hover into the blacksmithery and wobble uncertainly over the roaring forge, staring into the fire and attempting to trace its thermodynamic currents back to whatever power makes physicals move.


Last edited by TheKebbit on Sun Jan 12, 2014 4:45 pm, edited 1 time in total.



Sun Jan 12, 2014 6:17 am
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Post Re: Roll to Dodge - Fantasy
"I will see your commander,"

Look at my allies-

"if none of you object?"


Sun Jan 12, 2014 6:25 am
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Post Re: Roll to Dodge - Fantasy
"Go ahead, I'll keep an eye on the wraith, make sure no locals attack what they don't understand."
Head over to the blacksmith's. Attempt to replicate some of the items around the store with conjuration.


Sun Jan 12, 2014 12:28 pm
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Post Re: Roll to Dodge - Fantasy
When the majority of the party basically votes for Amelia to talk to the commander, it'll take place.


Sun Jan 12, 2014 1:29 pm
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Post Re: Roll to Dodge - Fantasy
Rush into the blacksmith, almost falling from excitement. Upgrade current axe with a stronger metal. With the blacksmith's permission, craft this without his assistance.


Sun Jan 12, 2014 5:03 pm
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Post Re: Roll to Dodge - Fantasy
> Let's be a witness from the party.

"No problem,see you soon, ~ -er, we haven't been introduced yet, haven't we?"
> Let's get creative! Follow the dwarf to the foundry, and read the Energetic Physics Manual. Glibly enact a Pact of Steel as if reading the book to herself.


Sun Jan 12, 2014 5:31 pm
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Post Re: Roll to Dodge - Fantasy
With the majority of the votes now in, I can proceed.

Sandrew looks at Paladin Amelia. "Looks like you won the vote. Come on, I'll take you to the commander."

He starts walking towards the guard tower in the centre of the town. "Oh, uh, can you not mention I tried to rob you guys? It'd be really, really bad if you do."

"It wasn't anything personal, you know, just trying to stay alive out here."

He knocks on the door. A tall, lean Elven woman answers, covered in chainmail armour. "Hey Rill, got a Paladin here."

She nods. "We were starting to worry about you, Sandrew. Your party was gone for quite a long while. "

"Yeah, sorry ma'am, we had to take a detour looping round. Some of those cultist nutters were in the area."

Amelia steps inside as the two fighters talk. A large man, with a wolf head shaped helmet stands hunched over a map, putting pins in. He looks up as she enters the room. "A paladin? Good. We could do with your help out here."

He takes his helmet off and puts it on the table. A long scar is down the side of his face, from just above the temple to the bottom of his jaw. He's human, that is most certainly clear. He's a big human, too, at six foot three.

"Ah, where are my manners. I'm Ben Wolfheart Greyson. Full position is...was, commander of the Fifth squad of the Second section of the Third Company, Second Legion "Valiance", I hope you brought friends."

He seems to be a Canisean military officer from the Great Campaign, loyal to the House Wolfheart.


Sun Jan 12, 2014 9:26 pm
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