Second Sphere

Enclave => Online Roleplaying => Topic started by: Waaaghpower on April 25, 2015, 12:46:49 am

Title: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on April 25, 2015, 12:46:49 am
This is a feeler/recruitment thread for an action/adventure group fantasy role play.

In April, the year of our Brothers 1253, the Great War, led by Richard Lancaster the First, was launched in crusade to unify the realm  of man, from border to border to border.

War Machines, still a technology in their infancy, were built in many and varied designs to beat back Lancaster's campaign. Powered by Spirit energy, they proved too strong for paltry soldiers to fight against with any hope of light casualties.

The following year, nearing the end of Winter, after suffering heavy casualties, he struck back against his amassed enemies with a devastating force: The Thirteen, a force of wizards trained in combat magic, fighting in unison in a way never before seen on such a scale. Nothing could stand in their wake, even the greatest of the War Machines, and enemy forces were decimated, as was their morale.

By 1255, death tolls on both sides ranged in the millions, and after the sacking and devastation of the last great fortress in the South, surrender was unanimously given to Lord Lancaster.

The Thirteen were disbanded, and under Lancaster's orders were given a reluctant pardon from sin by the Church of the Brothers for the blood they spilled.

The realm, united as it was, had its government split into an array of nation-states, all abiding under the laws of a great Lord Noble, the first of whom was Richard Lancaster himself. They were permitted to war and fight to seize power and wealth, but were limited so to prevent any great monarchy rising and dominating the realm.

Wizards were forbidden to fight alongside each other.

Though the surviving cities and peoples were greatly diminished in strength, much of the technology used to create the great War Machines was repurposed and reinvented to suit more civil uses, igniting an industrial revolution which remade the face of the realm. The once-poor peoples of the west found their mines of copper and iron to be tenfold as valuable, the rich farmland of the east less needed as the demand for food was diminished.

Fighting within the confines of the Lord Noble's laws, the Eastern states slowly devoured themselves, scraps of wealth being fought over like dogs with a bone as lesser lords tried to preserve their nation-states and keep their people from starving. The Western states, prospering in their own lands, see the downfall of the east and their own success as just and fair, and any hardship suffered is only a rebalancing of the scales that was long overdue.

Others in the east believe it's time to fix the scales again.



Plot-wise, your characters will be forming a mini-strike team (Ideally two sorcerers and two non-sorcerers, as well as a GMPC sorcerer, though this can be flexible) heading West and using their abilities and the element of surprise to essentially nuke the defenses of the larger fortresses and cities, paving the way for an easy and relatively violence-free revolution. Non-magical characters will NOT be underpowered, thanks in part mainly due to steampunk-esque technology supplementing their strength, but I'll get more into that later.

Let me know if this interests you!


Geography and Ecology:
[spoiler]
The year is 1463.

The 'Realm of Man' is an oblong stretch of land approximately 1800 miles by 900. The entire Southern border is covered by a massive ocean, and other then a handful of islands surrounding a large peninsula approximately halfway along the coast, there is no habitable land past that point. (No discovered habitable land, at least. Expedition vessels are few on account of the sea monsters.)

Meeting at the coast and wrapping around the Eastern and Northeastern ends is a vast desert, also inhospitable to human life. Temperatures can reach upwards of one hundred eighty degrees once you travel a few hundred miles out of the human lands, and once you get that deep in you have to deal with the Striders.

To the Northwest and Western borders, mountain ranges turn into a great rocky land, stretching for hundreds of miles. There be the Dragons. Humans have encroached slightly on this territory, but once you start to enter the mountain ranges the temperatures drop heavily and the Dragons become provoked. A great amount of resources are used to keep the Dragons at bay, allowing mining efforts to continue.


Within the realms of man, however, geography is incredibly favorable towards human life. Temperatures rarely drop below ten degrees Fahrenheit or above ninety or a hundred, even in the hottest and coldest reaches, and the ground is quite hospitable to farming. Mountain ranges within the realm are generally small and nonthreatening to cross or pass through, streams and rivers criss-cross most of the land regularly to provide water to all reaches, and rarer metals and precious resources can be found plentifully beneath the earth.
[/spoiler]



Society and Culture:
[spoiler]
The Realm is divided up into a large number of Lordships, each overseen by a Lord. (The title is hereditary.) Each Lordship's population cannot raise above thirty thousand men, though slaves (who are barred from fighting) do not count.

When fighting in a war, each side is bound by law to cause the least amount of damage to property and goods as possible. During battle, any man who throws down his weapons and surrenders must be spared the sword and returned to his Lordship unharmed once an appropriate ransom is paid. (If no ransom is paid, he is instead taken as a slave back to the winning army's Lordship.)

Before assaulting any city, an ambassador must be sent to discuss terms of surrender. The town may refuse discussion without hearing terms and the ambassador may offer unreasonable or impossible terms, but a discussion must be had before battle nonetheless.

Slaves must be treated with dignity and given proper sustenance and living quarters, but otherwise are property. However, children of slaves become free upon their thirteenth birthday, unless they choose to remain in their master's service.

Due to the atrocities committed by the 13 during the Great War, the term 'Wizard' is used as a disparaging one. In general, calling someone a 'Wizard' implies that they are cruel, violent, or malevolent. Magic users have since adopted the term 'Sorcerer' as their preferred title.

Due to the treaty system and laws, war is commonplace, though not particularly devastating in any given battle. Entire wars can be fought without either side taking casualties, though this is incredibly rare. More damaging is the loss of resources as the losing side must pay a toll to the victor as spoils of war.

Due to the fact that most technology is powered by blood, poor communities which cannot afford a city grid often end up susceptible to blood-borne illnesses.

Most of The Thirteen have passed away since the war, either of age or due to attempts on their life. Those still alive have gone into hiding for the most part and tend to keep their identities a secret, since revealing who they are often causes a lot of conflict and puts them in jeopardy. The thirteen are named Joab (Alive), Nathaniel Griggs (Unknown), Peter Wellers (Unknown), Holly Short (Deceased), Margeret Carpenter (Unknown), Zapp Rosdower (Deceased), Rigg Sesamekesh (Deceased), Yuffie Kisaragi (Alive), David Undertow (Unknown), Orion Fowl (Alive), Christopher Columine (Deceased), Valkyrie Cain (Deceased), and Jayne Cobb (Unknown).

After the war, it was outlawed for Sorcerers to work together, because the spells wrought by multiple Sorcerers in tandem were so immensely powerful and devastating, and the collateral damage to non-combatants was higher by an order of magnitude than had ever been seen. In modern times, two sorcerers working together is unheard of and as such, the maximum power of most given spells is much smaller than it had been before the war.

Due to the prevalence of combat and violence, especially in the East, it's more uncommon to find people who can't fight than people who can, at least to some extent. Soldiers for life tend to be more experienced than the average man or woman, of course, but it's a hard task to find people who can't so much as use a sword or string a bow.

While farmland is generally preserved in war, thanks in no small part to the laws, the produce of such farms is often looted or taken as spoils of war. Poorer communities and Lordships therefore go through regular bouts of famine when their more powerful neighbors are low on food.

Engineers, Mechanics, Sorcerers, and those who are related in any way to Spirit technology are highly valued artisans. Those who can often get documentation allowing them to travel to the west where their skills can be put to more profitable use, but oftentimes Lords will not allow them to emigrate without some level of payment in return. (The loss of such a valuable asset is, after all, no small matter.)


'Auditors' are specially sanctioned employees of the Lord Noble, whose job it is to check in after wars and make certain that no laws were broken. They are generally quite powerful individuals in one level or another, either physically or mentally, and they command a great level of power. While they have no subjects, they are also not bound by any laws, and their report on a given issue is final. If they discover treachery or lawbreaking, their justice is swift and they call in the Lord Noble's men to clear out the issue, as well as any volunteering forces from nearby countries. (Volunteered troops are highly rewarded for taking down criminal Lords and Lordships.)

Auditors are also dispatched to deal with highly criminal individuals, such as serial killers who breach the borders of a given territory, as well as political terrorists and non-government organizations who attempt to rebel or claim their own freedom. Auditors function as the eyes and ears of the Lord Noble's power, seeking out any dissension or criminal activity and putting a quick stop to it.


Similar to Auditors, there are mercenary groups appointed by the Lord Noble, officially titled as 'Enforcers of the Noble Law' but commonly known as Hunters.  Hunters are also not bound to most laws, allowed to cross borders and commandeer anything they think they need while on duty, though they need permission before committing any capital offences such as murder. If Auditors are the eyes and ears, and if an army is the Right hand, then Hunters are the Left hand of the Lord Noble, dealing with issues too far away for him to reach with his great armies and too deadly for a single Auditor to handle. They are often employed by Auditors, in fact, to help bring to justice criminal individuals.
[/spoiler]



Religion:
[spoiler]
There are effectively three religions in the Realm of Man:
The Order of the Brothers:
[spoiler]
The most prevalent religion by far, with over eighty percent of the churchgoing population (About 60% of the population in general,) as members, the Order of the Brothers believe that the world and all of the realms were created by a pair of immortal beings, two brothers, who shaped the world from a black orb, fighting off the demons and foul beings who tried to take what they had created. The older brother, Thom, represents strength and honor and is symbolized by the sun, while the younger brother, Dymus, represents wisdom and peace, and is symbolized by the moon.
[/spoiler]


[/spoiler]


Magic and Technology:
[spoiler]
Technology, machinery, and magic in the realm is powered by an energy source known commonly as 'Spirit'. Spirit energy is a highly charged force created as a byproduct of sentient life, and while it can be extracted via several different methods, once it is available for use it functions identically in all applications. Spirit can be stored and conducted through certain materials, but others are naturally resistant to Spirit energy and can be used to insulate its effects.
 (Note: It functions similarly to electricity, with some exceptions and differences that I'll get to later.)

Spirit can be extracted through any of four sources from a living, sentient being: Their energy can be directly converted into a small amount of Spirit (Though this leaves the being tired and in need of rest), fresh blood contains medium amounts of Spirit, memory can be converted into a large amount of energy (Though the memory is lost in the process,) and a living being can be killed, created an extremely potent amount of Spirit. Due to the intangible nature of energy and memory, modern technology is only capable of efficiently extracting energy through blood or death.

Magic specifically functions when an individual capable of performing it (Commonly known as a 'Sorcerer') taps into a reservoir of raw Spirit energy. (Note: This cannot be 'Extracted' energy, the type stored for machinery, it must be in one of the four raw forms.) In order to cast a spell, he or she must take this energy and transfer it into a physical vessel. The vessel can be made in any shape and of any materials, but Spirit-resistant materials will vastly diminish the efficiency of the spell being cast. Physical size does matter, though, as smaller vessels can't contain as much energy as larger vessels. Once the energy is transferred into the vessel, it will begin leaking Spirit immediately, and therefore speed is of the essence. (The loss-rate of Spirit can be greatly diminished by using Spirit-efficient materials.) With the energy transferred into the vessel, the Sorcerer then creates an image in his mind of the effect his wishes to have, be it a fireball, an invisible wall, or a projection of some kind.

If any runes* are carved into the vessel, (Or if the vessel is in the shape of a rune itself,) this will drastically increase the efficiency of the spell. Without runes, it is extremely difficult to cast a spell with any precision, but as the runes are carved in more specific ways, the vessel can be used far more effectively at casting certain types of spells. However, once runes are carved into the vessel, it can only be used to cast spells which are related to that rune in some way. (E.G. A 'Heat' rune would be extremely versatile, but not particularly efficient or precise, while the runes for 'Fireball' would be extremely precise but not particularly versatile.) (Many different runes can be put onto a single vessel, increasing its versatility, but a single repeated rune will work more efficiently than many disconnected runes.)

*(Runes are a hieroglyphic lettering system.)

Once an image of the intended effect is created in the Sorcerer's mind, he then releases the stored energy in the vessel, mentally filtering it through the image. The desired effect will take place, diminished or unfocused if power or clarity requirements are not met. (Casting a spell to project an enormous fireworks display with an uncarved piece of chalk will cause little effect.)


Talented Sorcerers can live for as many as three hundred years, using their magic to undo the effects of aging. As they grow older, though, aging speeds and eventually it becomes difficult to keep up. Past the age 300 or so, only very skilled healers can keep it up, and even then only through constant work and in secluded environments free from distraction or disease.


NOTES:
Common Spirit-efficient and Spirit-insulated materials: (I'll expand these later, and as-needed)
Efficient: Rare gems, Gold, Silver, Holly, Oak, Salt, Brass
Insulated: Iron, Steel, Water, Stone


Common magical techniques:
A straight line is a basic 'Aggressive' rune, and therefore most magical weapons are built in a straight line. (For example, wands and staffs.)
Similarly, a circle is a basic 'Defensive' rune, and many defensive magical implements are built in the shape of shields or bracelets.



Technology in the Realm of Man is powered by Spirit. Due to the short-lived nature of Spirit, even the highest quality batteries can only hold a charge for a brief time, draining with a half-life of a week, at most. Therefore, power must be constantly supplied. City grids often use prisoners from local penitentiaries as sources of power, taking regular blood draws to power the city. The death penalty for relatively minor crimes has also increased in popularity, as a single execution can power smaller cities for days at a time. Brownouts are frequent as power supply cannot match demand, however, and therefore many homes (and all homes in cities where a power grid is impractical or too expensive) have inbuilt generators.

Machinery runs by channeling the Spirit through cables (Copper, typically, though Silver or Gold work better,) to pistons and metal plates where needed. Runes carved into the metal and parts direct the Spirit energy to function as desired, giving commands. In practical terms, this makes Spirit an extremely versatile power source, as it is not only capable of exciting motion or reaction, but is also capable of controlling the machines more precisely and, in a sense, programming 'smart' machines which can handle relatively complicated tasks.

[/spoiler]


World Map:
[spoiler](http://i.imgur.com/GGWHWOQ.jpg?1)[/spoiler]
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 25, 2015, 07:53:50 pm
Sounds interesting :3

Depending on how "Steampunk" technology works in this setting I'd be interested. I'm already getting an idea for a character with "Lightning Fists." :)

On a question about the Steampunk, is it Steampunk powered by magic, or Steampunk power by steam and pre-electricity technology? A strange thing to ask, but from a character building point of view a key one to me.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 25, 2015, 07:57:33 pm
On a question about the Steampunk, is it Steampunk powered by magic, or Steampunk power by steam and pre-electricity technology?
Yes.

;)

I'll add a more thorough explanation later today, but everything is powered by 'Spirit Energy' which is essentially magic energy powered by life force. (Magic is also fueled by this same energy, just more directly.)


Mechanics:
[spoiler]
(For now I'm just going to list character creation rules, but I'll add more detailed combat mechanics as time goes on. To anyone who finds this familiar, it's base is a very-stripped down reading of the Dark Heresy rules.)

Every character starts with four Base Stats, each of which will range anywhere between 1 and 100 (But usually closer to around 30.) These stats are the base for everything the character does, ranging from combat to conversation. (Simple tasks which would be routine or nearly auto-pass do not require tests, both for simplicity and to avoid redundant rolling. These stats are as follows:

Physique - This is both the character's physical strength, as well as their durability and resistance to harm. High levels of Physique will greatly boost the damage caused in melee, as well as the character's ability to resist damage dealt by physical blows.

Agility - This is the character's ability to be quick on their feet, flexible, and evasive. Additionally, it affects the character's ability to hit with attacks in combat. High levels of Agility will help guarantee that the character is able to get out of harms way in a hurry and make sure their attacks ring true.

Intelligence - This covers the character's ability to problem solve, as well as their ability to notice details that would otherwise be passed by. Characters with high intelligence are exceptional craftsmen and are difficult to trick.

Mind - This represents both the character's charisma and their mental fortitude. High Mind is very important for magically inclined characters, and will also help when dealing with people.



Additionally, every character has three fixed stats which are used to track their health. These stats all begin at 100, and the cap cannot be raised except in highly unusual circumstances. Namely, these stats are:

HP - A simple counter used to keep track of damage. Reduced health causes a penalty to all stats, though specific injuries (Such as broken limbs,) can cause other specific effects.

Energy - A counter used to track the character's exhaustion. Reduced energy causes a penalty to all stats, though in high-intensity situations these penalties can be ignored due to the adrenaline rush.

Sanity - A counter used to track the character's state of mind. This will rarely go down, but if it does, Spirit and Intelligence will both take a small penalty, as well as potential other effects.



Lastly, each character has a single Career, a handful of Talents, a long list of Skills, and a potential few amount of 'Abilities'.

Career - This is a broad topic which will cover a long list of abilities which the Character may not have mastered, but will be somewhat experienced with. All actions related to this Career get a +10 boost.

Talents - These are more specific abilities which the character has mastered overtime, and can perform with extreme skill. Talents grant extremely potent bonuses to actions that they're related to. This bonus can stack with a Career, but not with Skills. Talents give a +30 boost to actions which could already be performed, (Such as Cooking or Bartering) or a +15 to actions which require specific knowledge or training just to do. (IE, Quantum Mechanics or Engineering).

Skills - These are also specific abilities, but ones which the character does not have a mastery over. Actions related to any given skill will receive a moderate boost. This boost can stack with a Career, but not with Talents. Skills give a +10 boost to actions which could already be performed, and allow actions to be taken which require specific knowledge or training just to do.

Abilities - These will not provide explicit roll benefits, but can instead give other useful attributes. (For example, the ability to hold breath for a long time.)


To generate a character, pick a name, and add 140 skill points in any combination to the four main stats. (No stat can go lower than 20 or higher than 45.) Pick one single 'Career' (Which can be anything within reason, for example 'Engineer', 'Soldier', or 'Healer',) any four 'Talents' (For example, 'Swordfighting,' 'Fire Magic', 'Grifting',) and any ten 'Skills'. (I'm not listing examples for skills. Figure it out, numnuts.) Abilities may be rewarded by the GM if he deems it appropriate considering the character's backstory.




All tests are rolled on a D100. If the result is lower then the pertinent stat, (Plus or minus any relevant modifiers,) then the test succeeds exactly as intended. If the result is higher, then the test fails and nothing happens (Unless a failure would indicate something happening, such as failing to jump a large gap.) Since most stats are going to range in the 30s, and you roll on a D100, most tests are going to fail if attempting to do something outside of your usual wheelhouse of Skills and Talents, especially if trying to do something especially difficult.


Magic tests require several steps: First, add any amount of Spirit power to the given spell. (Spells generally do more if given more energy... Obviously... For example, a fireball with 30 points of Spirit will cause three times the damage of a fireball with 10 points of Spirit.) A temporary counter can be used for the duration of the spell, which simply marks down how much Spirit is being used. The amount of Spirit being used will generally be limited by the capacity of the wand, staff, or other magical implement being used. (Wands can usually hold about 10 points of Spirit, tops, but a staff can hold upwards of thirty or even forty.) This can be taken directly from your Energy supply, reducing the counter by one for every point added to the spell. Alternately, the Sorcerer can use available blood (If it was just spilled,) to fuel the spells, adding five points of Spirit for every approximate ounce of available blood. (The GM will list quantities if it's needed.) Memory can also be used to create a vast supply of energy, but this can cause issues. Unless under a special circumstance, thirteen points of Spirit can simply be added by losing a single point of Sanity. Ritual Sacrifice is too messy to use in most circumstances, and thus must be set up with the GM beforehand (Also, it'll probably accrue a lot of Insanity for the character, too.)

Once the Spirit pool is generated, take a test based off of the Mind stat. (With modifiers for trades, talents, skills, and the difficulty of the spell taken into account.) If successful, the spell goes off without a hitch. If unsuccessful, the spell will go off, but usually with diminished or weakened effects. (Particularly poor rolls may result in erratic or negative consequences.)



Certain types of armor, for example full suits of Spirit Armor (NOTE: Steampunk Power Armor is referred to as Spirit Armor for now), may override the wearer's Physique stat with its own, because the wearer becomes a sort of pilot who's own physical capacity becomes irrelevant.


Equipment:

There are three basic types of Equipment: Weapons, Armor, and Gear. There is also one Subtype, 'Runed'.

Weapons: Exactly what they say on the tin. Any piece of gear that is built or designed to hurt people or break things.

Armor: Also exactly what it says on the tin. Any clothing or apparel which provides defensive benefits.

Gear: Anything which doesn't fit into the first two categories. Tools, backpacks, medical gear, etc. (These have no specific rules, but rather individual rules based off of the gear as needed.)


Rules for Weapons:
Every weapon will have a stat sheet which looks something like this:
Range:
Damage:
Penetration:
Hands:
Special:

Range is a listed quality which tells you how far off the weapon can be used effectively. For the case of muskets, crossbows, and the like this will be represented by a hard distance. (For example, thirty feet.) While ranged weapons may technically be able to fire further than this, for simplicity's sake their effective range will not be able to reach further than this unless under special circumstances. For Melee weapons, the quality will simply be listed as 'Melee'.

Damage is the way of keeping track how effective the weapon is at hurting things. Ranged weapons will have a base damage listed, usually a number between three and ten, though it may be much higher. Melee weapons will also have a base damage listed, but will also usually add a portion of the user's Physique to damage. (Typically 1/10th (Rounding down), though weapons which rely less on strength such as a whip will add a smaller portion, and weapons which rely very heavily on strength such as a War Hammer will add a larger portion.) Some weapons may also list '+1d10' or some other similar randomization. If this is the case, roll an additional 1d10 and add that to the base damage every time you attack. All attacks cause the listed base damage plus 1d10. (So, weapons with +1d10 would roll 2d10 instead.) Damage is then reduced by 1/10th (Rounding down) the victim's Physique, and the remainder is taken as HP damage.

Penetration is an attribute used purely to counteract armor. Each point of penetration ignores one point of armor, but causes no extra damage if the penetration is higher than the armor value.

Hands is a catch-all term for the requirements to use this weapon. Here will be listed both the number of limbs needed to use the weapon (Usually '1-Handed or 2-Handed) as well as the minimum Physique needed to lift and wield such a weapon. If armed with two weapons, the Physique requirement does not stack, but you still need enough free hands to use them both.

Special is a rarely needed stat, and as such will only be added to weapons which have some kind of unique effect. If a weapon DOES have some kind of unique effect, it will be listed here.


Every character is constantly armed with two 'Fists', unless they have been delimbed:
Fists:
Range: Melee
Damage: 0 + 1/10th Physique
Penetration: 0
Hands: 1-Handed, 0 Physique



Armor:
All armor typically only has three main stats, 'Protection', 'Coverage', and 'Weight', as well as its own 'Special'.

Protection is the listed amount of resistance to damage. For every point of protection not ignored by a weapon's Penetration, the damage of an attack is reduced by 1.

Coverage is simply the parts of the body that the armor covers. A helm isn't going to protect your shins, buddy.

Weight is, as with hands, simply the requirements to wear a suit of armor, usually simply a minimum Physique. Unlike with weapons, the Weight of different armors stack, so if you're wearing a breastplate with a Weight of 20 and a helm with a Weight of 10, you'll need a minimum Physique of 30 to wear both.

Special, as with weapons, is where unique effects are listed. This includes any resistance to magical attacks, as well as the strength bonuses given by Spirit armor. (If wearing a full suit of Spirit armor, a replacement Physique might simply be listed here, in which case the user's Physique is ignored.)


The subtype 'Runed' can be applied to any weapon, armor, or piece of gear, and turns that gear into a magical implement. (Though if the gear is made out of Spirit-resistant materials, it won't be a very good magical implement.) If the object is Runed, it gains a 'Energy' stat which tells you how much Spirit it can hold when a magical spell is being cast. Additionally, the specific runes engraved on it will be listed. ('Heat', for example, or 'Sudden Agonizing Death'.) All spells cast with a Runed weapon take a -30 to the user's Mind when rolled, but if the runes engraved are connected to the spell being cast, the penalty will be diminished or replaced with a positive. (Trying to boil water with a 'Heat' runed staff will be at a +/-0, but trying to levitate a pebble with a 'Pebble Levitation' wand will be at a +40 or +50.)


Gear which uses Spirit energy will have a 'Power Consumption' listed under their Special. In the case of gear which uses power constantly, (Spirit armor, for example,) this power consumption will be listed on a turn-to-turn basis (During combat) and an hourly-minute basis (For outside of combat.) For gear which uses power in short bursts (E.G. A hammer which causes shocking damage,) the power use will be listed on a by-use basis.

Since these devices clearly need to be drawing their power from something, they must be attached to either a generator or battery. (Magical characters may instead power the devices directly using their own Energy directly.) Generators will have a listed fuel consumption and must be given a supply of fresh (~1 Hour old or less) blood to function, and can supply a constant amount of energy as long as its fuel supply is maintained. (The maximum amount of energy consumption will be listed as long as the blood consumption.) Batteries instead will be listed with an 'Energy', which functions identically to a character's Energy, except that it only regenerates when attached to a generator or charged by a sorcerer.

Batteries and generators can both be attached directly to weapons, in which case their own weight is added to the weight of the weapon, or can be attached to a belt pack, backpack, or other equipment, in which case it stacks with the weight of any armor being worn. If not attached directly to weapons, they must be hooked up by power cables o the weapons in order to be used.


All rolls of 91 or higher automatically fail regardless of circumstance.
Action taken out of combat get +10 to the roll.

Combat:
Combat works in a semi-turned based system. All characters PM the GM with three things that they intend to do, but with no knowledge of what the other players intend to do. (Including NPCs. For the sake of fairness, the GM will mark down secretly what the NPCs intend to do before he reads what the PCs intend to do.) Once all players have decided what they will do, a D50 is rolled for each player and added to their Agility. The character with the highest result goes first, doing only the first thing that they intend to do. The second-highest goes second, doing the first thing that they intend to do. So on and so forth. If an action becomes impossible due to the action of another character, that result is discarded. Once all first-actions are done, repeat the process with the second and third things which characters intend to do. If something would take two or three actions to do, (Such as casting a very complicated spell or picking a lock), then the action isn't considered 'Done' until the second or third cycle.

Some reactions, such as parrying or dodging attacks, will be done automatically, once per turn. (Unless an ability allows for multiple parries or dodges.) If such an act would be impossible (For example, if you're attacked while holding up a giant boulder and unable to fight back,) the reaction will not be used up. Actions like shouting a warning can be done without taking up any time (And therefore a second action can be done alongside it), but do not count as completed until the end of that player's action. Players may try and guess the actions of other characters, (For example 'I chase him down' when you think someone is going to run), but if the other characters do not act as expected then nothing happens. Before combat begins, Intelligence checks can sometimes be taken to get clues as to the actions of NPCs.

Actions can have the addendum 'If threatened' added to them, with a second Action listed to occur only when threatened by the enemy. If nothing happens, the first action will be taken, but if the enemy attacks then the character will take an Agility test at +20 to react. If they pass, they will instead take the second action listed. If an ally shouts a warning or is the one to attack first, the Agility test is taken at +40 instead.

Actions which would give a boost to defense or have a chance to block attacks count as happening simultaneous to the first attack taken that turn. This includes drawing a sword to parry, raising a magical shield, or powering on defensive runes, but does not include actions like running away or trying to disarm your opponent.

Examples of things which can be done as a single action include:
Attacking another Character.
Moving cautiously up to 1/5th your Agility in Feet.
Running up to 1/3rd your Agility in Feet. (You are unable to parry or dodge while doing this.)
Throwing an object.
Casting a simple spell (Such as a fireball.)

Examples of things which would take two or more actions include:
Picking a lock
Gathering up many fallen objects
Drawing a complicated rune


Critical Hits: When rolling for damage, (Only for the base 1d10, not with any additional dice that the weapon may allow,) any natural result of a '10' causes a Critical hit. This represents hitting weak points in the armor, pressure points, or other exposed or vulnerable areas. Armored targets have the value of their armor halved (Before reducing for the weapon's Penetration). Unarmored targets, or targets whose armor is so low that it would be completely ignored (before halving), instead have their Phys ignored when calculating damage. Alternately, attackers may attempt to strike at weak points. If they do so, their attack takes a -30 to hit, but they cause Critical damage on a roll of 6+ rather than only on a 10.

Called shots: For whatever reasons, characters may sometimes want to strike a specific body part rather than going for a general attack. Called shots are taken at -15, but are garunteed to strike that body part rather than the center of mass.

You can get a +20 to rolls by doubling the time to take the action. (One-turn actions take two turns, two-turn actions take four turns.) Or, you can get a +30 to rolls by tripling the time.



Since this is pretty complicated, here's an example:
[spoiler]
A Swordsman and an Archer (All with '30' stats across the board) are facing off against a Sorcerer armed with a fire-rune-engraved Wand. (Also with '30' stats across the board, except Agility which is 25.)

The Swordsman tells the GM that he wants to lunge at the Sorcerer and attack him, then try and knock the Wand out of the Sorcerer's hand, and finally try and stab him one more time.

The Archer tells the GM that he wants to knock an arrow, take one action to aim, and then fire at the Sorcerer.

The Sorcerer tells the GM that he wants to try and cast a fireball with 6 energy at the Swordsman, then run to the door, and finally slam and lock the door behind him.

The Swordsman, Archer, and Sorcerer roll an 11, 35, and 39 respectively, so the Archer will go first, followed by the Sorcerer and then the Swordsman.


The Archer knocks his bow. This does not require a test. The Sorcerer casts his spell. His energy is now at 94. He takes a Mind test at +30 (+20 for the wand engraved in Fire runes, +10 because he has a Skill for fireballs), rolling a 32. A pass! The fireball, which causes 6+d10 Damage, leaps at the swordsman, who tries to dodge automatically. The swordsman does not have a skill or talent in dodging, but because dodging requires no skill or talent, he can still roll using his base Agility. He rolls a 15! Success! His turn now, he lunges at the sorcerer, attacking. He gets a +40 to hit because he has a Talent in Swordfighting and his Career is as a city guard, which gives an additional +10. Rolling a 38, he hits, causing 4 Damage plus 1/10th his Physique (3) and 1d10, minus 1/10th the Sorcerer's Physique. However, now the Sorcerer can try to dodge. He does not have any Skill or Talent for dodging, and he rolls a 48, taking a hit from the sword. Rolling a 7 for Damage, the Sorcerer takes 11 Wounds - Ouch! He only has nine left.

Now, it's the Archer's turn again. Not yet firing, he takes careful aim, which will give him a +20 to hit when he fires. The sorcerer turns and flees, making it to the open door at the back of the room. The swordsman, now out of range, can only swing at the air as the Sorcerer gets out of the way.

Finally, it's the Archer's turn again. Because he goes before the Sorcerer, he has one last chance to try and take him down. He gets a +60 to hit, (+20 for aiming, +10 for his Career, and +30 for his talent as an Archer.) Rolling an 81, he still manages to pass. The Sorcerer already dodged, and even if he hadn't his last action was to run, meaning that he couldn't try and dodge anyways. The bow and arrow causes 4 damage plus 1d10. Rolling for damage, he gets a 10! Not only is this fourteen damage, but the Sorcerer's Physique won't reduce that number at all either. He dies.
[/spoiler]


[spoiler]
Damage, Fatigue, and Insanity
Energy for characters regenerates at a rate of about 15/hour, when sleeping. When awake, it'll drain at a rate of 4/Hour, but physically strenuous acts will increase the reduction rate. For a few common examples:
Travel on foot increases energy consumption to 6/Hour. Speed is equal to 1/10th your Agility in Miles per Hour.
Light jogging increases the consumption rate to 1/Two Minutes. Speed is 1.5x that of walking.
Running increases the consumption rate to 1/Minute. Additionally, you can only run for a number of minutes equal to your Physique. Speed is double to that of walking.
Sprinting increases the consumption rate to 3/Minute. Additionally, you can only sprint for a number of minutes equal to 1/10th your Physique. Speed is triple that of walking.
Lifting an extremely heavy object will cost a little Energy.
Combat can also cost energy when doing strenuous acts.


If your Energy drops below certain points, tests will be taken at penalties:
At less than 50, all tests taken by the player will be at -5, unless the test is to resist damage.
At less than 30, all tests are instead at -10.
At less than 20, all tests are at -20.
At less than 10, all tests will be at -30, and a Physique test must be taken once every ten minutes to avoid passing out.
At 0 or Less, the player will pass out immediately.

The exception is during an adrenaline rush.  During high intensity situations such as combat or running for your life, energy output is increased by 50%, (Except for casting spells and other magical uses,) but Agility and Physique are increased by 10% when taking intentional actions. (This does not include taking damage, for example.) Additionally, the player cannot pass out or fall asleep due to energy loss unless their energy drops below -10, in which case they will pass out immediately anyways.

Energy can drop below 0, but if it goes beneath -20 then the character will go into a comatose state, recovering energy at half the normal rate until their energy reaches 100 again. If it goes beneath -40 for whatever reason (Trying to cast a spell, magical attacks of some kind, or a drug making it impossible to sleep,) they will immediately die.



Damage taken in combat can have similar penalties if health drops below certain levels. The penalties are as following:
At less than 50, Physique and Agility will both be at -10.
At less than 20, Physique and Agility will both be at -30.
At less than 0, the player dies.

Additionally, there may be certain specific penalties for specific injuries, such as broken limbs or amputations.



Insanity works quite similarly. For every ten points lost, a semi-randomized effect will take place.

At 90 points, roll a d10. On a 1-5, reduce Intelligence by 2. On a 6+, reduce Willpower by 2.
At 80 points, same as with 90.
At 70 points, roll a d10. On a 1-4, reduce Intelligence by 2. On a 5-8, reduce Willpower by 2. On a 9-10, gain a small mental tick, disorder, or phobia.
At 60 points, same as with 70.
At 50 points, gain a mental tick, disorder, or phobia.
At 40 points, roll a d10. On a 1, reduce Agility by 3. On a 2-4, reduce Willpower by 3. On a 5-7, reduce Intelligence by 3. On an 8+, gain a mental tick, disorder, or phobia.
At 30 points, same as with 40.
At 20 points, roll a D10. On a 1, reduce Agility by 4. On a 2-4, reduce Willpower by 4. On a 5-7, reduce Intelligence by 4. On an 8+, gain a sever mental tick, disorder, or phobia.
At 10 points, same as with 20.
At 0 points, the character becomes terminally insane and is no longer playable.
[/spoiler]
[/spoiler]

Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 25, 2015, 10:42:36 pm
I look forward to it :3

For now, are there any limitations you'd like to impose?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 25, 2015, 11:47:30 pm
The only major limitations I can think are that 1, everything is Analog, (No AI, nothing computerized. Machines all have to be run manually,) and that your power source won't be unlimited.






Characters:
[spoiler]
Scout Sergeant Mkoll:
[spoiler]
Name: Simo Barton

Physique: 30
Agility: 40
Intelligence: 30
Mind: 40

HP: 87
Energy: 90
Sanity: 100

Career: Sniper
Talents: Expert marksman, Advanced mathematics, Tracking, Survival
Skills:  First aid, Sword fighting, Pistol Use, Intimidate, Casting (bullets), Combat Sign (hand gestures), Weapon maintenance, Stealth, Trapping, Demolition

Abilities:
Sniper's Coop: Once set up and watching a location, Simo can reduce his energy use and stay in a nearly resting state. His energy consumption drops down to 2/Hour until he gets up.

Equipment:

Runic Rifle:
Range: 600 Feet*
Damage: 12
Pen: 6
Hands: 2-Handed, 20 Phys
Special:
Precision Tool - If the attacker rolls 30 lower than than the required number to hit, the attack deals an additional 1d5 damage and counts as a critical hit on a roll of 8, 9, or 10. If the attackers rolls 50 lower than the number required to hit, it instead deals an additional 1d10 damage and is a critical hit automatically.
Vast Range - The range of this weapon often exceeds the firer's accuracy. It's range can increase up to 3000 Feet, however, for every 600 foot increase in range, the attack takes a -10 to hit. (Firing at maximum range reduces the 'To-hit' chance by 40.)
Rune - Farsight. The scope on this weapon allows the user's effective vision range to be tripled. When magically charged, (Costing 1 Energy/Hour,) however, the effective vision range is increased up to twentyfold, and the attacker gets +10 to hit against enemies more than 1000 feet away. (Any closer and the scope's visual field is too small to see them.)
Reload - The weapon must be reloaded in between each shot. Doing so requires an agility test - If passed, the weapon can be reloaded in a single turn, otherwise it takes two turns.
Rune - Trueshot. The pistol on this weapon allows the user's accuracy to be greatly increased on long-range shots. On a successful Mind test, ignore all penalties for wind or other turbulence which would reduce accuracy, and give an additional +10 to hit on shots against targets more than 600 feet away.

'Phase' rounds - Simo carries a number of shots capable of passing through solid walls. These rounds are generically engraved, allowing Simo greater control over the phasing through the casting process rather than spending precious time calculating which round is best for each scenario. It is a riskier approach in a sense, but a more practical one and more suited to Simo's pragmatic nature. The power consumption is 3/Round, and the test is usually taken at +/-0.

Double-Barreled Pistol:
Range: 30 Feet
Damage: 7
Pen: 2
Hands: 1-Handed, 15 Phys
Special:
Reload - The weapon has two barrels, and each must be reloaded after every shot. Doing so requires an agility test - If passed, the weapon can be reloaded in a single turn, otherwise it takes two turns. (This is done separately for each barrel, functioning as two separate guns worked together.)

Steel Sword
Range: Melee
Damage: 6 + 1/10th Phys
Pen: 6
Hands: 1-Handed, 25 Phys
Special: None


Armour:
Leather Armor
Protection: 4
Coverage: Torso, Arms, Legs
Weight: 20 Phys.
Special: None

Leather Coif
Protection: 3
Coverage: Head
Weight: 20 Phys.
Special: None


Gear:
Medical Equipment
Casting Equipment
1 Ingot silver


Bio: Simo was born in the countryside and became a hunter at a young age, trained by his father, Vassili. As he grew his aim improved significantly and he could soon hit deer and other wild beasts at 500 yards with unerring accuracy. At the age of 10 Simo began to discover his talents as a sorcerer and received training from the village "magic man" as he was known. As you might expect given his environment Simo's spells became heavily specialized in tracking and hunting. He could spot spoor that nobody else could, making it easier to find game, he could spot predators from further away than anyone else and could somehow guide his shots much more easily so that even the most difficult of shots could be made with a regularity that beggared belief.

At the age of 18 Simo joined his Lord's military and in a matter of weeks was re-assigned to be trained as a sniper. It is here that he learned how to account for gravity and wind over longer distances than before without being reliant on his magic. By the time he was 21 he could hit a moving target at 900 yards without using his supernatural ability. His increased visual range made him an excellent sentry, and the rifle he carries was given to him by his Lord's guard once he completed his training to commemorate the fact that he had graduated as the best sniper in their living memory.[/spoiler]

The Man They Call Jayne:
[spoiler]
Franklin Hall

Physique: 20
Agility: 30
Mind:  45
Intelligence:  45


HP: 66/100
Energy: 20
Sanity: 100

Career: Gravitation Sorcerer

Talents:
Applied Physics, Quantum Mechanics, Graviton Storm, Big Bang Attack

Skills:
Sense disturbance, Redirect Gravity, Concussive blast, Sphere of Safety, Balance, Intimidation, Magical Trap, Torture, Wizard's Reputation, Gravitational Lensing



Equipment:

Weapons:
Graviton Staff (Electrum)
Range: Melee
Damage: 4 + 1/4th Phys
Pen: 0
Hands: 2-Handed, 20 Phys
Special: None
Runed: The runes on this staff are specifically designed to boost his two most difficult spells, Graviton Storm and Big Bang Attack. It gives a +20 to both when used.
   Energy: 80
   
Gravity Wands
Redirecting Gravity (Electrum)
Range: Melee
Damage: 1 + 1/20th Phys
Pen: 0
Hands: 1-Handed, 15 Phys
Special: None
Runed: The runes on this staff are specifically designed to boost his magical redirection of gravity. When used for this spell, it gives a +30.
   Energy: 13

Concussive Blast (Electrum)
Range: Melee
Damage: 1 + 1/20th Phys
Pen: 0
Hands: 1-Handed, 15 Phys
Special: None
Runed: The runes on this staff are specifically designed to boost his Concussive Blast spell. When used for this spell, it gives a +30.
   Energy: 13

Generic (Electrum)
Range: Melee
Damage: 1 + 1/20th Phys
Pen: 0
Hands: 1-Handed, 15 Phys
Special: None
Runed: The runes on this staff are specifically designed to boost his gravity spells in general. It gives no bonuses or penalties when used for such.
   Energy: 13


Armor:
Runic Armour
Protection: 0
Coverage: Torso, Arms, Legs
Weight: 20 Phys.
Special:
Runed: The runes in this custom made suit allow for a degree of protection from incoming fire, but what they are mainly for is protecting Franklin against the effects of his own gravity magicks. These runs also focus his Sphere of Safety and focus his gravitational awareness of moving objects.
   Energy: 35
   When given power, in addition to being used for the Sphere of Safety and Sense Disturbance powers (Giving a +10 to each when used), can give 1 Protection per Energy/minute. (With a cap of 25, simply because the suit can't take any more power than that.) This protection is doubled against his own spells.


Bio:

Franklin Hill is a wanderer, a sellstaff of sorts. He has, over many years, garnered a reputation of being frighteningly efficient and at times, just plain frightening. His mastery of Gravitational magic has made him a man in high demand, and he can usually name his price for his services. Sometimes however, he doesn't want money, and the thrill of the job is all he needs.

He has little desire to harm those that are not part of his contract, but understands that sometimes, the fastest way is far from the nicest and rarely hesitates to do what needs to be done. His power is immense, and as such and learned to keep his emotions in check lest he lash out in a moment of rage. Provoking him is hard, and you may wish you hadn't tried if you are successful.

Beyond this, Franklin is generally considered true to his word, no matter the consequences to himself or others. If he is tasked with something, he will see it through.


Notes on Spells:
[spoiler]
Graviton Storm
Franklin creates a gravitational sheath around a  swarm of microsingularities and then unleashes it on a target, flesh, concretes, steel, nothing can stand up to this barrage for more than a few seconds. However the taxing on Franklins power is great, and he will need to rest not long after using it.
(Consumes 50-80 power, depending on duration and intensity of the needed use. Extremely difficult, tests will be at a hefty negative. (In the -60 range, though this is not taking into account talents, skills, careers, or equipment.)

Big Bang Attack
Franklin draws all surrounding matter to a point, compressing it further and further until a fusion reaction is initiated. Then the gravity field keeping it together is removed. Along with almost everything within a few hundred yards. Like Graviton Storm, this is very very draining and cannot be used very often.
(Consumes 60-90 power, depending on duration and intensity of the needed use. Extremely difficult, tests will be at a hefty negative. (In the -70 range, though this is not taking into account talents, skills, careers, or equipment.)

Sense disturbance
Franklin can feel when something is warping gravity, big or small. Bigger thing are easier to detect though.
(At basic levels, consumes very little power, only around 3/hour when used in the background and will function as simply an extra 'Sense', like hearing or smell, and requires no test to use. To focus, however, more energy and concentration may be needed and a test may need to be taken.)

Redirect Gravity
Short bursts of flight, deflecting incoming fire, or even cold blooded torture, gravity, when harnessed, can be used for all kinds of things.
(Energy consumption is extremely variable here, depending on the effect being used.)

Concussive blast
A simple show of power, a gravity wave washed over an area, or a single target and throws them around with great force.
(Energy consumption is also pretty variable here, depending on the intensity and scope of the blast.)

Sphere of Safety
A graviton orb surrounds Franklin, impenetrable to all but the most powerful of attack, slamming the incoming projectile, weapon, or attacker to the ground. Thanks to Franklin's ability to track objects through their gravitational footprint, this orb only needs to be raised for the split second it takes to deflect the object.
(Energy consumption is tied to the amount of force incoming, and difficulty depends heavily on the amount of time available to react. Note that attacks which would not be affected by gravity, such as ethereal magic or raw Spirit jolting through the air in a beam, will not be affected.)

Balance
When you can make gravity support you, you can walk on any ledge or rope no matter how narrow or precarious. Doing this for so long has given Franklin an extremely good sense of balance and spatial awareness even without the use of his powers.
(When not being cast, a +10 to general balance rolls such as standing on a high ledge. When cast, energy consumption is approximately 1/Minute, and the test is at a -10, though this is not taking into account talents, skills, careers, or equipment.)


Magical Trap
With a bit of time and effort, Franklin can rig an implosion trap, invisible to anyone who doesn't know how to spot it. Once they set foot in it, unbalancing the complex gravitational forces, the trap springs, compressing the unfortunate victim to a puddle of compressed good.
(Energy consumption is in the 40-50 range, and difficulty depends heavily on the amount of time available to cast the spell. Damage is decreased overtime until the spell wears off entirely, but the lifespan of the trap depends heavily on the success of the test and materials being used. Targets in heavier armor (which is not resistant to magic, of course) take more damage from this trap.)

Gravitational Lensing
Bending gravity in the right place, in the right way, can allow Franklin to see around corners, of course, anyone looking in the right direction can also see right back.
(Energy consumption in the 4-5 range.)
[/spoiler]
[/spoiler]

Narric:
[spoiler]
Name: Korus Hensen

Physique: 37
Agility: 25
Intelligence: 40
Mind: 38

HP: 72
Energy: 90
Sanity: 100

Career: Inventor
Talents: Artificer, Charisma, Streetwise, Psychology
Skills: Alchemy, Armourer, Brawling, Craft, Scrounging, Literacy, Physical Science, Melee (Large Hammer), Blocking (Shield Buckler), Minerology
Abilities:
   'Winning Personality': Non-hostile NPCs can't help but take a shining to you. Societal actions come easy, and people are predisposed towards liking you.

Equipment:

Weapons:
"Thunder" Warhammer
Range: Melee
Damage: 9 + 1/5th Phys - 9 + 1/20th Phys
Penetration: 2 - 2
Hands: Two-handed, 35 Phys - One-handed, 60 Phys
Special:
   Hand-and-a-half: This weapon can be wielded Two-handed or One-handed. Use the former numbers when the weapon is Two-handed and the latter numbers when the weapon is One-handed.
   Smite: Power Consumption - 6. When attacking, user may trigger a Spirit shock. If the attack hits, add 1d10+4 Damage which is not reduced by armor.  Additionally, the target must pass a Physique test or have their agility halved for one turn and their energy reduced by 1d10.


Buckler:
Range: Melee
Damage: 1/10th Phys
Penetration: 0
Hands: N/A
Special: The Buckler takes up no hands, though only one can be equipped on an arm at a time. Instead of having an independent weight value, it adds +8 to the Phys. Requirement of any weapon equipped on that arm. Attempts to block attacks with a buckler get a +10.
   Runed (Magic Defensive): Magic attacks which hit the buckler have some of their energy absorbed and dissipated. Reduce the effect of the attack as though three less Energy had been used on it. For non-magical Spirit based attacks, instead block five points of damage.


Steel Dagger:
Range: Melee
Damage: 3 + 1/10th Phys
Pen: 3
Hands: 1-Handed, 15 Phys
Special: None



Armor:
Arm Power Frame:
Protection: 3
Coverage: Right-arm
Weight: 20 Phys.
Special:
   Power Consumption - 1 Spirit/Min
   Enhanced Physique - When this is equipped and unpowered, it simply adds to the Phys. limit of the wearer's armor. However, when powered, it also increases the Phys. of the arm it's equipped on by +35 for the purposes of damage calculation and lift weight.

Leather Jacket/Comfortable Clothes


Gear:
Generator Pack:
Weight: 15 Phys.
Special:
   Battery Pack - This generator can store up to 20 Spirit with a built-in battery.
   Spirit Generation - When supplied with blood, the generator can provide up to 5 Spirit/Min. (It therefore takes four minutes and 4 oz. of blood to charge fully.)


Artificer's Tools


Bio:
Korus was just starting to make a name for himself. His Clockwork and Spirit powered devices gave him a small measure of wealth. His business seemed a small jewel of hope amongst the Eastern states, and he often had customers come a great distance for his devices. But his supplies from the Western states became increasingly expensive, and so his business suffered.

Before he lost everything, he closed his workshop for good to the public. Every unfinished personal project was dismantled and every resource at his disposal taken stock, including his own personal possessions from his house. He designed and built a continuous energy generator that he could wear on his back, and connected it to a specially designed hammer that would unleash a terrifying electric shock when swung with force. It was a hefty tool of force, and so he cobled together an exo-skeleton of sorts. It bolstered his strength, allowing him to carry the hammer in one hand.

Korus was no fool. He knew that the weapon would be slow even with his augmented strength, and more likely to get him killed by itself, so he used a majority of his remaining funds to commission a local smith to build and engrave with runes a buckler to help him defend himself. This buckler was positioned on his left arm, and left his hand free to move, to better grip the hammer with both hands when needed.

He packed his bags, and left for the west. Hoping that he will find someone to "persuade" into bringing some stability and coin into the Eastern States.




[/spoiler]

Mabbz:
[spoiler]
Name: Jane Edgely

Physique: 31
Agility: 33
Intelligence: 39
Mind: 37

HP: 100
Energy: 90
Sanity: 100

Career: Engineer
Talents: Rune engraving, Blacksmithing, Spirit Tech, Machine assembly (especially farming machines)
Skills: Cooking, Pneumatics, Pistol usage, Sneaking, Using farming machinery, Melee (Fists), Spotting small details, Farming, Haggling, First Aid

Equipment:
Weapons:

Shock Wand
Range: 3'
Damage: 2
Penetration: 0
Hands: 1-Handed, 15 Phys
Special:
   Shock: Power Consumption - 4. Attacks with this weapon ignore all metal armor. Additionally, enemies who are injured by this weapon must pass a Physique test or have their Agility halved for one turn and have their energy reduced by 1d10. Due to the way the weapon fires, attacks using it get +20 to hit.
   Battery - 16/20 Power


Range: Melee - 12'
Damage: 6+1/10th Phys. - 5
Penetration: 3 - 0
Hands: 2-Handed, 30 Phys
Special: Power Consumption - 6. This weapon may be used in melee as a Spear, or as a ranged weapon. Ranged attacks with this weapon ignore all metal armor. Additionally, enemies who are injured by this weapon must pass a Physique test at -10 or have their Agility halved for three turns and have their energy reduced by 2d10. Due to the way the weapon fires, attacks using it get +20 to hit. If an attack lands in Melee, the ranged profile may be used immediately, hitting automatically.


Armor:
Bronze Spirit Armor (Custom): (Defensive Runes) (Strength Runes)
Protection: 15
Coverage: Full-body (Removable helmet)
Weight: 50 Phys.
Special:
   Power Consumption - 14 Spirit/Hr
   Battery Pack - 58/100
   Spirit Engines - When this armor is powered, the wearer's Phys is boosted to 60 for all uses except damage resistance, unless it would be higher otherwise. Due to the suit's bulk and weight, wearer's also suffer a -10 penalty to Agility except when calculating movement speed (Due to the suit's increase to the wearer's size, the loss in mobility is compensated for by a longer stride).
   Fitted (Jane Edgely) - When Jane Edgely wears this armor, the -10 Penalty to Agility is reduced to -5. This also means that they actually count as having an Agility at +5 for calculating movement speed.
   Defensive Runes - When activated, Defensive Runes consume 2 Spirit/min. When struck by a magical or spirit-based attack, up to twenty points of damage will be ignored, but for every two points of damage, one additional Spirit is consumed. (For example, taking 10 or 11 points of damage would consume 5 points of Spirit.) (This includes attacks which would otherwise ignore armor.)
   Strength Runes - When activated, Strength Runes consume 2 Spirit/min. They give the wearer +30 Phys. for lifting, throwing, attacking, and any other tests using the arms.

Gear:
Engraving Equipment
Portable Power Generator - This small, compact power generator can charge her Spirit armor if no other power source is available, charging it at a rate of 5 Spirit/hour when supplied with blood. (Therefore, it consumes 1 Oz. of blood per hour.)
 

Bio: Jane's father was a farmer, before the march of technology devalued his livelihood. In an effort to keep moving with the times, Jane learnt all she could about machines that now tended her lands. Her father was unable to deal with the changes though, and the farm's decline turned him into a recluse with a drinking problem. Jane eventually had to sell the farm and took on a job as an engineer, maintaining the machines that had taken over her family's work.

Slowly, Jane grew angry with the west. When she needed to deal with them for materials, she found them arrogant, saying that the change to the old balance of power and wealth was just, and that the East deserve their hardships. She didn't begrudge them their success, but she hated that they flaunted it. Perhaps a little of that wealth could be returned to those - like her father - who had worked their whole lives only to be brought low by something completely outside their control.
[/spoiler]

WaaaghPower:
[spoiler]
Name: David Undertow

Physique: 23
Agility: 42
Intelligence: 34
Mind: 45

Hp: 97
Energy: 40
Sanity: 100

Career: Combat Wizard
Talents: Death Magic, Kinetic Magic, Deception, Runework, Fire Magic
Skills: Healing Magic, Bartering, Melee (Shortsword), Melee (Unarmed), Melee (Hook), Wilderness Survival, Horseback Riding, Sleight of Hand, Dodging, Defensive Magic, Memorization
Abilities:
Combat Master - Critical Hits in Melee land on an 8, 9, or 10. When striking at weak points, the penalty is -15 rather than -30.

Equipment:
Weapons:

Hook
Range: Melee
Damage: 3+1/20th Phys
Penetration: 0
Hands: 1-Handed, 20 Phys
Special:
   Disable - The Hook is a weapon not intended to harm, but rather to disarm or de-horse an opponent, taking them off guard. When attacking with the hook, the wielder may instead try and snag an ankle, a sword hilt, or any other similar object. If so, the attacker and defender both take an Agility check. If the defender succeeds by more points than the attacker (Or if the attacker fails his check), then nothing happens. Otherwise, the attacker rolls a Phys. check at -1/5th the defender's Phys. If his Agility check beat the defender's by thirty or more points, or if the defender's check failed, the Strength check gets a +30. If the Strength check passes, the object being snagged is yanked away, either dropping the defender to the ground or disarming him.

Steel Short Sword
Range: Melee
Damage: 4 + 1/10th Phys
Pen: 4
Hands: 1-Handed, 25 Phys
Special: None

Bronze Dagger
Range: Melee
Damage: 2 + 1/10th Phys
Pen: 3
Hands: 1-Handed, 15 Phys
Special: None

Wizard's Staff
Range: Melee
Damage: 3 + 1/10th Phys
Pen: 0
Hands: 1-Handed, 20 Phys
Special: None
Runed: Runed in a very broad level of skills, allowing it to be used with most spells, though there is a certain level of specialization for Fire, Energy, and Death. Magic related to these three roll checks at a -10, and all other spells are at a -30.
   Energy: 35


Armor:
None, to speak of, besides some billowy black robes.

Runed Leather Gloves
Runed: These gloves, lined with silk to increase power storage, are runed to allow for specific spells, one on each hand. The left hand is runed with a 'Fireball' spell, and the right is runed with a 'Push' spell.
   Energy: 10

Gear:
Chalk. Lots of Chalk.

Shield Bracelet:
Runed: Dangling from the silver bracelet are a set of shields, each runed in various defensive magics to resist magic, fire, or kinetic attacks (among others.) Using this to create a magic shield gives a +15 to the roll.
   Energy: 12

Mechanical Left Thumb:
   Power Consumption - 1 Spirit/Hr

Journal - A small, leatherbound book, written cover-to-cover in poetry, notes, history, and other useful information. When memorized fully, (Which takes some time,) it provides additional 'Memories' equivalent to 4 points of Insanity that can be burned without reducing Sanity. (That is, 52 points of Energy.)

[/spoiler]
[/spoiler]
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on April 26, 2015, 12:25:05 pm
I'm in. I'd quite like to be some form of engineer, but I'll wait for the character creation rules before I decide on anything further.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 27, 2015, 07:25:42 am
I'm in. I'd quite like to be some form of engineer, but I'll wait for the character creation rules before I decide on anything further.

That would actually be an incredibly useful character to have, so... Yay!
A bit of character generation info is up.


Items, spells, etc:
[spoiler]
Basic materials:
Objects made from Iron gives a +30 to resist magic, or a -20 to magical attacks. (Whichever is most appropriate.) They cannot be runed.
Objects made from Steel gives a +15 to resist magic, or a -10 to magical attacks. (Whichever is most appropriate.) They cannot be runed.
Objects made from Bronze give a -15 to resist magic, or a +10 to magic attacks. (Whichever is most appropriate.)  However, they give a small bonus when being runed.

Basic weapons:
Sword:
Range: Melee
Damage: 4 + 1/10th Phys
Pen: 2
Hands: 1-Handed, 30 Phys
Special: None

Longsword:
Range: Melee
Damage: 7 + 1/10th Phys
Pen: 4
Hands: 2-Handed, 35 Phys
Special: None

Rifle:
Range: 90'
Damage: 6
Pen: 2
Hands: 2-Handed, 25 Phys
Special: None

Shield:
Range: Melee
Damage: 2 + 1/20th Phys
Pen: 0
Hands: 1-Handed, 30 Phys
Special: +25 to Parry/Block

Pistol:
Range: 30 Feet
Damage: 5
Pen: 1
Hands: 1-Handed, 15 Phys
Special: None

Spells:
(Some of these are extremely variable in power consumption. Math warning!)
Lift:
Difficulty: +10
Range: 10'+ (For every 5' increase, incrase power consumption by 50%)
Energy: 1 per 10kg of mass
Effect: Lift any given object into the air.
Failure: Minor failures halve the effects of the spell, generally reducing the height lifted. Major failures cause no effect. Critical failures instead hit the Sorcerer.

Throw:
Difficulty: +10
Range: 10'+ (For every 5' increase, incrase power consumption by 50%)
Energy: 3 per 10kg of mass
Effect: Throw any given object through the air at high speeds. If the object is already lifted in the air, reduce energy consumption by 1 per 10Kg of mass.
Failure: Minor failures halve the effects of the spell, generally reducing the distance thrown. Major failures cause no effect. Critical failures instead hit the Sorcerer.

Fireball:
Difficulty: +0
Range: X
Energy: 1 Per 3 Damage
Effect: For every one point of Energy, the fireball causes 3 points of damage, -D5. (Only apply the negative once, regardless of power consumption.) Metal armor is halved against this attack. It can be thrown an unlimited distance, taking a Mind test to aim it. However, every 3 feet it is thrown, reduce its damage by 1. If this number reaches 0, the fireball flickers out. Flammable objects have a 10% chance of catching fire for every point of damage taken by this attack. (Extremely flammable objects such as lantern oil catch fire automatically.)
Failure: Minor failures reduce the range of the fireball, causing it to reduce its damage by 1 every 2 feet. Major failures reduce it's damage by 1 every foot and reduce its damage by D10 rather than by D5. Critical failures cause the fireball to explode in the sorcerer's hand, hitting him instead.


Shield:
Difficulty: -10
Range: N/A
Energy: X
Effect: For every point of Energy, the shield protects against three points of damage from EITHER magical or physical attacks. This can be made more specific (fire attacks, arrow attacks, etc,) which adds an additional -10 difficulty penalty and only protects against those attacks, but allows the shield to protect against five points of damage. Alternately, this can be made less specific and allowed to protect against all attacks, which adds an additional -10 difficulty penalty and reduces the amount of damage shielded to 2. (Attacks which don't cause damage, such as the Lift spell, instead have their Energy cost increased by 1 per point of energy in the shield, and when specifically shielded have their Energy cost increased by 2.)
Failure: Minor failures reduce the amount of damage shielded by 1 point per energy. Major failures reduce the amount of damage shielded by 2 per point of energy. Critical failures cause the shield to implode. No shield is produced, and the Sorcerer is hit by 1 point of damage per 2 points of Energy he put into the shield.

Ethereal Sword/Hand/What-have-you:
Difficulty: Varied, -20 to -40
Range: 3' (Can be increased, costing 1 Energy for every additional 3'.)
Energy: 1 to 3
Effect: Creates a slightly glowing ethereal representation of a physical object. This can be a razor-sharp sword, a floating hand, or any number of other simple objects. These are controlled by the Sorcerer's Mind rather than his Agility, and can float up to 3' away from him. (This range can be increased by adding more energy.) The projection will last for around 1 minute unless Energy to the spell is sustained.
Failure: Minor failures reduce the clarity of the projection. Swords become duller, hands become clumsier, and all tests taken to control the object are taken at -10. Major failures make the object extremely clumsy and unwieldy. The projection essentially becomes a vague club, and tests taken to control it are taken at a -20. Major failures cause the energy used to dissipate into the air.


[/spoiler]
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on April 27, 2015, 09:23:30 am
Awesome! I love the magic mechanics, it's surprisingly similar to an idea I had for a minecraft mod. Now let's get things rolling, shall we?

Also, random question but what's the age rating on this game? After everything that's happened in Dusk and Dawn, I figure it's best to get that sorted from the start.

Name: Jane Edgely

Physique: 31
Agility: 33
Intelligence: 39
Mind: 37

HP: 100
Energy: 100
Sanity: 100

Career: Engineer
Talents: Rune engraving, Blacksmithing, Spirit Tech, Machine assembly (especially farming machines)
Skills: Cooking, Pneumatics, Pistol usage, Sneaking, Using farming machinery, Melee (Fists), Spotting small details, Farming, Haggling, First Aid

Equipment: Shock Wand, Shock Lance with backpack battery, Exosuit with defensive runes on torso and strength runes on arms, various engraving and mechanics tools, portable blood-spirit converter (if such a thing is necessary or sensible), food

Bio: Jane's father was a farmer, before the march of technology devalued his livelihood. In an effort to keep moving with the times, Jane learnt all she could about machines that now tended her lands. Her father was unable to deal with the changes though, and the farm's decline turned him into a recluse with a drinking problem. Jane eventually had to sell the farm and took on a job as an engineer, maintaining the machines that had taken over her family's work.

Slowly, Jane grew angry with the west. When she needed to deal with them for materials, she found them arrogant, saying that the change to the old balance of power and wealth was just, and that the East deserve their hardships. She didn't begrudge them their success, but she hated that they flaunted it. Perhaps a little of that wealth could be returned to those - like her father - who had worked their whole lives only to be brought low by something completely outside their control.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 27, 2015, 10:46:24 am
Had to send my character idea to WP to make sure it would potentially fit in the setting.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 27, 2015, 04:15:56 pm
I'm going to rate this M for Mature. It won't be Game of Thrones level dark, but we're playing as soldiers going to fight. Our goal may not explicitly require death, but we're gonna have to get our hands dirty. Consider it... We'll say Skyrim levels of violent. You can talk your way through most things, probably, but once in a while you're gonna have to kill some folks. Or maybe a lot of the time if that's your first solution.

It may get darker if players choose to be really dark, but I won't try and push it one way or another.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on April 27, 2015, 07:04:39 pm
I've mostly finished my character sheet, although it is subject to change if there are any problems. Also, I have room for one more skill, which I'll figure out depending on what other character we have.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 27, 2015, 07:19:24 pm
A small clarification (Since I haven't finished out the lore yet,) War Machines are fething huge and varied in design. The quickest example off the top of my head would be super-heavies and titans from 40k. (Not reaver-sized, more Warhound sized at the largest.) You can still keep that as a Talent, it might be really cool, I just wanted to be totally clear here that War Machines =/= Spirit Armor and other smaller machines and gear, in case there was a misunderstanding.

Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on April 27, 2015, 08:37:04 pm
Gotcha. I'll switch it to smaller, farming machines and other utility machines of that size.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 29, 2015, 08:29:14 pm
Latest draft of my character sent :P Originally thought up a fistfighter with somer weapons equivalent to a Powerfist, but instead went for a Hammer and Shield :P Dagger as a backup weapon of course.

Awkwardly I can't seem to get my head around the Talents and Skills :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 29, 2015, 08:42:04 pm
Latest draft of my character sent :P Originally thought up a fistfighter with somer weapons equivalent to a Powerfist, but instead went for a Hammer and Shield :P Dagger as a backup weapon of course.

Awkwardly I can't seem to get my head around the Talents and Skills :P
Sure you sent it? I didn't get a message.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 29, 2015, 09:00:42 pm
Seems the Vortex (http://secondsphere.org/index.php?board=31.0) is hungry today.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 29, 2015, 09:25:24 pm
As for Talents and Skills: They're just things that you're better at then the average person.
For tasks which anyone can do with a reasonable chance of success, (Cooking, for example,) Skills give a +15 bonus to rolls and Talents give a +30.
For tasks which require advanced training, Skills simply allow you to perform them and Talents give a +20.

(The precise number is subject to change.)

Also, I'm adding this to lore and I mentioned it to Narric in a PM, but the Great War happened about two hundred years ago.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 29, 2015, 10:25:31 pm
I'm running out of space in my first post, so I'm going to start adding info and data to my second.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 30, 2015, 03:01:56 am
Also: I'm just going to say it now, there's going to be a few balancing kinks to work out as I get everything going. I will try and avoid changing player gear, but I might have to if something ends up being far too powerful or weak next to how it *should* be functioning.

Also, I am going to add to the rules a 'Power consumption' to any weapons or gear that use Spirit. I'll need to balance it, but it will probably work like the Magic system. (Batteries will have an 'Energy' capacity similar to the player's, but will add weight. (Either to the weapons themselves or the armor, depending on where the batteries are.) Gear will use either 'Energy per turn' or 'Energy per use', depending on the effects.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 30, 2015, 06:28:43 am
Hopefully we'll find a couple more players :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: HectorSmash on April 30, 2015, 06:46:28 pm
I would offer but, after Dawn and Dusk I'll probably be moving on from here. That's why I keep bugging you guys for contact info :P I don't wanna lose touch just because I don't use the forum.

Speaking of the forum, I still can't view most intra-forum links, hehe. Just as well, really.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on April 30, 2015, 07:44:00 pm
I would offer but, after Dawn and Dusk I'll probably be moving on from here. That's why I keep bugging you guys for contact info :P I don't wanna lose touch just because I don't use the forum.

Speaking of the forum, I still can't view most intra-forum links, hehe. Just as well, really.
If you have a recommendation for a better Forum to run this on, I'm all ears. (Assuming Narric and Mabbz are cool with it.) I only chose SecondSphere on account of I already have an account here and I don't know anywhere better.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on April 30, 2015, 07:53:52 pm
Nought wrong with setting up a dedicated forum. I think a few sites offer a free service, and for a small group of people you're not going to need much.

Speaking of the forum, I still can't view most intra-forum links, hehe. Just as well, really.
You may want to talk to Sorck about that ;)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on April 30, 2015, 11:01:28 pm
Updated my profile with equipment and small ability changes. What happens if no one else joins?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 01, 2015, 12:52:33 am
What happens if no one else joins?
I rewrite the plot to work with three characters. Shouldn't be too difficult.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 02, 2015, 03:21:11 am
Also, just so everyone's aware, I've been consistently adding more stuff to fluff, rules, etc.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 02, 2015, 03:47:49 am
Also, imma reduce the number of wounds everyone gets by a lot. I'm thinking 20 right now. Maybe less.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on May 02, 2015, 08:23:19 am
Jayne Cobb, Holly Short, Orion Fowl and Valkyrie Cain are member of the Thirteen? Interesting.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 02, 2015, 12:02:17 pm
Jayne Cobb, Holly Short, Orion Fowl and Valkyrie Cain are member of the Thirteen? Interesting.
I needed a coupled filler names...
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on May 02, 2015, 12:23:14 pm
Oh, I can't complain. Dreylan Scarab, China Sorrows, Nefarian Serpine and Erskine Ravel are all characters from the Skulduggery Pleasant books that I've used as characters in RPs. Oh, and I also stole Pleasant as a surname for E,tD and Edgely for this very RP. In fact the only original names I've come up with have probably been Hazy, Ducktape and Galithir. Names are hard.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 02, 2015, 01:21:17 pm
Names are kinda easy for me, its the characterisation that sticks me :P
Someof the names I've come up with in the past :P
[spoiler]- Zeberen Netch
- Atlas Cobalt
- Zack Hellsing
- Benjamin Summers
- Bolivia Trent
- Helen Sharewater
- James Alcaren
- Luarana Curtis
- Luke Scattercall
- Steven Choice
- Rahin
- Magnus Orvaque
- Kaiden
- Railen Finoth
- James Ranford
- Jhing
- Mearth[/spoiler]
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 02, 2015, 02:05:34 pm
Heh. Names.

Real quick, can you look at what gear I've given you and make sure it fits with what you were thinking?

(Also, now that rules for combat are up, lemme know if those make sense to you. :D Thanks!)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 03, 2015, 10:25:07 pm
Finally got a majority of the kinks out of my character :P

[spoiler]
Name: Korus Hensen
Physique: 37Agility: 25Intelligence: 40Mind: 38
HP: 100Energy: 100Sanity: 100
Career: Inventor
Talents: Artificer, Persuasion, Skills: Melee (Large Hammer), Blocking (Shield Buckler),

Equipment:
"Thunder" Hammer, Engraved Buckler on Left Arm, Exoskeleton on Right Arm, Generator Pack, Leather Jacket, Comfortable clothing, Dagger, Artificers Tools,

Bio:
Korus was just starting to make a name for himself. His Clockwork and Spirit powered devices gave him a small measure of wealth. His business seemed a small jewel of hope amongst the Eastern states, and he often had customers come a great distance for his devices. But his supplies from the West became increasingly expensive, and so too soon was his business suffering.

Before he lost everything, he closed his workshop for good to the public. Every unfinished personal project was dismantled and every resource at his disposal taken stock, including his own possessions from his house. He designed and built a continuous energy generator that he could wear on his back, and connected it to a specially designed hammer that would unleash a terrifying electric shock when swung with force. It was a hefty tool of force, and so he cobbled together an exo-skeleton of sorts. It bolstered his strength, allowing him to carry the hammer in one hand.

Korus was no fool. He knew that the weapon would be slow even with his augmented strength, and more likely to get him killed by itself, so he used a majority of his remaining funds to commission a local smith to build and engrave with runes a buckler to help him defend himself. This buckler was positioned on his left arm, and left his hand free to move, to better grip the hammer with both hands when needed.

He packed his bags, and left for the west. Hoping that he will find someone to "persuade" into bringing some stability and coin into the Eastern States.
[/spoiler]

I feel like there is something I'm forgeting :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 03, 2015, 10:30:31 pm
Finally got a majority of the kinks out of my character :P

[spoiler]
Name: Korus Hensen
Physique: 37Agility: 25Intelligence: 40Mind: 38
HP: 100Energy: 100Sanity: 100
Career: Inventor
Talents: Artificer, Persuasion, Skills: Melee (Large Hammer), Blocking (Shield Buckler),

Equipment:
"Thunder" Hammer, Engraved Buckler on Left Arm, Exoskeleton on Right Arm, Generator Pack, Leather Jacket, Comfortable clothing, Dagger, Artificers Tools,

Bio:
Korus was just starting to make a name for himself. His Clockwork and Spirit powered devices gave him a small measure of wealth. His business seemed a small jewel of hope amongst the Eastern states, and he often had customers come a great distance for his devices. But his supplies from the West became increasingly expensive, and so too soon was his business suffering.

Before he lost everything, he closed his workshop for good to the public. Every unfinished personal project was dismantled and every resource at his disposal taken stock, including his own possessions from his house. He designed and built a continuous energy generator that he could wear on his back, and connected it to a specially designed hammer that would unleash a terrifying electric shock when swung with force. It was a hefty tool of force, and so he cobbled together an exo-skeleton of sorts. It bolstered his strength, allowing him to carry the hammer in one hand.

Korus was no fool. He knew that the weapon would be slow even with his augmented strength, and more likely to get him killed by itself, so he used a majority of his remaining funds to commission a local smith to build and engrave with runes a buckler to help him defend himself. This buckler was positioned on his left arm, and left his hand free to move, to better grip the hammer with both hands when needed.

He packed his bags, and left for the west. Hoping that he will find someone to "persuade" into bringing some stability and coin into the Eastern States.
[/spoiler]

I feel like there is something I'm forgeting :P

Maybe that I'm already posting this on the first page? :P
(Third post down, all the characters and their gear. Also, the new combat mechanics are two posts down.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 03, 2015, 10:52:52 pm
I suppose I could rock something up sonce the halting of Ravs Firma RP.

What kind of position do you have for a one man destruction engine?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 03, 2015, 10:58:48 pm
I suppose I could rock something up sonce the halting of Ravs Firma RP.

What kind of position do you have for a one man destruction engine?

One man destruction engine? Well, I'd like to include a sorcerer or two who isn't controlled by the GM. They can be pretty flexibly destructive as needed!
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 03, 2015, 11:01:10 pm
Sounds like a plan. Sounds like a plan for Ja'nus MkII in fact. Because it worked so well the first time :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 03, 2015, 11:06:51 pm
Sounds like a plan. Sounds like a plan for Ja'nus MkII in fact. Because it worked so well the first time :P
Do you need help with character creation or anything?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on May 03, 2015, 11:08:09 pm
I feel like there is something I'm forgeting :P
Or the fact that two talents and two skills, when you should have four and ten respectitively?

I suppose I could rock something up since the halting of Ravs Firma RP.

What kind of position do you have for a one man destruction engine?
Actually, I seem to have gained control of that RP. Ravs sent me some details and I'll try to update it in a few days.

There's always room for a one man destruction engine. Especially Ja'nus.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 03, 2015, 11:39:41 pm
Sounds like a plan. Sounds like a plan for Ja'nus MkII in fact. Because it worked so well the first time :P
Do you need help with character creation or anything?

I probably will, but I will put more thought into it tomorrow as it is past midnight now and I am in no mind to think about numbers.

Lots of magical power and smarts, not so much about being tough and punchy. Good use of all different kinds of offensive magicks, if there is any bonus to certain elements then I shall probably focus on one or two. That kind of stuff.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 04, 2015, 02:31:08 am
Sounds like a plan. Sounds like a plan for Ja'nus MkII in fact. Because it worked so well the first time :P
Do you need help with character creation or anything?

I probably will, but I will put more thought into it tomorrow as it is past midnight now and I am in no mind to think about numbers.

Lots of magical power and smarts, not so much about being tough and punchy. Good use of all different kinds of offensive magicks, if there is any bonus to certain elements then I shall probably focus on one or two. That kind of stuff.

There are no 'Elements' per-say, (as in Air-bender type 'Elements' of magic,) and in fact all magic functions mechanically the same. However, magic is classified within certain types and practices, and the Talents system as well as the way runes on weapons work function as a way of dividing up types of spells. ('Black' and 'White' magic are generic terms for destructive and restorative magic, for example. There are magic disciplines for controlling air, water, fire, and earth, but those are no more unique than, say, Kinetic magic for controlling inertial energy, or gravity magic, or clairvoyance, or time manipulation. (Just to be clear: Time manipulation is really, really, really hard. Time travel itself is essentially impossible, short of building a magic vessel the size of a castle covered in precise runes describing exactly what the spell intends to do, cast by an impeccable Sorcerer, with a thousand human sacrifices to charge it. The really good Time Sorcerers might be able to slow things down a bit, or speed them up, or maaaaybe put themselves or someone else in stasis for a while. Just so that's clear. If anyone wants to be a Time Sorcerer it might be pretty cool, but they'd have to have that as their career, as a Talent for every spell they want, and have your main weapons all be suited for it if they wanted to have a chance at getting it to work.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 04, 2015, 12:17:00 pm
This talk of time manipulation reminds me of Never End (http://walkingcityoct.deviantart.com/art/Walking-City-NPC-Never-End-448164132) :P

I feel like there is something I'm forgeting :P
Or the fact that two talents and two skills, when you should have four and ten respectitively?
Oops..... Uhm XD

Lemme go back to the drawing board for a moment XD
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 04, 2015, 11:01:29 pm
Gravity Magick? Sold. How much can that be abused in terms of realistic science here? Can I compress matter to the point of creating a mmicro singularity kind of thing? Or am I pretty much at the "levitation and making it hard to move" level?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 04, 2015, 11:31:20 pm
Gravity Magick? Sold. How much can that be abused in terms of realistic science here? Can I compress matter to the point of creating a mmicro singularity kind of thing? Or am I pretty much at the "levitation and making it hard to move" level?

When in doubt, the rule of thumb is: Real world, imaginary power source. A micro singularity would take a lot of power and precision, but is totally doable. E=MC2 in this universe as much as any other, so creating gravity from nothing might be too costly, but I'm gonna say that, with care and difficulty, it'll be possible to focus or reflect gravity.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 04, 2015, 11:44:02 pm
I should add: I AM NOT A PHYSICS MAJOR. Nor a Physics Minor. Nor a physics Miner. And, as of my last birthday, I am not physically a minor. I don't know how gravity works particularly well, besides "Massive things attract other things to them". I might not be a good judge of how difficult certain spells or abilities might be. Therefore, most of my calls will be for game balance rather than accuracy, since I couldn't get accuracy if I tried.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 05, 2015, 01:47:41 am
Gravity Magick? Sold. How much can that be abused in terms of realistic science here? Can I compress matter to the point of creating a mmicro singularity kind of thing? Or am I pretty much at the "levitation and making it hard to move" level?

When in doubt, the rule of thumb is: Real world, imaginary power source. A micro singularity would take a lot of power and precision, but is totally doable. E=MC2 in this universe as much as any other, so creating gravity from nothing might be too costly, but I'm gonna say that, with care and difficulty, it'll be possible to focus or reflect gravity.
Something Yahtzee said with regards to world/universe creation is that a succesful world/universe only breaks one rule of reality. :P So if you were so inclined, you could change it so that E = M/C2 :P

On the subject of Gavity Magic, here is a character (http://jollyjack.deviantart.com/art/Vicky-s-Powers-Explained-413693154) that you might be curious of Jayne ;) The party trick sounds like something you'd do at least XD

I should add: I AM NOT A PHYSICS MAJOR. Nor a Physics Minor. Nor a physics Miner. And, as of my last birthday, I am not physically a minor. I don't know how gravity works particularly well, besides "Massive things attract other things to them". I might not be a good judge of how difficult certain spells or abilities might be. Therefore, most of my calls will be for game balance rather than accuracy, since I couldn't get accuracy if I tried.
I agree that you're not even a Physics Captain :P
I took Physicts up to A-level. I could try and find a couple equations that might be helpful if you would like :3
[spoiler=Physics stuff]Gravity in short is the attractive force between two (or more) bodies.
Its force is worked out as the mass of the objects multiplied together, multiplied by a constant number, and all that divided by the distance between the objects squared.[/spoiler]
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on May 05, 2015, 06:48:22 am
Here's my contribution: if you create a gravity well in front of you and an antigravity source behind you, you should be able to form a warp bubble. End result: super speed. Probably not FTL though, unless you put a lot of power into it.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 05, 2015, 11:35:11 am
Here's my contribution: if you create a gravity well in front of you and an antigravity source behind you, you should be able to form a warp bubble. End result: super speed. Probably not FTL though, unless you put a lot of power into it.
That... Sounds like it would kill you.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 05, 2015, 04:11:34 pm
In theory, a person with sufficient command over gravity is going to be a game breaker.

Consider things like increased mass punches. Getting hit by something with the mass of a small planet behind it. You don't even need strength, you just need to know where to apply the opposing forces so that you don't get torn apart yourself. Compressing something into highly energetic plasma and vapourising someone with it.

Honestly, why would you need to be anything else?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 05, 2015, 04:56:02 pm
Three reasons come to mind: Energy cost, difficulty, and backfire.

Even without creating mass or expending energy to create gravity from nothing, it'll still take a lot o' juice to power high gravity spells.

Difficulty is kind of a no-brainer. As with time manipulation, something that requires extreme precision will require tailored staffs or tomes or what-have-you. Even then, precise control would take a lot of effort.

Aaaand backfire. Imagine getting something like an increased mass punch wrong. Imploding your own hand. Or trying to focus some gravity to smoosh a guy with 100 Gs. If you fail badly, best case scenario the spell just disappates or refocuses so the surrounding area is just left strange gravity fluctuations. Worst case scenario, you accidentally smoosh yourself.

It's still really badass and powerful, but it's gonna be high-risk high-reward
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 12:33:12 am
Ok, so i'm going to go with gravity mage, because high risk reward is very much my style. So what are the best suggested stats here?

Skills and talents in the gravity magick area. High mind and probably quite a good toughness will be needed. Spirit Armour might be advisable, just to protect my from too much of my own fallout.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 04:28:17 am
To precede everything I'm about to say, a couple ground rules:
1, This is how I would do things. Most of what I'm about to say is a recommendation. Feel free to throw it out the window.
2, I'm still not an expert on gravitational forces, even with Narric's assistance. This is based mainly off of an extremely limited scientific knowledge and a lot of imagination as to how things would run in a magic fictional universe. If you have a compelling argument that something I'm saying is dumb, feel free to lay it out and things could change.


With that being said...

High Mind is definitely going to be a must for what you're doing, but depending on the complexity of spells versus the science, Intelligence might be more important than a high Physique. (I assume you meant 'Physique' when you said 'Toughness'.) While you don't need a high Intelligence to, say, crush a bunch of mass together or do any kind of magic, (it's all based off of what you imagine and picture in your mind,) you do need a high intelligence to calculate specific gravitational effects. If you're going to try and do pin-point precision type stuff involving the reflection of a lot of gravity or the adjustment of mass or matter to redirect forces, it's going to take a lot of math. It's like rocket science: Any idiot can dump a bunch of jet fuel into a vat, strap some stuff to the top, and set it on fire. Sometimes, that might even have the effect you want if you're trying to just cause a great big fire. But you need math to make the rocket go anyplace.

High Physique and/or Spirit armor, on the other hand, I'm not sure how much it would protect you from your own spells. The Physique I can see helping with increased G-forces and the like, but since Spirit armor is incredibly heavy as-is, and only increases your lift capacity by a flat rate, the increasing weight of the armor means that an increased gravitation force would crush you to death. Think about it this way:
No matter what happens, for rules simplicity as well as other things, your own body has no carry weight. G Forces might kill you for other reasons, but you'll never be able to crush your own body to death.
Spirit Armor gives you an enhanced carry weight, usually somewhere in the 60-80 range, but also weighs something in the 50-60 range as well.
Double gravity, and your own body will be fine, if encumbered, weakened, and slower. However, the Spirit armor will now weigh so much that it can't lift its own weight.
Triple gravity, and while your own body might start having issues getting blood to your head and you'll have trouble breathing, you'll be just fine. The Spirit armor will start to crush itself under its weight.
Fighter Pilots can usually survive under 10 Gs for high-intensity maneuvers over short times, when wearing flight suits and prepared for it. (https://what-if.xkcd.com/116/) At 10 Gs, you'll be able to live. Your Spirit armor, meanwhile, will implode in on itself and take you with it.


So, long story short, whatever you go with Agility will probably be your dump stat.


Instead of Spirit armor, might I recommend some kind of runic Flight Suit equivalent to help deal with increased G forces, pressure changes, and the like? Engraved runes would even make it into an enchantable set of clothes, a sort of wearable wand if you will, that could turn it into a sturdy suit of armor as long as you charge it up. (And, when charged, it would also help deal with your own gravitational magic.)

I'd also recommend carrying several magical implements, probably of the 'Large staff' variety. (Though, depending on the power requirements, low-energy high-difficulty spells could instead have wands made for them.)

As for Skills and Talents, (again, this depends on what you're going for, be it throwing around force to crush things with gravity or precisely focusing it to create specific effects,) a Talent in practical Physics might be good. Then, pick out one or two spells that you reeeaally like and make Talents for them, too. (Gravity magic is complicated enough that you need specific talents for each spell. Simpler stuff like 'Fire' or just 'Smashy energy bits' are a lot looser to control.) For spells that you kinda like, make those into Skills. I'd use at least one Talent and a few Skills for non-gravity-magic related abilities, shoring up weak points or just adding depth to your character as well.

I might also grant you an Ability if it's required to make something specific that you want work, but it's sounding like all this can be handled with the base mechanics right now.



As a side-note, having a gravitation sorcerer on the team is going to work extremely well with the planned plot.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 06, 2015, 06:42:32 am
Yay, I'm helping :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 02:38:10 pm
Ok, so I have something going now.

Purely from a mechanical point of view, how do wands work? Do I need to actually draw the wand, hold it, swish and flick and then put it away?

Because for the look of the thing I was thinking more of having the wands mounted on my characters forearms in some kind of gauntlet, and he would channel magic into them as needed to perform the associated spell.

I am thinking that Gravity magic is something that is going to be quite internally ritualised, so the ability to move your hands freely to help "shape" the forces, while not needed as such, is something that my character has become accustomed to, meaning that if he can't use his hands, he is going to have a harder time focussing his power. This is mainly to offset how much of a DPS monster he is going to be.

The staff he would hold normally for his bigger spells, because they will take time to get going and to pull off, but the results would be spectacular.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 02:45:24 pm
No wand motion is needed unless you want to.
On the other hand, because the spell is shaped by your thoughts, a physical movement often helps to clarify what you're doing. (If you're creating a magic ethereal hand, it's a lot easier to picture it's movement by just moving your own hand.) So, your internal ritualizations fit well within the setting and will work just fine, is what I'm saying.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 03:01:34 pm
Ok, here we go:

Franklin Hall
Male

Physique: 30
Mind:  45
Intelligence:  45
Agility: 20

HP: 100
Energy: 100
Sanity: 100

Career: Gravitation Sorcerer

Talents: Applied Physics
   Quantum Mechanics
   Graviton Storm
      Franklin creates a gravitational sheath around a  swarm of microsingularities and then unleashes it on a target, flesh, concretes, steel, nothing can stand up to this barrage for more than a few seconds. However the taxing on Franklins power is great, and he will need to rest not long after using it.
   Big Bang Attack
      Franklin draws all surrounding matter to a point, compressing it further and further until a fusion reaction is initiated. Then the gravity field keeping it together is removed. Along with almost everything within a few hundred yards. Like Graviton Storm, this is very very draining and cannot be used very often.

Skills:   Sense disturbance
      Franklin can feel when something is warping gravity, big or small. Bigger thing are easier to detect though.
   Redirect Gravity
      Short bursts of flight, deflecting incoming fire, or even cold blooded torture, gravity, when harnessed, can be used for all kinds of things.
   Concussive blast
      A simple show of power, a gravity wave washed over an area, or a single target and throws them around with great force.
   Sphere of Safety
      A graviton orb surrounds Franklin, impenetrable to all but the most powerful of attack. Thanks to Franklins ability to track objects through their gravitational footprint, this orb only needs to be raised for the split second it takes to deflect the object.
    Balance
      When you can make gravity support you, you can walk on any ledge or rope no matter how narrow or precarious. Doing this for so long has given Franklin an extremely good sense of balance and spatial awareness even without the use of his powers.
   Intimidation.
      Franklin never claimed to be a good man, and while he doesn't see the point in going out of his way to hurt people, they are easy frightened by a man who can turn them inside out with a thought.
        Magickal Trap.
                With a bit of time and effort, Franklin can rig an implosion trap, invisible to anyone who doesn't know how to spot it. Once they set foot in it, unbalancing the complex gravitational forces, the trap springs, compressing the unfortunate victim to a lump about 3 inches across.
        Torture.
                Self explainitory. Sometime you just need the answers. Now.
        Wizards Reputation.
                Franklin has spent years building up a reputation, and if he has to play on it to get something done without causing any harm, he will. It makes far more sense for people to fear you that to walk all over you.


Equipment:
   Gravity Staff (Runes for Graviton Storm and Big Bang Attack).
      The most potent source of Franklins power, his most powerful spells require the use of this lightweight metal staff. The fact that it is 5 and a half feel of metal also make it quite useful for hitting things.
   Gravity Wands.
      Redirecting Gravity, Concussive Blast, Generic Gravity.

   Runic Armour:
      The runes in this custom made suit allow for a degree of protection from incoming fire, but what they are mainly for is protecting Franklin against the effects of his own gravity magicks. These runs also focus his Sphere of Safety and focus his gravitational awareness of moving objects.


Bio:

Franklin Hill is a wanderer, a sellstaff of sorts. He has, over many years, garnered a reputation of being frighteningly efficient and at times, just plain frightening. His mastery of Gravitational magick has made him a man in high demand, and he can usually name his price for his services. Sometimes however, he doesn't want money, and the thrill of the job is all he needs.

He has little desire to harm those that are not part of his contract, but understands that sometimes, the fastest way is far from the nicest and rarely hesitates to do what needs to be done. His power is immense, and as such and learned to keep his emotions in check lest he lash out in a moment of rage. Provoking him is hard, and you may wish you hadn't tried if you are successful.

Beyond this, Franklin is generally considered true to his word, no matter the consequences to himself or others. If he is tasked with something, he will see it through.


Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 06, 2015, 03:07:00 pm
Damn beardy players going for the highest DPS :P

WP, have you updated my character? I have been trying to think of a word that encompasses Persuasion and Charisma, but none are forecoming :P Could we simply go with "Shokeeper" as thats kinda what a fantasy shopkeeper would be good at anyway.

Also, I just realised my character in a game sense used to be an NPC :P Makes sense he has fewer combat related Skills and talents :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 03:24:39 pm
I find that I tend to be able to play best with glass cannons. Franklin really can't take that much of a hit if his magicks fail him and his rune suit can't absorb much, he is going to suffer.

I am unsure how some of his passive abilities are going to work though, if they can be passive at all. Like his ability to sense movement through gravitational disturbance. In my mind, it is something he can pretty much just do. Although, in game, i suspect he will have to put some real power into it to get any kind of detail out of it.

As a character in game, you should use him as defense and ultimate offense. His ability to redirect gravity can protect the party too, but if you don't tell him you want his help, he will assume that you have it covered and just do his own thing. He is not much of a team player when left to his own devices, but give him a task and he will see it through. Get him to protect you all if needs be, or have him remove that fortified structure while you guys provide covering fire.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 05:53:05 pm
Narric: I'll update it soon, but in lieue (Luau? Loo?) of a talent, how about an ability? Something like:
'Winning Personality': Non-hostile NPCs can't help but take a shining to you. Societal actions come easy, and people are predisposed towards liking you.

Or somethin'. I dunno.


The Man They Call Jayne:
I'm a dummy, I just realized that your combined stats are 10 higher than they should be. It's a combined total of 140, not 150.
(And, just so you know, your staff is going to be made out of Silver. Silver and gold are some of the only metals which react well to Spirit.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 06, 2015, 06:11:19 pm
Narric: I'll update it soon, but in lieue (Luau? Loo?) of a talent, how about an ability? Something like:
'Winning Personality': Non-hostile NPCs can't help but take a shining to you. Societal actions come easy, and people are predisposed towards liking you.
Trading one talent for an ability like that seems fair enough :3
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 08:47:15 pm
Lieu.

And that's my bad. I shall make the adjustment. Can the staff be Electrum? It's a gold and silver alloy. Moreover, should it be a rune staff? It strikes me that a character who focusses on such a risky school of magick would have the best gear money could buy.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 06, 2015, 09:36:36 pm
The best gear money can buy, but if you're from the Eastern states, unless you're one of the few wealthy families managing to keep your wealth, I doubt you'd have a great deal of funds to use on such equipment.
Korus near made himself broke when he packed up shop to become the "Negotiator" he is now :P and that was just for a buckler. His other gear was either built by him, or was something he already had.
Jane probably had the training and skill to make her own equipment herself.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Mabbz on May 06, 2015, 09:39:41 pm
Actually, to quote something WP said to me in a PM:

Quote
And, to be clear here: Money or rarity is no object. You're the  best of the best being sent on a high dangerous mission, and you're being armed as such.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Narric on May 06, 2015, 09:48:21 pm
Oh alright, I forgot about that :P

Also, I think thats in the OP, now that I think about it XD

Does that mean I have a bit of a nerf character then? :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 10:00:26 pm
Lieu.

And that's my bad. I shall make the adjustment. Can the staff be Electrum? It's a gold and silver alloy. Moreover, should it be a rune staff? It strikes me that a character who focusses on such a risky school of magick would have the best gear money could buy.
When you say a Rune Staff, do you mean a staff with runes engraved into it? Because it kind of HAS to have runes engraved into it to work, I had kind of assumed that from the get-go.
Ooh, Electrum sounds cool! Yes, go with that. Nifty!


Narric: The ability doesn't replace a talent. You still have all your talents. 4 Talents AND an ability.


Edit: And nah, you're not a nerf character. Your hammer causes on average nearly 30 damage per hit when two-handed (23 minimum, 32 tops), not including the damage dealt by the shock. Plus, you can last a lot longer before running out of juice than Jayne! The man they call Jayne!

He robbed from the rich and he gave to the...

Uh...

Sorry.

Anyhoo, your character is going to crush lightly or un-armored foes  like autumn leaves. (And put quite a dent in armored dudes.) Meanwhile, 'Franklin' is going to be most useful against heavily armored dudes, and less so against un-armored or lightly armored guys. Appropriately enough, Mabbz is best at fighting agile hard-to-hit dudes. It's a nice trio.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 10:02:47 pm
Ah, I see. If pre-runed is the way of it, then so be it. Are there any specialist runes that I might want to have gotten? Something that would be specific to my needs rather than just "general channeling"?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 10:11:03 pm
Ah, I see. If pre-runed is the way of it, then so be it. Are there any specialist runes that I might want to have gotten? Something that would be specific to my needs rather than just "general channeling"?

I need to start explaining myself more.
Ahem.

I assumed it was runed with 'Graviton' runes, because you listed it as a 'Graviton' staff. While not terribly specific, that basically means all gravity-based spells will be getting a hefty boost. (Meanwhile the wands, which have 'Redirecting Gravity' and 'Concussive Blast' labels will be used for... Uh, redirecting gravity and Concussive blasts.

You can make the runes more specific, but keep in mind that the staff can only do what it's runed for at the exclusion of all else. The more specific you get the better the boost but the less versatile it is.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 10:18:06 pm
Ah, I see. Well the staff was only really going to be used for the two big spells. They take a huge amount of power and focus to use correctly given the complexity of the effects.

So would I be able to have 2 runes one the staff, or would I just be better off having two staffs?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 10:25:23 pm
Ah, I see. Well the staff was only really going to be used for the two big spells. They take a huge amount of power and focus to use correctly given the complexity of the effects.

So would I be able to have 2 runes one the staff, or would I just be better off having two staffs?
You can have lotsa runes on the staff. In fact, generally any magical tool is pretty much covered in runes from top to bottom. (Even if it's just the same rune over and over.) It'll still split the staff's utility a little so having two staffs might be slightly more efficient on each spell, but for a slightly higher boost (Probably +5 or +10,) you'd have to lug around two five-foot staffs made of incredibly freakin' heavy metal. (An electrum staff of that size is going to weight somewhere in the neighborhood of 15-20 Kg. By the way.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 10:27:09 pm
Can I ask why you dropped your Physique to 20? Physique is probably going to be more important than Agility for you.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 10:30:02 pm
(Also, you still have 4 Skills to add, if you want them.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 10:31:02 pm
Hmm, Single staff would be best then, Given as I am not THAT strong, and other than the staff, everything is pretty light weight. Single staff with the specific runes for my two big spells then. And a generic graviton wand. Seeing as I will need something to help me with simple spells that are nothing in particular beyond gravity manipulation.

I dropped it because I assumed that getting the spells to hit, which I was under the impression came from agility would be more important.

I shall work on some idea for skills.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 11:06:25 pm
Can everyone do me a favor and look over their character sheets to make sure nothing is thusfar wrong? I'm in discussions about creating a 5th party member with someone, so the group's gonna be ready to go pretty soon. Excelsior!

(Which means I gotta finish filling in the lore sections.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 11:08:36 pm
I added a few new skills that seem to fit the character. It is up to you how you would want me to portray them however.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 06, 2015, 11:54:37 pm
I seem to be missing my Concussive Blast Wand as well. Unless you were rolling that in under generic gravity magic?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 06, 2015, 11:56:06 pm
I seem to be missing my Concussive Blast Wand as well. Unless you were rolling that in under generic gravity magic?
o.O Derp. I'll just add that in now.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 12:00:50 am
I suppose something that I should get more clear on is just how fast will energy regenerate? I see the others have some batteries, but I also read that things that hold power also start to bleed it out quite quickly, so, how much use is a battery here?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 12:05:40 am
I suppose something that I should get more clear on is just how fast will energy regenerate? I see the others have some batteries, but I also read that things that hold power also start to bleed it out quite quickly, so, how much use is a battery here?

For people, energy regenerates the same way it does in real life. You sleep. (15 energy regenerates per hour.)

Batteries are specifically designed to hold power, and will store it for quite a while, (losing 10% power per day,) but sorcerer's can't tap into it for use in their spells.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 12:13:25 am
Ahh, I see. So as a sorcerer, I wouldn't actually need a battery then.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 12:15:43 am
Ahh, I see. So as a sorcerer, I wouldn't actually need a battery then.
Not unless you have a weapon which uses Spirit and don't want to use your own energy on it.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 12:19:54 am
Right, so, if I were to equip my Staff with a battery, I could use that power for it and top it off with a little bit of my own for a bigger boost at once? Then recharge the battery later?

Because if I have to use those spells, and they work, then I shouldn't have to use anything else afterwards :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 12:22:05 am
Name: Simo Barton

Physique: 30
Agility: 40
Intelligence: 30
Mind: 40

HP: 100
Energy: 100
Sanity: 100

Career: Sniper
Talents: Expert marksman, Advanced mathematics, Tracking, Survival
Skills: First aid, Sword fighting, Fair trader, Intimidating presence, Casting (bullets), Combat sign (hand gestures), Weapon maintenance

Fair trader: As a countrysider Simo was taught from an early age to treat others fairly, especially when it came to trade. In the countryside plenty of resources are harder to come by and people look to stick together more than in the cities and "putting one over" on someone would ensure a hard time of it. As such Simo always ensures trades are fair, even when dealing with people he may dislike, and takes a...dim view of those who fulfil the stereotype of "greedy trader".

Intimidating presence: Despite several years in the military Simo has retained his somewhat wild appearance, this combined with his military training and rank means that while he does not exactly cause fear everywhere he goes few people are likely to look for trouble while he is around.

Abilities: High pain threshold,

Equipment:

Runic rifle: Rune - Farsight (scope) . This rune allows the shooter to see across vast distances. However it does not allow the user to see through objects so is of limited use in urban settings. (potential space warping to allow increased range? More energy required for that of course)

'Phase' rounds - Simo carries a number of shots capable of passing through solid walls. These rounds are generically engraved, allowing Simo greater control over the phasing through the casting process rather than spending precious time calculating which round is best for each scenario. It is a riskier approach in a sense, but a more practical one and more suited to Simo's pragmatic nature.

Hand crafted sword
Range: Melee

Armour: Leather armour and coif. Covers legs, arms, torso and head.

Bio: Simo was born in the countryside and became a hunter at a young age, trained by his father, Vassili. As he grew his aim improved significantly and he could soon hit deer and other wild beasts at 500 yards with unerring accuracy. At the age of 10 Simo began to discover his talents as a sorcerer and received training from the village "magick man" as he was known. As you might expect given his environment Simo's spells became heavily specialised in tracking and hunting. He could spot spoor that nobody else could, making it easier to find game, he could spot predators from further away than anyone else and could somehow guide his shots much more easily so that even the most difficult of shots could be made with a regularity that beggared belief.

At the age of 18 Simo joined the military and in a matter of weeks was re-assigned to be trained as a sniper. It is here that he learned how to account for gravity and wind over longer distances than before without being reliant on his magic. By the time he was 21 he could hit a moving target at 900 yards without using his supernatural ability. His increased visual range made him an excellent sentry, and the rifle he carries was given to him by the army once he completed his sniper training to commemorate the fact that he had graduated as the best sniper in living memory.

Struggling with abilities etc at the minute so any ideas are welcome. :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 12:24:46 am
Right, so, if I were to equip my Staff with a battery, I could use that power for it and top it off with a little bit of my own for a bigger boost at once? Then recharge the battery later?

Because if I have to use those spells, and they work, then I shouldn't have to use anything else afterwards :P
Not exactly, I was talking about something like Mabbz's energy wand or Narric's hammer. This is mainly for game balance, but you can't power magical abilities with a battery or engine.


Scout Sergeant, you might not want to enchant the rifle itself. Silver and Gold, (And Electrum, I presume, have pretty low melting points, and firing a gun is going to heat up the barrel and start to degrade the quality of the runes and the barrel itself as the metal melts.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 12:30:10 am
Scout Sergeant, you might not want to enchant the rifle itself. Silver and Gold, (And Electrum, I presume, have pretty low melting points, and firing a gun is going to heat up the barrel and start to degrade the quality of the runes and the barrel itself as the metal melts.
I was thinking the rune would be on the scope rather than the weapon itself. Comes in handy for using the scope if I need to be more discreet too. :)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 12:31:06 am
I believe the intent is to enchant the scope itself, not the rifle as a whole. Then he could also use the Scope as a portable telescope or similar.

- Damn, Ninja'd

What about something like this?

http://en.memory-alpha.org/wiki/TR-116_rifle

Using the Scopes power to bend space, you can see ANYWHERE, even behind walls. Then you have a small supply of phase rounds that are amazingly hard to make. Bingo, you can shoot anywhere you like.

You would need a downside though to balance it out. The power requirement to bend space would be HUGE (I should know) So you can only do that once per day and it will cost you almost all of your charge. All other times, it is just a really very very good rifle.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 12:35:31 am
Scout Sergeant, you might not want to enchant the rifle itself. Silver and Gold, (And Electrum, I presume, have pretty low melting points, and firing a gun is going to heat up the barrel and start to degrade the quality of the runes and the barrel itself as the metal melts.
I was thinking the rune would be on the scope rather than the weapon itself. Comes in handy for using the scope if I need to be more discreet too. :)
Right, gotcha.

As for skills and talents... Engraving would be useful as well as Runework, Casting (So you can make or reshape bullets on the road,) maybe something non-combatey for passive in-town situations?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 12:38:43 am
Casting is a good one, fits with the survivalist style. :)

I always forget to add in non-combat stuff with online RPs, I don't know why lol. Shall do that now.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 12:46:12 am
Casting is a good one, fits with the survivalist style. :)

I always forget to add in non-combat stuff with online RPs, I don't know why lol. Shall do that now.
Say, you want a pistol or something? A shorter range weapon besides a sword?
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 12:57:35 am
Update made. Added some more abilities, clarified that the rune is on the scope etc and what is intended by some of the abilities.

A pistol would be good. Would it need to be instead of a sword though? Always loved the idea of pistol and sword combo in close quarters. :P
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 01:05:02 am
Update made. Added some more abilities, clarified that the rune is on the scope etc and what is intended by some of the abilities.

A pistol would be good. Would it need to be instead of a sword though? Always loved the idea of pistol and sword combo in close quarters. :P
No, a sword/pistol combo is just fine. I'll add one to your character.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 01:06:34 am
Update made. Added some more abilities, clarified that the rune is on the scope etc and what is intended by some of the abilities.

A pistol would be good. Would it need to be instead of a sword though? Always loved the idea of pistol and sword combo in close quarters. :P
No, a sword/pistol combo is just fine. I'll add one to your character.
Excellent. :) Added the phase rounds too, Jayne pointed out I'd missed those off myself. :P

Also, just a quick one, is this a shot and powder setting like Sharpe, The Patriot etc, or is it more advanced rifles like Alan Quartermaine's weapon in League of Extraordinary Gentlemen etc? I only ask because if it's the latter it's less likely that rounds cast for the rifle would fit the pistol and vice versa, though admittedly not impossible either way.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 01:13:42 am
For your skills, Fair Trader is really something you would just need to roleplay, (Should I just replace it with Pistol use for now?) and Intimidating presence could probably just be Inimidate. (Skills are active things you do, not passive things that happen when you're around.)

I can add pain resistance and intimidation as abilities, but I don't want to go too heavy on abilities right away and I already added one to your character that I thought would be useful for you. (It's with your character on the main page.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 01:16:37 am
And by the way, since you can cast your own rounds, it's possible to cast rounds for a situation as needed. So while you carry generic rounds, you could always specially make the ones you need.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 01:31:41 am
For your skills, Fair Trader is really something you would just need to roleplay, (Should I just replace it with Pistol use for now?) and Intimidating presence could probably just be Inimidate. (Skills are active things you do, not passive things that happen when you're around.)

I can add pain resistance and intimidation as abilities, but I don't want to go too heavy on abilities right away and I already added one to your character that I thought would be useful for you. (It's with your character on the main page.)
Ah right, fair dos, that's my bad. I'll see if I can come up with some more appropriate skills then. I can always add them in at an appropriate point in game if needs be I guess.

Ooh. I like that ability. That's awesome. :D So, effectively, I can shoot someone 1200 feet away at no penalty. That's almost half a kilometre.

PS: Aww. We lost the devil smiley. :(
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 01:42:00 am
I had actually been referring to your Ability, not the gun's, but okay. ;)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 01:49:00 am
I had actually been referring to your Ability, not the gun's, but okay. ;)
Oh I spotted that too, which is awesome. :D I just got a bit sidetracked by the range of the gun given the steampunk setting. :P

Oh, with regards to the scope btw, would the 1 energy last for an hour and function like an on/off switch if I need a closer shot, or would it be a case of if I deactivate the ability I need to pay to reactivate even if there would have been charge left? Not a massive energy burn I know, but useful to clarify. :)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 01:56:05 am
I had actually been referring to your Ability, not the gun's, but okay. ;)
Oh I spotted that too, which is awesome. :D I just got a bit sidetracked by the range of the gun given the steampunk setting. :P

Oh, with regards to the scope btw, would the 1 energy last for an hour and function like an on/off switch if I need a closer shot, or would it be a case of if I deactivate the ability I need to pay to reactivate even if there would have been charge left? Not a massive energy burn I know, but useful to clarify. :)
Turning it on gives you variable zoom control, basically. So you can zoom out all the way to the mere 3x, or in to the 20x as will. You'll still be burning energy at a rate of 1/hour even if you don't use it for the whole hour, but you'll never use more than 1/hour.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 01:59:24 am
You realise that that rifle has a maximum view range of 11.36 MILES right? On an earth size planet that is pretty much the horizon at ground level.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 02:07:45 am
You realise that that rifle has a maximum view range of 11.36 MILES right? On an earth size planet that is pretty much the horizon at ground level.
How so? A 20x optical zoom isn't going to let you see things twelve miles away. Last I checked, I can't clearly see things half a mile away, and definitely not clear enough to accurately hit them with a rifle (even if I could shoot with a rifle accurately as is.)


Just for comparison, here's a 20x optical zoom in real life:
(http://g-ecx.images-amazon.com/images/G/01/photo/casio/casio.fh20.zoom.20x.jpg)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 02:12:30 am
" The range of this weapon often exceeds the firer's accuracy. It's range can increase up to 3000 Feet, however, for every 600 foot increase in range, the attack takes a -10 to hit. (Firing at maximum range reduces the 'To-hit' chance by 40.)
Rune - Farsight. The scope on this weapon allows the user's effective vision range to be tripled. When magically charged, (Costing 1 Energy/Hour,) however, the effective vision range is increased up to twentyfold"

I we assume that the rifle can see the 3000 feet, certainly not impossible with a magical scope, and then can be magically charged to see 20 times that far, that is 60'000 feet. 11.36 miles near enough.

You said that the effective visual range was increased, not the level of magnification.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 02:21:16 am
" The range of this weapon often exceeds the firer's accuracy. It's range can increase up to 3000 Feet, however, for every 600 foot increase in range, the attack takes a -10 to hit. (Firing at maximum range reduces the 'To-hit' chance by 40.)
Rune - Farsight. The scope on this weapon allows the user's effective vision range to be tripled. When magically charged, (Costing 1 Energy/Hour,) however, the effective vision range is increased up to twentyfold"

I we assume that the rifle can see the 3000 feet, certainly not impossible with a magical scope, and then can be magically charged to see 20 times that far, that is 60'000 feet. 11.36 miles near enough.

You said that the effective visual range was increased, not the level of magnification.

The range of the weapon is not tied to how far the guy firing the gun can see. The user's effective vision range is based off of how far the user can see. The weapon's range is tied to how far away the weapon can fire. The two stats are not tied to one another in any way.

When I said 'The range of the weapon often exceeds the firer's accuracy,' I was pointing out that without a scope, the gun would actually have a longer range than the firer would be able to use, since the person firing the gun wouldn't be able to see that far.

While I haven't added it to Mechanics yet, I was thinking that the average person would be able to see somewhere around 500 or 750 feet accurately for the purposes of firing weapons and identifying targets. (You might be able to see motion further away or identify shapes, but not specific details.)
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: The Man They Call Jayne on May 07, 2015, 02:23:39 am
Ahh. I see. My misunderstanding. Although given that it is a magical scope, not entirely impossible for it to be able to show you things that would be way outside visual range, even if you couldn't shoot them.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 02:27:18 am
You'll still be able to see things up to 10,000 or 15,000 feet away. (Haven't decided yet.) That's pretty dang far.
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 11:25:21 am
Quote
Turning it on gives you variable zoom control, basically. So you can zoom out all the way to the mere 3x, or in to the 20x as will. You'll still be burning energy at a rate of 1/hour even if you don't use it for the whole hour, but you'll never use more than 1/hour.
Fair enough, makes sense. :)

Oh, I've missed off my "shot guiding" talent as I'm not sure how that would work/how practical it is. The basic idea I had was using magic to make sure the shot stays on target. Countering some of the wind factor, maybe a slight swerve to account for movement a la Xavier to increase accuracy over long range, wouldn't really have much use on short range though
Title: Re: The War Saga: Prelude (Feeler/Recruitment thread)
Post by: Waaaghpower on May 07, 2015, 05:03:22 pm
You'll need a magical tool of some kind to use the spell, but I believe you still have a skill available for it.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 07, 2015, 08:35:57 pm
I see the thread title has changed. How soon until we get this ball rolling? :3
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 09:09:57 pm
You'll need a magical tool of some kind to use the spell, but I believe you still have a skill available for it.
Awesome. I was a bit worried it might be making my character's shooting ability a bit much, but if it's ok I'll put that in there. :)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 07, 2015, 09:53:30 pm
Narric:
Soon.

Scout Sergeant: Just lemme know what you want your magic tool to look like.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 10:00:33 pm
Could the spell be somehow woven into the scope so that I have to be looking down the scope for it to work sort of enchanting the crosshairs or something? Or would that be too much for a small item like a scope to have?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 07, 2015, 10:06:02 pm
Could the spell be somehow woven into the scope so that I have to be looking down the scope for it to work sort of enchanting the crosshairs or something? Or would that be too much for a small item like a scope to have?
It could, but doubling down would weaken both enchantments a bit. Two implements for two tasks are more effective, but one for two tasks takes up less space.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 10:13:20 pm
Hmmm...fair point. Not sure how else to implement it then really. Was thinking binoculars or something (would need the zoom due to the range) but taking the shot then repositioning to use the second device before the bullet hits would we tricky. As has been pointed out, the barrel isn't really practical either. May have to leave it out for now.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 07, 2015, 10:37:00 pm
Have it bound to the trigger. It is an area you will have contact with, it won't get hot and is easy to get to.

You sight, you pull the trigger and if you HOLD the trigger in, you can add power to the enchantment to guide the shot.

Bear in mind that you are going to get MAYBE 2-3 seconds, even at very long range before the bullet hits, so at close range, this is all but useless.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 07, 2015, 10:54:42 pm
Have it bound to the trigger. It is an area you will have contact with, it won't get hot and is easy to get to.

You sight, you pull the trigger and if you HOLD the trigger in, you can add power to the enchantment to guide the shot.

Bear in mind that you are going to get MAYBE 2-3 seconds, even at very long range before the bullet hits, so at close range, this is all but useless.
Trigger could work. After all, firing would be the round's action anyway so it's not time consuming, and it means I don't need to try changing to another tool before the bullet hits his mark.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 07, 2015, 11:19:30 pm
Have it bound to the trigger. It is an area you will have contact with, it won't get hot and is easy to get to.

You sight, you pull the trigger and if you HOLD the trigger in, you can add power to the enchantment to guide the shot.

Bear in mind that you are going to get MAYBE 2-3 seconds, even at very long range before the bullet hits, so at close range, this is all but useless.
Trigger could work. After all, firing would be the round's action anyway so it's not time consuming, and it means I don't need to try changing to another tool before the bullet hits his mark.
I know that mechanis works in games. Tron 2.0 uses it for the PC's base weapon, the disc. More ballistic style weapons also had the ability with the right upgrades if memory serves.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 12:45:09 am
I added the trigger runes.

I'm also about started the main roleplay thread. There are a few things to take care of for character creation, but they're minor. Just take a look over your character sheet and make sure everything looks good before you post. Also, all specific stats for gear are subject to a little tweaking if it turns out to be way to powerful or underpowered, but I'll try to avoid god-modding your gear.

Oh, also! Nobody listed their age. While it's not exactly necessary, if you could at least say approximately how old you look to give a better sense of appearance that'd be great. (For example, I assume Simo is in his mid-twenties and is therefore pretty young, since that's where his bio cuts off, but I'm not sure.)

Scout Sergeant McColl, you need 2 more Skills.

The Man They Call Jayne, you need 1 more Skill. (Also, is it alright if I call you 'Grey'?)

Everyone else looks pretty good.

Also, just gonna throw this out there: Please don't abuse meta-knowledge. I know it's kinda hard to pretend you don't know stuff that you really know, but if you only know it from the OOC chat or character sheets or whatever, your character doesn't know it. (The exception to this is, obviously, the Lore sections. Everything there is common knowledge, and you'd all reasonably know it.)


Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 08, 2015, 01:15:07 am
Grey in what way?

Franklin has experience, he is no spring chicken. He is probably in his mid 40's, we'll go with 43. He has been around and seen enough to become jaded by enthusiasm and idealism and understands that in the long run, little will change.

Beyond that, everything seems fine.

Skill: Gravitational Lensing. Bending gravity in the right place, in the right way, can allow Franklin to see around corners, of course, anyone looking in the right direction can also see right back.

Just a point on role play though, are very basic utility spells going to have to rolled for? Or is nothing considered "so simple you can do it without thinking."
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 08, 2015, 01:16:59 am
Yeah, my character's around 27, so old enough to be considered an experienced soldier, but not old. :)

2 skills? Trap making possibly, and explosives? After all, a sniper does love his claymores. ;)




I really need to get the devil smiley back. The wink smiley's trying, but it's just not the same. :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 01:23:35 am
Grey in what way?

Franklin has experience, he is no spring chicken. He is probably in his mid 40's, we'll go with 43. He has been around and seen enough to become jaded by enthusiasm and idealism and understands that in the long run, little will change.

Beyond that, everything seems fine.

Just a point on role play though, are very basic utility spells going to have to rolled for? Or is nothing considered "so simple you can do it without thinking."
Goodman Grey. He's a character from the Dresden files whose personality seems quite similar to the one you described. Never mind...


As for basic utility spells, you still need to have a magic tool, focus, wand, or what have you to cast even the simplest of spells. However, assuming you have one and have plenty of time to prep and cast the spell, an autopass can be assumed for simple spells which couldn't cause anything bad even if you critically failed. (Starting a fire with no time constraint is about the riskiest thing I'd say would be an 'autopass.')



Also, just a reminder: Sorcerers can get pretty old. 43 is certainly old enough to have experience and a good reputation, but even those inexperienced or bad at healing magic can get to 100 and still be in ship-shape. I don't wanna be patronizing, it's possible you already knew that, just wanted to be sure you knew and everything. Call me the lore police or somethin', I dunno.  C:-)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 08, 2015, 01:31:14 am
I have never read them, but I do want to. My name comes from the Marvel villain Franklin Hall. Known as Graviton.

I suppose in that case, 83 isn't unreasonable. Plenty of time to build up a word of mouth reputation and know how to play off it.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 01:39:48 am
I have never read them, but I do want to. My name comes from the Marvel villain Franklin Hall. Known as Graviton.

They're quite good. Not all of them are *great*, but I don't regret reading any of them and the most recent (Skin Game) is just freaking amazing. I'd put it in my top 20 books. Maaaaybe even top 10.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 08, 2015, 01:41:15 am
I did watch the TV show a while back, it was pretty good.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 01:42:30 am
I did watch the TV show a while back, it was pretty good.
I haven't actually seen the TV show, but from what I hear, the two are pretty different. (Not saying the TV show is bad, again I haven't seen it, just that it's not a good representation of the books.)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 08, 2015, 01:43:46 am
Fortunately I had nothing to compare it to.

Anyway RP Monkey, give us quest! :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 01:52:40 am
I just uploaded a World Map to the main page. No city names or nothin' yet. Roleplay will be up before the morrow sunrise. (Probably in the next hour or so.)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 02:55:36 am
Whoever posts first is the figure through the door. Just FYI.

Anyhoo, the first post is up! Yay! I'll still be periodically adding stuff to the lore segments and I'm sure there's some kinks in the rules to be ironed out, but I think we have enough to get started. Let's DO THIS! WOO!
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 08, 2015, 07:15:00 am
Jane is hereby 29 years old. She has shoulder-length, frizzy brown hair that is usually tied back with a ribbon to keep it out of her eyes while working. She's quite tall (exactly 6 feet) and quite well built thanks to her work and being naturally big-boned.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 07:21:47 am
Cool.
As a non-sequitur, Invisible Castle isn't working. Not that it matters though, 'cause I've only been making secret rolls.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 08, 2015, 08:35:40 am
Fun fact, Jane's habit mirrors my own. I rarely drink anything but water. She isn't currently suspicious of anything, even if I am.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 08, 2015, 09:29:35 am
I guess Korus is roughly 30-35 :P Not gonna say an actual age, becuase it likely isn't going to mean much XD
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 02:59:45 pm
Two minor comments that barely are worthy of mentioning but I'm gonna put here anyways:
Narric, you guys don't know my name yet.
Scout Sergeant, there's no back way. We're in a basement. (It used to be a wine cellar, actually.)

Imma post pretty soon. Like an hour or so, maybe an hour and a half. Just FYI.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 08, 2015, 03:46:19 pm
Aww. I was hoping for an awesome entrance. :P I'll ammend my post

Also, just realised I could have put stealth down as a skill. *facepalm* :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 04:47:12 pm
It's not too late! What do you want to swap out?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 05:26:07 pm
Just so everyone's aware: Infighting is totally allowed.

Not that I hope for a TPK in our first meeting...
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 08, 2015, 05:28:32 pm
I have no intention of fighting for the sake of it, Franklin is just a bit too independent for his own good right now.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 08, 2015, 06:23:10 pm
Swap out my pain thing for it if that's ok. Cheers. :)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 08, 2015, 08:37:58 pm
More FYI:
A Golden Sword is a form of currency. (Currency is divided up as Copper Pins, Silver Daggers, and Gold Swords.)

Also, the leading religion is the Order of the Brothers. I'll expand on that in the lore section later.


I did a little controlling of Jane and Korus in my post, to speed up the exposition a bit and add drama. Jane seemed the most likely to be religious, let me know if she's an athiest.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 09, 2015, 02:30:55 am
A thought occurs, will we not regain a small amount of energy from eating and simply "resting", ie, not sleeping, but not exerting ourselves?

Only being able to recharge after a nights sleep is going to seriously put a cap on what I am able to accomplish in a day, especially as I don't know exactly how much I can get for "1 Energy".
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 02:34:08 am
Let's see how things go as it is. If anything, inactivity would only decrease your energy consumption, not reverse it, but either way I want to see how it works as is before rebalancing.

Also, I'm gonna shut up in the role play for now so someone else can get a word in edgewise. This is fun!
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 09, 2015, 02:37:40 am
Is there any rough guide you can give me for how much Energy I am likely to use up doing things though? I would assume that Franklin knows his limits and how not to break them, but I am going to look pretty silly if I go for a concussive blast but cant because I used most of power to levitate something earlier :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 02:47:47 am
Well, as a rule of thumb an hour of activity will burn 4-7 energy, on average.

As for your spells, I'll just say this: Your wands can't hold more than 13 Energy for a spell. That's the *cap.*

This is unrelated, but I'm toying with a mechanic that'll increase difficulty slightly, but offer more bonuses for taking an extra action to aim/prepare/what have you. I'll let you know as I work out the details.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 09, 2015, 02:50:21 am
Ok, 13 is ok to work with, but what kind of thing could I do with 13 energy? Can I throw a fully armoured man a cross a room for that, or could I knock down a fortress wall?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 02:57:02 am
Ok, 13 is ok to work with, but what kind of thing could I do with 13 energy? Can I throw a fully armoured man a cross a room for that, or could I knock down a fortress wall?
Yes to the first, no to the second. I'm going to start adding more specific numbers to various spells for reference when I add the other rule changes. (Mostly basic and reference things. Lifting objects of various weights, Starting fires, etc. Right now I'm thinking that 1 Energy is about enough to throw around  10 Kg of weight.)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 03:51:31 am
Also, to be sure we're on the same page: I'm imagining your microsongularity attack as a beam of energy that desintegrates everything it touches, lasting a few seconds, and your Big Bang attack as a mini nuke that takes out about a football field's worth of space. Is this what you were thinking?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 09, 2015, 04:33:23 am
I was thinking of Graviton Storm as a volley of dozens of tiny microsingularities. Things would just get wrenched in all the different directions at once, undergoing spagettification and being ripped apart at the subatomic level. If you would rather represent that as a single beam that all of these travel along, that is fine with me. It would be about 2 feet wide.

The Big Bang Attack (which I totally didn't steal from Dragonball), would created an area of huge gravity, drawing everything closer to it, untill it had absorbed enough matter it initiate a fusion blast, very much like a nuke, yes.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 08:04:50 am
Hey, I am NOT bickering, he is! I'm just egging him on...
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 09, 2015, 08:23:36 am
With your "court jester" remark, you crossed into bickering  ;)

Also:
I did a little controlling of Jane and Korus in my post, to speed up the exposition a bit and add drama. Jane seemed the most likely to be religious, let me know if she's an athiest.
I honestly hadn't thought about her religion one way or the other. This attitude normally carries over into all my characters; they don't think about gods as long as they leave her alone. Since you bring it up though... sure, I'll try something new. She's no zealot, but a fairly regular churchgoer works for me.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 11:39:36 pm
I should probably mention this. It's kinda in the lore section, but to be clear:
David is talking about a war crime on a scale similar to nuclear weapons or biological warfare against a passive populous. It's totally illegal for multiple sorcerers to work together, especially to attack those who aren't at war with anyone. (Imagine if, about a hundred years from now, a popular leader in Germany started talking about a blitzkrieg...)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 09, 2015, 11:59:47 pm
Aaand practice fight. This is mostly a test of mechanics, I highly doubt that there'll be any real threat here. Send me your actions!
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 10, 2015, 12:03:18 am
I gathered it was gonna be a "heaven help you if you get caught" thing. :P

Point of interest, would Simo be considered a sorcerer or are his abilities too minor/focussed to be considered a true mage?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 12:07:46 am
I gathered it was gonna be a "heaven help you if you get caught" thing. :P

Point of interest, would Simo be considered a sorcerer or are his abilities too minor/focussed to be considered a true mage?
If you can do magic at all, you're a Sorcerer. (David wants three sorcerers so he can have someone magically charge up all three runes simultaneously. The level of skill doesn't matter much when you're working as a battery. That being said, a battery that can kill a guy at 3000 yards is pretty useful.)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 12:11:30 am
Ok, and I roll to intimidate :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 10, 2015, 12:20:49 am
Thats a strange way of writing "negotiate" :P

Gives the rest of the group chance to ready themselves for a quick draw on weapons and abilities though :3
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 12:25:32 am
Well, as is my usual style in these things, this will either go amazingly, or we will all die.

So, ya know, think positive thoughts.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 12:28:45 am
A few small things I'm adding to the mechanics, so until Mabbz sends me Jane's actions feel free to adjust as needed:
You can chose to add one addendum to attacks - 'If threatened'. If in a tense but not yet hostile situation, you can add this and you will only attack if someone else does first.

Defensive actions count as happening simultaneous to higher initiative attacks. If you draw a sword or try and raise a magic shield on the same turn that someone with higher initiative than you swings their weapon at you, you'll still get the bonus to parry/defensive shield that you would have if you had gone first. (If you attack on the same turn they do, or both take defensive actions, they still follow initiative order.) This is just to prevent the guy who draws first from always winning.

That's all for now...
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 10, 2015, 12:31:39 am
Well, as is my usual style in these things, this will either go amazingly, or we will all die.

So, ya know, think positive thoughts.
Well, I think your intimidate roll may be pointless unless it's classed as a quick action. As the internet is so fond of saying "Shots fired" :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 12:33:00 am
Franklin doesn't get "threatened". He likes to take the initiative in these situations and resolve them to every ones satisfaction. . . Honest.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 12:35:00 am
Oh, one small other thing that I'll be applying *after* this fight. All actions in combat will be at a -10, since doing things in real life combat is always harder than in a controlled setting. Taking a turn to aim/prepare/steady will still give a +20, though, and taking two turns will still give a +30.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 12:38:38 am
Roughly how long is a "turn" here? In DnD it is 6 seconds, so that could work.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 12:39:52 am
Roughly how long is a "turn" here? In DnD it is 6 seconds, so that could work.
That sounds about right. It's just long enough to do one simple thing: Swing a sword, run to a new piece of cover, reload a gun if you're pretty good at it or roll well.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 12:41:05 am
Right, in that case, can my talking to them be me also preparing my actions? Distracting them and such like?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 12:44:33 am
Right, in that case, can my talking to them be me also preparing my actions? Distracting them and such like?
If you're preparing a spell, it won't exactly be subtle. You can try and hide that you're preparing the spell, but you'll have to pass an Agility test to conceal what you're doing, and the guards will get to take a group Intelligence check to see through the ploy, having to roll better than your Agility check. (Since there are four of them, it's just one test using their highest Intelligence (35) at +30.)

But yeah, you can try if you want to.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 12:49:27 am
What the hell, give it a try.

Best way to iron out the kinks is to try things.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 10, 2015, 07:09:39 am
Somehow, it seems unlikely that Jane would be wearing her spirit armour and carrying her shock lance at the table. With that in mind, getting out of the way of the bullets and spells seems like a good idea.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 07:31:18 am
Well, I have all the dice rolled. One big dramatic post and I'll be ready to go.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 08:03:56 am
Well... We got some crappy rolls here. Sorry, The Man They Call Jayne. :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 08:07:26 am
Here's all my rolls and actions, in case anyone cares about the nitty gritty.

[spoiler]Sword 2:  Initiative - 82
Stay behind Sword 1
Attack (If threatened) - Career +10, Skilled +10 - Rolled 81 (Needs 55)
Attack again - Career +10, Skilled +10 - Rolled 45 (Needs 55)
   Damage 4, Pen 2 - 1/10th Physiqe +3, Rolls 9 for Damage, Franklin's Physique -2 - Total damage 14 with 2 Pen
      Franklin Dodges - 21 (Needs 25)


David:  Initiative - 72
Magic Shield (Himself) - Using 12 Energy - Physical and Magic attacks -20, Shield Bracelet +15, Skilled in Defensive Magic +10, Career +10, - Rolls 36 (Needs 70)
Preparing Spell
Preparing Spell

Sword 1: Initiative - 65
Order the citizens to stand down
Move towards David
Attack David Thrown back by Franklin's spell, action fails.


Jane:  Initiative - 60
Move to the side
Zap!
Zap! against the soldier Franklin threw - +20 to hit - Rolled 47 (Needs 53)
   Damage - 2 + Rolled 10! Damage (He dies!)

Franklin:  Initiative - 60
Prepare Spell, Concealed - Rolled 93 (Needs 30) FAIL! FAIL FAIL FAIL! YOU FAAAAAIL!
Concussive Magic - Using 13 Energy - Steel Armor -20, Wand +30, Skilled in Concussive Blast (Allows test), Career +10 - Rolls 62 (Needs 65)
   Sword 1's Physique - 33 (Needs 30) - Takes d5 (3) Damage and stunned for 1 Round 
Shield Magic - Using 10 Energy - Runic Armor +10, Skilled in Sphere of Safety +10, Career +10, - Rolls 100 (Needs 75)
   Critical Fail. Gravity is tripled directly where Franklin is standing.
      Agility Test - 54 (Needs 30)
         Physique Test 75 (Needs 25. 5 Points of Damage.)


Gun 2:  Initiative - 49
Aim at nearest target
Fire - Aimed +20, Career +10, Skilled +10, Point Blank +30 - Rolled 75 (Needs 90*)
   Damage 6, Pen 2 - Rolls 7 for Damage, Franklin's Physique -2 - Total damage 11 with 2 Pen   
      Mind test to resist pain - 44 (Needed 54)
Reload - Rolled 74 (Needs 30, will have to take an extra turn)

Korus:  Intiative - 46
Take Cover
Attach Hammer
Come out swinging (At Gun 2) - Skilled  +10 - Rolled 10 (Needs 35)
   Damage 9, Pen 2 - 1/5th Phsyique +14, Rolls 9 for Damage - Total damage 32 with 2 Pen
      Gun 2 Dodge - 32 (Needs 30) He's dead.

Simo:  Initiative - 45
Draw weapon
Aim
Fire (Headshot!) - Aimed +20, Career +10, Talented  +30, Point Blank +30, Called Headshot -20 - Rolled 91 (Needs 90*)

Gun 1: Initiative - 37
Aim at David
Fire - Aimed +20, Career +10, Skilled +10, Point Blank +30 - Rolled 10 (Needs 90*)
   Damage 6, Pen 2 - Rolls 8 for Damage, David's Shield -24, - No damage, 10 Shield left
Reload - Rolled 21 (Needs 30)


*Hit bonus cap, all rolls above 90 would fail no matter what.


[/spoiler]
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 10, 2015, 08:10:28 am
I have a powerful urge to yell "POWER! UNLIMITED POWER!" when using that wand.

*wand runs out of spirit*

"Oh, I guess it did have a limit."
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 10, 2015, 05:29:34 pm
What modifiers to what rolls would I have if I tried to persuade the rifleman to give up?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 05:51:27 pm
Well, your Ability won't help much since he's a hostile NPC, and since you went with Charisma rather than Persuasion there's not a lot of help there.

On the other hand, you did just kill a buddy of his.

I'm going to say a flat Intelligence test versus his flat Willpower test.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 06:02:27 pm
Yeah. . .

I am going to suggest, and this isn't just because I got completely fucked up, that the combat system be adjusted somewhat. Franklin is a sorcerer with over 80 years experience. It should not be possible for him to fuck up a simple shield spell so badly that he gets driven into the ground like that and take fairly serious wounds. At worst, the spell simply wouldn't work if his concentration was broken.

I get that gravity is a risky thing to use, but if these are the kind of results that I am going to get  if it goes wrong, then I am pretty much gonna have to stay out of the way unless I absolutely have to get involved or I am going to wind up dead in no short order. Fluffwise, and mechanically, I think you need to reconsider the combat system a little. I know for a fact that a d100 system is hard to balance, I have been using one in my Fallout RPG.

I would suggest that either the penalties for failure need to be rebalanced, or the odds of success need to be raised. Fluffwise, we are meant to be elite, by reputation, the best at what we do, even in combat we can't "just go wrong" that badly.

Consider the secondary affects too. I balls up that spell like I did, anyone within 20 feet of me is going to get hurled towards the gravity well that has just formed around me, they are going to take damage too, they are going to fly several feet forward and be dragged off their feet.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 06:09:59 pm
The only reason things went poorly is because you rolled a natural 100. Anything less and it would have just failed without much pomp or circumstance, and a minor fail still would have gotten a partial pass.

That being said, this is still a practice fight. I'll be tweaking lots of things when we're done.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: The Man They Call Jayne on May 10, 2015, 06:16:55 pm
Ah, I see, in that case, might I suggest that, while a critical failure is entirely fine and I have no issue with it, maybe the writing could represent something happening that caused it? I realise I got shot, but it didn't seem to cause me to much trouble to the point where I would have messed so badly.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 06:32:48 pm
Ah, I see, in that case, might I suggest that, while a critical failure is entirely fine and I have no issue with it, maybe the writing could represent something happening that caused it? I realise I got shot, but it didn't seem to cause me to much trouble to the point where I would have messed so badly.

I'll try and do a little better on that next time. Learning experiences ho!

Anyhoo, what're your next three actions?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 10, 2015, 08:55:45 pm
Should we all just roll for Intimidation then?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 10, 2015, 10:25:35 pm
Ah ah, Narric, no discussing your actions out of character. ;)

Anyhoo, once I have your actions we'll finish this puppy up.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 11, 2015, 12:07:21 am
Here's the rolls, if anyone cares:

[spoiler]Simo - 88 (Daaamn!)
Draw Pistol
Shoot the Swordsman (N/A)
Shoot the Swordsman (N/A)

David - Initiative 80
Death Spell (Both targets) - 8 Energy - Staff -10, 2 Targets -20, Steel Armor -15, Difficulty -10, Career +10, Talented +15, 2 turns Prep +30 - 15 (Needs 45)
   Physique Test for Swordsman -15 - 91 (Needs 15)
   Physique Test for Rifleman -15 - 76 (Needs 15)
Shield (If threatened) (N/A)
Shield (If threatened) (N/A)

Jane - Initiative 74
Charge and Zap the Swordsman (N/A)
Back into Cover (N/A)
Flank the Rifleman (N/A)

Korus - 62
Prepare to shield himself (If threatened)/Return to aggressive stance and wait (N/A)
Attack rifleman (N/A)
Prepare to shield himself (N/A)

Swordsman 2 - 43
Swing at the nearest enemy (WP test not to flee) (N/A)
Back away to the door, defensively (N/A)
Run for his life (N/A)

Rifleman 2 - 40
Fire at Korus (N/A)
Back away to the door (N/A)
Run for his life (N/A)

Franklin - 34
Concussive Blast (10 Energy) (N/A)
Gravitational Vacuum (13 Energy) (N/A)
Concussive Blast (If threatened) (N/A)
[/spoiler]
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 11, 2015, 07:14:29 am
By the way: In case anyone is concerned, David won't be joining the group for most future fight scenes. Since everyone will be splitting up at least a little and he'll be striking out on his own when we set up the megaspells, you'll be on your own once the real combat begins.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 13, 2015, 05:47:42 pm
Quick question, does Simo's career not apply to small arms? Would've thought if you can hit a target half a mile away with a rifle hitting at close quarters would be a pretty simple affair.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 13, 2015, 05:57:06 pm
His career does apply, I just never got to the point of needing to roll to fire with them.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 13, 2015, 08:00:59 pm
Okay, official changes to the rules:
Actions out of combat are going to be at a base +10. (Rather than making actions in combat at a -10, which I was originally considering.)


Defensive actions count as happening simultaneous to higher initiative attacks. (I already mentioned this, but since it's an official change-log.)


'If threatened' is staying as an addendum, which can be added. ANY two actions can be chosen, one for acting normally and one action to take 'If threatened', but they must be two specific actions. (You can even choose to attack only if you aren't threatened, and react in shock and horror if they attack first.) However, the second choice (the 'If threatened' choice) will only be done if you pass an Agility test at +20 to react in time. If an ally shouts a warning (Either because he also had an 'It's threatened' choice and passed his roll, or because he's the one threatening the enemy,) you get an additional +20 to the roll.
(Essentially, I wanted to balance this a bit with a slight chance of failing to react, to keep it from being too powerful.)


I'm removing pain from the equation.


I'm taking everyone's HP back up to one hundred, 'cause I really don't want you to die unless it's a horrible, awful situation.


Since it wasn't technically a rule before, 'Called shots' to hit a specific body part can be taken at -15 to hit. (Yes, this can be stacked with a 'Weak point' attack to boost your chance of crit.)


You can get a +20 to rolls by doubling the time to take the action. (One-turn actions take two turns, two-turn actions take four turns.) Or, you can get a +30 to rolls by tripling the time.



I'm also adding a list of various weapons, basic spells, and items and their effects.


Oh, and I highly recommend everyone re-read the 'Society and Culture' section of the rules.
EDIT: Because I added stuff. And I think you all missed something in it on your first read-through anyways.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 14, 2015, 09:46:43 pm
His career does apply, I just never got to the point of needing to roll to fire with them.
Ah fair enough, I just thought I'd check :)

I'll get straight to the Society and Culture section. :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 14, 2015, 10:04:01 pm
Finally!

Also, what's that link for? It just takes me to a die-rolling website.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 14, 2015, 10:16:01 pm
Oh, and I highly recommend everyone re-read the 'Society and Culture' section of the rules.
EDIT: Because I added stuff. And I think you all missed something in it on your first read-through anyways.
If you mean the fact that David is one of the Thirteen, I did spot that. I didn't think it worth mentioning out of character, and Jane just doesn't care.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 14, 2015, 10:17:31 pm
Oh, and I highly recommend everyone re-read the 'Society and Culture' section of the rules.
EDIT: Because I added stuff. And I think you all missed something in it on your first read-through anyways.
If you mean the fact that David is one of the Thirteen, I did spot that. I didn't think it worth mentioning out of character, and Jane just doesn't care.
Fair enough. I was just surprised nobody had commented on it as of yet.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 15, 2015, 12:38:52 am
Finally!

Also, what's that link for? It just takes me to a die-rolling website.
I thought it would link to my roll. Damn. It was for a spot check, gave me an 18. :P

Oh, and I highly recommend everyone re-read the 'Society and Culture' section of the rules.
EDIT: Because I added stuff. And I think you all missed something in it on your first read-through anyways.
If you mean the fact that David is one of the Thirteen, I did spot that. I didn't think it worth mentioning out of character, and Jane just doesn't care.
I guessed, just thought I'd point it out for the hell of it. :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 16, 2015, 09:14:49 pm
I added city names to the town map.
For reference, we're in Caganel.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 16, 2015, 09:27:22 pm
I added city names to the town map.
For reference, we're in Caganel.
You missed a City in the top-left corner and on the southern shoreline, and even if a town is abandoned, its name would still be left on a map, unless it had a significant reason to be forgotten.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 16, 2015, 10:49:46 pm
I added city names to the town map.
For reference, we're in Caganel.
You missed a City in the top-left corner and on the southern shoreline, and even if a town is abandoned, its name would still be left on a map, unless it had a significant reason to be forgotten.
Map's not finished, I'm just adding information piecemeal style. I'll add more names eventually, and probably lines divvying up lordships.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 16, 2015, 10:56:36 pm
Who will get my reference? :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 16, 2015, 10:58:48 pm
Who will get my reference? :P
Without 'Elf', the phrasing gets awkward. Just sayin'.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 16, 2015, 11:05:39 pm
Korus thought so himself, but isn't sure why :P

Also, appreciate I am poking the RP thread, and not just larking about here :P
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 17, 2015, 12:33:51 am
Sorry, sorry, I've been in an area with little signal.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on May 17, 2015, 01:20:41 pm
Korus thought so himself, but isn't sure why :P

Also, appreciate I am poking the RP thread, and not just larking about here :P
Also, that line was said by Aragorn when they were chasing the Uruk-Hai across Rohan. The line you're thinking of is

Gimli: "What's happening out there?"
Legolas: "Shall I describe it to you...or would you like me to find you a box?"

Sorry, sorry, I've been in an area with little signal.
I think he means poking the other players, not so much poking you directly. Don't worry about it. :)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 17, 2015, 06:09:14 pm
Korus thought so himself, but isn't sure why :P

Also, appreciate I am poking the RP thread, and not just larking about here :P
Also, that line was said by Aragorn when they were chasing the Uruk-Hai across Rohan. The line you're thinking of is

Gimli: "What's happening out there?"
Legolas: "Shall I describe it to you...or would you like me to find you a box?"
Dammit, can we retcon that in? :P

Sorry, sorry, I've been in an area with little signal.
I think he means poking the other players, not so much poking you directly. Don't worry about it. :)
Yeah, Sorry if I put you down WP :(
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 17, 2015, 06:45:41 pm
No problem. I had been intending to post at least a day earlier and was being lazy about it, (and the aforementioned weak Internet didn't help,) so it applied to me too. ;)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 19, 2015, 10:25:57 pm
Something I just thought of: How was Jane carrying the armor when she arrived? It's not exactly compact. (I won't call for any retcons here since we're too far in and it'd be tedious, but in the future I'm going to try to avoid hammerspace issues.)
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on May 19, 2015, 10:34:20 pm
She wore it here, and took it off on arrival. I've edited my first post to reflect that, since it makes more sense than any other option besides leaving the armour at home and going to retrieve it now.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on May 20, 2015, 07:44:01 am
Jayne, Korus ain't exactly a Merc :P He's a Merchant who probably caught David's eye as a decent fighter and a useful asset. He's had a few scraps, but isn't experienced, and he has good reason to check his gear as to make it all he had to push his ability beyond making small devices.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 20, 2015, 07:56:11 am
Canonically, he was hired for his skills in runework/engineering first, combat second, people skills third.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on May 30, 2015, 05:33:04 am
Sorry for the delay, I'm in Branson with family right now. When I get home I'll update, I swear!
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on June 09, 2015, 03:17:40 am
I'm counting 'Survival' to sort of include scouting ahead here, giving a +15 bonus instead of the full +30. It's kind of there, but since 'Survival' is pretty generic it seems a little too much to give it the full bonus.


Anyhoo, combat! Because it's nighttime, everyone's going to be getting a penalty to see, or take actions which involve sight, unless someone has a light. -20 to any related tests! (Since it's a full moon on a clear night, it's not totally crippling.)
Also, since the wolves took everyone by surprise, they'll be getting a +30 to their initiative rolls. (Since everyone's on edge and has been hearing howling all night. It'd be a little worse if it had been a total surprise.)

There are six wolves, arranged in a hexagon around everyone.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Mabbz on June 09, 2015, 07:25:49 am
No one would be able to sleep in power armour, so I should probably assume Jane isn't wearing it. Unless she was on watch at the time of the attack.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on June 09, 2015, 07:31:19 am
We're still riding at the time of the attack, actually. You're still armed and armored.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on June 11, 2015, 03:28:42 am
Here's my homework, to those who are curious. A few quirks and notes:
A bunch of rolls ended up cloning previous results. Jane's zapping off a wolf rolled identically several times, with identical results. Franklin tended towards meh dice. In fact, nobody rolled extremely well, though nobody did really horribly either. No characters or enemies got killed, including the wolves, but there were lots of scrapes traded back and forth and Korus is going to need a new horse. Wolf 4 was probably the only being who did really well, and he took a hefty beating as a result.


(Also, if you're reading this, the 'Wounds remain' lists the result at the end of combat, along with any other effects. If you have any questions feel free to ask, I wrote this with my own reading in mind so it doesn't have great formatting and some things might not be totally clear to an outside reader.)
[spoiler]
Wolf Alpha: Initiative - 97 - 19 Wounds Remain
Feint at nearest target, staying out of reach
   Agility Check: He’s a Wolf +20, simple +10)- 99 (Poor fail)
      Korus’ Intelligence Test to figure out the trick: 51 (Fail, not that it matters)
Leap at target to the right (Franklin)
   Agility Check: Wolf +20 - 29 (Pass)
      Damage: 10 + (d10) 1, - Shield blocks 10 points of Damage - -4 Phys = Zero damage

Bite at Korus
   Agility Check: Wolf +20 - 17 (Pass)
      Korus blocks with his hammer: Readied +10 - 65 (Fail)
         Damage: 10 + (d10) 8, -Phys 3, hits Right arm -2 - 13 Damage


Wolf 5: Initiative - 87
Leap forward at Korus
   Agility Check: He’s a Wolf +20, very easy +30 - 79 (Pass)
Attack Korus
   Agility Check: Wolf +20, Difficult -10 - 65 (Fail)
Attack David
   Agility Check: Wolf +20 - 14 (Pass)
      Damage 8 + (d10) 5, - Shield blocks 13 points of damage (26 Points Remain)


Wolf 4: Initiative - 80 - 6 Wounds Left
Leap forward at Korus
   Agility Check: He’s a Wolf +20, very easy +30 - 58 (Pass)
Attack Korus’s Horse
   Agility Check: He’s a Wolf +20, Easy +10 - 11 (Pass)
      Horse dodges: 99 (Ooh, ouch. Bad fail)
         Damage: 8 + (d10) 10 (Crit damage) = 18
Leap towards Simo
   Agility Check: Wolf +20 - 4 (Pass)
      Simo dodges - 42 (Near fail)
         Damage: 8 + (d10) 10 (Crit damage), - Phys 3, -½ Armor (2) - 13 Damage


Jane:  Initiative - 76
Fire shock lance at nearest wolf (Wolf 1)
   Agility check to fire: Skilled +15, Weapon’s effect +20, Dark -20 - 48 (Pass)
      Wolf Dodges: 90 (Fail)
         Damage: 5 + (d10) 4, - Phys. 4 - 5 Wounds
            Wolf’s Physique Test: -10 -  50 (Fail)
Defend self with lance in melee if they reach me, otherwise fire again (Wolf 1)
Agility check to fire: (Skilled +15, Weapon’s effect +20) - 48 (Huh. Pass with the same roll. Weird.)
      Damage: 5 + (d10) 4, - Phys. 4 - 5 Wounds (WEIRD.)
         Wolf’s Physique Test: -10 -  67 (Fail Again)

Defend self with lance in melee if they reach me, otherwise let the others handle it


Wolf 1: Initiative - 75: 10 Wounds left, ¼ Agility for 2 turns, ½ for 3 turns, 76 Energy
Attack Simo with a flying leap
   Agility Check: (Wolf +20) - 58 (Fail)
Bite Simo
   Agility Check: Wolf +20 - 33 (Fail)
Pull back, as quickly as possible
   Agility Check: Wolf +20, Very Easy +30 - 31 (Pass)


Wolf 2: Initiative - 74: 7 Wounds Left
Flying leap at Franklin
   Agility Check: (Wolf +20) - 33 (Hit)
      Franklin’s Dodge (Darkness -20) - 24 (Fail)
         Damage: 8 + (d10) 3 -  (Phys) 2 - 9 Wounds
Feint back
   Agility Check: Wolf +20, Easy +30 - 84 (Pass)
Attack Korus
   Agility Check: Wolf +20 - 15 (Pass)
      Damage: 8 + (d10) 3 - Phys 3 - 8 Wounds



David:  Initiative - 65
Magic Light:
Using 4 Energy, Extremely easy spell +40, Staff -10, Career +10 - Rolls 53 (Pass)
Raise physical shield for him and Jane
   Using 12 Energy - Physical Attacks -10, Shield Bracelet +15, Skilled +10, Career +10 - Rolls 29 (Pass) - 36 Points of Shield
Blast wolf nearest to Korus
   Using 20 Energy - Semi-easy +10, Staff -10, Holding a second spell -20, Career +10, Skilled +10 - Rolls 75 (Fail)
      Damage to Alpha Wolf: 1 + (d10) 10 (Crit!) = 11 Damage
      Damage to Wolf 2: 1 + (d10) 2 - Phys 4 = 0 Damage
      Damage to Korus: 1 + (d10) 9 (Shiiiii-) - Phys 3 = 7 Damage (Sorry!)


Wolf 3: Initiative - 64 - 1 Wounds Left
Hold back
Flying leap at Franklin
   Agility Check: Wolf +20 - Rolls 24 (Pass)
      Damage: 8 + (d10) 3 -  (Phys) 2 - 9 Wounds
Leap back
   Agility Check: Wolf +20, Easy +30 - Rolls 87 (Pass)
.

Simo:  Initiative - 57
Draw his pistol
Steadily aim
Fire
   Agility Check: Aimed +20, Point Blank +10, Talented +30, Career +10, - Rolls 16 (Extremely good pass)
      Damage: 7 + (d10) 6 + Headshot (d5) 5 - Phys 4 - 14 Damage


Korus:  Intiative - 52
Whack-a-Wolf!/Defensive Stance if knocked down
   Swing hammer at Alpha Wolf: Skilled +10, Alpha’s earlier Fail +10 - 53 (Fail)
Whack-a-Wolf!/Defensive Stance if knocked down
   React to falling off his horse: Easy +20 - Rolls 5 (Pass)
      Comes up in a crouch, raising his hammer defensively to ward off the next attack
Whack-a-Wolf!/Defensive Stance if knocked down
   Agility Check: Skilled +10, Wolf Staggered +10 - 93 (Fail)


Franklin:  Initiative - 47
Magic Blast of Energy at nearest wolf (Wolf 2)
Using 13 Energy, Wand +30, Skilled +10, Career +10, Career +10, Dfificulty -20, - Rolls 72 (Pass)
      Damage: 13 + (d10) 3 - Phys 4 = 12
Sphere of Safety
   Using 10 Energy, Runic Armor +10, Skilled +10, Career +10, Difficulty -10  - 91 (Poor Fail. Damn.)  Raises 10 points of Defense
Leap at Wolf and smack it as hard as he can with magic stick
   Using 5 Energy, Easy spell +20, Skilled +10, Career +10, Staff improperly runed -20 - Rolls 25 (Pass)
      To hit: 13 (Pass)
         Damage: 4 + ¼ Phys (4) + (Increased Mass) 10 + (d10) 1 = 19 Wounds







(Wolf stats:
Physique: 40
Agility: 40
Intelligence: 25
Mind: 35
20 Wounds)

Weapons: Teeth and Claws (Damage 0 + 1/5th Phys, 1 Pen)
 

Alpha has +10 to all)

[/spoiler]
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Narric on June 11, 2015, 09:23:01 am
Korus only did well in avoiding getingtrapped by his horse :P

WP, do I need to roll anything to give blood and activate the generator? Or would that be an action for the TRR?
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on June 11, 2015, 01:28:10 pm
Just a minor detail, I can't see in the RP where Simo gets hit. I can see a couple of close calls, but nothing actually connecting. Unless I'm missing something.
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on June 11, 2015, 03:56:53 pm
Narric:
That's a good question... It WOULD take an action to turn the generator on and get it running, but it also has a small battery pack built in. It won't last particularly long if you start shocking up your hammer, but it should last for at least one round of combat.

Scout Sergeant: It's when the wolf who killed Korus's horse jumps at you and starts snapping. I'll make it a little more obvious next time!
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Scout Sergeant Mkoll on June 14, 2015, 12:21:15 pm
Ah I see, fair enough then. Just sent in my next actions
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on June 22, 2015, 07:48:38 pm
Well, you won combat.
For now.
Dun dun dunnnn!

Seriously though, you all survived! Yay! Except Korus's horse. Poor guy.

[spoiler]
Wolf Alpha: Initiative - 97 - 19 Wounds Remain
Retreat, howling loudly and pulling to the far side of the road, though staying within leaping distance of the dead horse
   Agility Test: +20 Wolf, +30 Very Easy: 87 (Pass)
Defensive stance, ready to dodge away
Defensive stance, ready to dodge away


Wolf 5: Initiative - 87
Retreat behind Wolf Alpha
   Agility Test: +20 Wolf, +30 Very Easy: 30 (Pass)
Defensive stance, ready to dodge away
Defensive stance, ready to dodge away FEAR TEST
   Mind: +10 Alpha - 68 (Fail)


Wolf 4: Initiative - 80 - 6 Wounds Left
Retreat behind Alpha Wolf
   Agility Test: +20 Wolf, +30 Very Easy: 53 (Pass)
Defensive stance, ready to dodge away
Defensive stance, ready to dodge away


Jane:  Initiative - 76
Holster lance, defensive stance (Power up Strength Runes, -2 Power)
Maintain defensive stance
Maintain defensive stance



Wolf 1: Initiative - 75: 10 Wounds left, ¼ Agility for 2 turns, ½ for 3 turns, 76 Energy
Retreat into the woods:
Agility Test: +20 Wolf, +20 Easy: 46 (Pass)
Back away, slowly
Back away some more


Wolf 2: Initiative - 74: 7 Wounds Left
Retreat behind Alpha Wolf
   Agility Test: +20 Wolf, +30 Very Easy: 16 (Pass)
Defensive stance, ready to dodge away
Defensive stance, ready to dodge away


David:  Initiative - 65
Maintain Light (3 Energy)
   Extremely Easy +40, Staff -10, Career +10, Tired -5: 24 (Pass)
Draw sword
Defensive Stance




Wolf 3: Initiative - 64 - 1 Wounds Left
Retreat into the woods
   Agility Test: +20 Wolf, +20 Easy: 25 (Pass)
Run like Heck
Run like Heck
.

Simo:  Initiative - 57
Aim at attacking Wolf
Fire second round
   Agility Test: +20 Aimed, Talented +30, Career +10: 65 (Good Hit)
      Wolf Dodges: Readied +20, Gravity Well, Good Hit -20  - 26 (Pass)
Draw Sword

Korus:  Intiative - 52
Activate Generator (3 Oz of Blood/15 Pts Energy)
Swing at Alpha Wolf
   Agility Test: -30 Distant Target: 87 (Fail)
Defensive Stance



Franklin:  Initiative - 47
Gravity Well (13 Power)
   Difficult -10, Wand +30, Career +10: 82 (Barely failed)
Sustain Gravity Well (13 Power)
   Difficult -10, Wand +30, Career +10, Sustaining +20, Tired -5: 8 (Very good pass)
Sustain Gravity Well (13 Power)
   Difficult -10, Wand +30, Career +10, Sustaining +20, Very Tired -10: 35 (Good Pass)








(Wolf stats:
Physique: 40
Agility: 40
Intelligence: 25
Mind: 35
20 Wounds)

Weapons: Teeth and Claws (Damage 0 + 1/5th Phys, 1 Pen)
 

Alpha has +10 to all)
[/spoiler]
Title: Re: The War Saga: Prelude (OOC Thread)
Post by: Waaaghpower on July 01, 2015, 03:39:41 pm
I'll get things going again tonight or tomorrow, so get in your last comments now if you have any.