Steig Lamplighter and the Curse of the Creeping Twilight (Inactive)

Game Master Gerald Rose

Fantasy Craft rules, Schrodinger's campaign setting (it don't exist until you get there/one of us makes it up), generic fantasy.


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Discussion thread yo.


Will send out info regarding alignments shortly. As posted elsewhere, most people do not adhere to a particular god, but more local gods as needed.


Logan, I am going to rule that Marco only has Portable Cover I, seeing as the Soldier ability "Portable Cover II" is a 20th level ability, and you are only 3rd level. Too cheesy.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

GM:
just read the "Notes" section on Crow. Hadn't realized it was there. Thank you.


Major gods:
Kuor, the Father - King of the gods and Ruler of Celene (one of the two moons) - Controls weather and magic.

Valris, Lady of Wisdom - Goddess of learning and wisdom.

Reann, Lord of Dreams - Lord of the night, master of sleep and dreams.

Eissa, Keeper of Souls - Goddess of Death/Rebirth and winter.

Phaon, Lord of the Sun - God of the sun and summer.

Oriana, Lady of Love - Goddess of Love, Spring.

Cay the Warrior - Lord of muscular strength and athletic prowess.

Jaysek, the Poet - God of visual art and magic, twin brother of Kieron.

Kieron, Lord of Music and Dance - God of festivals

Iloura, Lady of the Earth - Goddess of the earth and the harvest/Autumn.

Shaal, Lord of the Seas - God of the sea and of Fall.

Teris, the Messenger - Messenger of the gods.

Iorak, the Smith - Husband of Iloura and smith of the gods.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Combat question re grapple

grose wrote:
Need attack check from Darius and Athletics x2 from Crow please.

A) grapple rules confusing - it looks like in initiating a grapple a smaller opponent gets a +2 bonus on his roll but in maintaining/breaking a grapple the larger opponent gets a +2.

Can both goblins grapple Crow? Or are they doing a cooperative check? If the second shouldn't he only do one athletics check?


The initial roll is to see if the instigator can get the grapple going in the first place. Thereafter, coorperative checks are used. Yeiii +1! Go gobbers, good luck, we are all counting on you.

It is notable that gobbers with shortswords cannot hurt Crow and Darius without dirty tricks. Those Conan-grade man-boobs are doing their job...


Reposting Campaign Qualities!

Beefy Heroes - A ripped physique is all the armor a real hero needs! Special characters gain Lethal and Subdual Resistance equal to their Strength modifier.

Deadly Combat - Combat is a life-or-death affair, with death being a very real possibility. Threat ranges of attacks increase by 2.

Fast Levels - XP required to gain each level decreases to 1/2 normal. PC's may gain up to 2 levels between adventures.

Hewn Limbs - The world is a brutal place where no injury is trivial. Characters must save to avoid a critical injury when they suffer 16–25 points of damage in a single attack; with a failed save, the character rolls 2d20 and adds the result to his damage to determine the critical injury suffered. Also, characters must save against Massive Damage when they suffer 26 or more points of damage in a single attack (see page 208).

Miracles

Savage Wilds - Vile creatures stalk the wilds, always on the lookout for a fresh meal. The action die cost of travel encounters decreases to 1/2 normal. Double chances of random encounters.

Sorcery

Corrupting Magic - Magic is a vile force that twists the caster’s body and mind. Each time a character casts a spell, he must also make a Will save (DC 10 + the number of spell points spent to make the check). With failure, he gains 1 grade of the following condition.
Tainted (I–IV plus special): The character suffers a –2 penalty with Will saves and Charisma-based skill checks per grade suffered. If a character with tainted IV is tainted again, he instead becomes an NPC under the GM’s control. A character loses 1 tainted grade at the end of each scene.

Legendary Monsters The characters live in a time of vicious monsters and legendary battles. The Threat Levels of standard monsters and other non-rogue NPCs increases by 2, and the Threat Level of special monsters and other non-rogue NPCs increases by 4.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Wipes away the tear that I'm not playing any of my brawler characters.

:)


I have looked at other PbP games, especially those running Mastercraft games. (System requires a lot of opposed rolls and such). At least a couple of GMs simply roll the opposed rolls and save for the PCs to help move combat along faster. By posting this, and then allowing the PCs to add Action dice to boost the rolls after the fact, and use any other abilities that may affect the outcome, things seem to run much smoother.
This does bypass the element of uncertainty that the Action Die mechanic normally has (you don't know the outcome before you decide to spend an AD or not; in this case you would have a pretty good idea to inform your choice). Food for thought. Comments?


I am pro the GM rolling the opposed rolls.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Sure. My athletics is +3. +5 in this case from size difference. Marco is +5 normally, and +7 now.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

I agree


Ok then, going forward I will roll for opposed checks and saves, then post. If you want to spend action dice or use special abilities on the check, drop in a reply to the post with the details and I will revise.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Vitality doesn't heal naturally unless we rest, right?


Correct, 1 Vitality per Career level per hour of rest. 1 Wound per day of rest.


Old Thomas will require a Mend check at DC 15 to bring him around. The only thing left are his clothes and his pack, which lies awkwardly under him under him.


I dig Mead's profile info on the Characters tab at the top. If you guys can do that and keep it up to date, I wont have to bug you for character sheets when you level. The format is perfect.

If you could add the names of your special abilities into that field that would be awesome. no need for details, just a list of what you got.


Logan, you can retry your Medicine check. I dont see a reason for a penalty at this time.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

I tried the mend check, anyone up to aid. I rolled a 2 and got it up to 13. Sigh.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

1d20 + 7 ⇒ (18) + 7 = 25
Made it


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

... And I was thinking that i need to finish filling in my character sheet profile...

:)

Missing important things... like SKILLS.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2
Grose wrote:

I dig Mead's profile info on the Characters tab at the top. If you guys can do that and keep it up to date, I wont have to bug you for character sheets when you level. The format is perfect.

If you could add the names of your special abilities into that field that would be awesome. no need for details, just a list of what you got.

If you are talking about the bold stuff after the name - that space is limited.

Or are you talking about the character profile?

For reference the order of bold after name is [gender] [race] [class/levels].

All the other fillable things don't show on the name line.

But you CAN go double line.


The whole thing, very cool; profile and name line info.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

I only added the special abilities that aren't just straight adders to my character sheet (like sharp mind and enlightened athletics).

... Still need to add gear to the profile page.

EPP... and Ferment. Before he snaps at me for not doing so.


Logan, a note about Marco; his vitality should be Health grade x 5 x Personal Lieutenants individual threat level which is 1. Reviewed the rules in light of a question Mana had.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

But it says grade not bonus. He has a threat level of 1, and a health grade of 7. 7x5x1=35 vitality.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

I entered all my stats but how do you get them all up there?


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

To get things after your name in the above bar:

For reference the order of bold after name is [gender] [race] [class/levels].

So just fill those sections with whatever you want to show up on the line.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Oh. Thanks. I think I'm OCD, that's just bothering me that I have to put them in the wrong place. I'll try to make the changes.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Does this game give any benefits from alignment since I though that most of the benefits came from the warring universe trait which we don't have?


Logan, Marcos Vitality is correct according to your calculations. Just making sure we are all on the same page. Alignments do not give any specific bonuses due to Campaign Qualities. They may have effects further on (things that work for, or against Aligned creatures such as spells). I would say it also would act as a Study, in the sense that:
if your Alignment relates to a skill check, you gain a +1 bonus with that check.
If your Alignment relates to a Knowledge check, you gain 1 additional Hint about the topic after making the check.
When you and an NPC share an Alignment, you gain a +1 bonus with skill checks made to improve the NPC's Disposition.
(pg 61)


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

New character description
Standing the better part of 6 feet tall and dressed in a simple black uniform, his pale blue eyes seem like they have seen more fights than they would care to. A small, simple silver badge (I made him older so he's also a more senior guardsman) with four neatly lined up nicks on one side is hung on a chain around his neck. Over the uniform is a simple leather breastplate. His arm guards, boots, gorget, and greaves all seem to be of the same strange. A lead cored baton is in his hand at almost all time. Short, unruly black hair frames a battle worn but yet kind face. A scar across his face narrowly misses his eye. He seems about 30. At his side is a young lad of wiry build. He appears to be about 16. He wears a similar leather badge around his neck. While his armor is slightly different, it give the same uniform feel as that of the older man. He to holds a baton at his side and has the same pale blue eyes, the same jet black hair. His is a fresh face, young, eager, ready for anything. The pair act together, used t the way the other works even after only a short while together. They appear to be trainer and apprentice.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Any other gods? You said there are generic gods invoked often to do with most things but are there any other gods my character might worship as his next available interest. The patron of the Guard in the book I based this off of was Mithros king of the gods, god of glory, strength, protection, and the Sun. Not that I want a Mithros themed god but I would like to know if there are any other gods since none of those quite seemed to fit my character.


People often pray to groups of gods, rather than specify any one. Other than the major gods, you can create a lesser god or grouping of gods to align yourself with. There are innumerable local gods that are revered in different areas. Many of them are greater gods by different names, changed somewhat to suit the needs of the people. You could take one of the major gods, give him/her a different name and similar/overlapping/more specific domain(s), and go with that.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Does that mean you can have multiple alignments or just that most people have none? Also, how does Tameran, the Guide (name is yet another that I stole from a book. In this case, a fiefdom) as an aspect of Teris sound. God of guards, messengers, guides, and safety. Probably also worships Eissa. Thank goodness I don't have to pronounce these.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Crow has no skill in healing. Darius should roll his check on Mead.


Logan, Tameran is fine. Will add it to the roll of gods. Most people have no alignment, as it means a dedication to something. Most people pray to various gods, but very few devote themselves to one.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Cool, I'll probably add it as my next interest.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

I assume that you can still only have one alignment right? My character would either have no alignment or one alignment as the dominant one to worship two gods correct? He probably has a lose worship of Tameran, patron of the city guard that still somehow amounts to an alignment, and another lose worship of Eissa for those killed in the line of work and the innocents lost in riots and murders and so on. Otherwise, if he can have two alignments, then he'll add Eissa as the next one after Tameran, but I assume not right?


A character may only have one alignment.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Okay, that's what I thought.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Darius - Can we keep the OOC chatter to the OOC board?

WWE = World Wrestling Entertainment, Inc.

One of the many entertainment wresting organizations that started in the 80s or 90s. I think Hulk Hogan was one of the WWE wrestlers. It was a previous decade entertainment thing - like the movies we reference at game.

Should he mention it - WWF is World Wresting Federation and they are the opposing force to the WWE.

SOP is an acronym for 'Standard Operating Procedures' - the rules you follow and abide by unless you are intentionally deviating from them.


Logan, Darius and Marco took out all three that went down in the 1st full round of combat, while you were still doing subdual. You switched to lethal for round 2, but by then the other 2 had run.

Standard NPCs take all forms of damage the same way. The kind of damage that takes them out determines whether they are unconscious, disabled, catatonic, or ded.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Mead - Sorry.
Grose - Ah. So they make the same save but have different outcomes. Got it.


Darius Reinhold wrote:

Mead - Sorry.

Grose - Ah. So they make the same save but have different outcomes. Got it.

Yep, you beat the crap out of the poor, defenseless gobbers. At this point they will live to get beaten up again another day.

You recover 5 crude short swords, 3 crude light crossbows, 28 bolts, 3 suits of stinky, small-gobber sized partial leather armor
Also 42s, 11 servings of 'filling food', and 25s worth of raw metalworking materials.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

They wanted to eat Ferment - they deserve no better than they got. :)

... is it 11 servings of 'filling food' that we would actually want to eat?


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Indeed, they are gobbers. Would we eat it?


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Are they small-scale weapons for the gobbers, since if so (which makes sense) then none of us could use them and their only use is selling (which means they cost 25% less from being small and sell for less than larger ones would)?


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Actually, they're at half price from crude and small-scale if they are small.

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