Rosa Sinclair wrote: Yeah, different "the Saint." I don't really anticipate the nicknames get used much, but since y'all were coming up with one, I went for the low hanging fruit given her surname. It isn't something I wanted to put a lot of thought into. :) I thought they would be used when on the radio, or talking with folks who aren't part of the team. Sort of like the way CIA operatives or Tier 1 operatives work. That way our real names aren't being thrown about. Maybe something off of our real names if that would make it easier. You could be 'Rosie' or 'sinner' and Angus could be Stoner or Elphy or something like that, it that would be easier to remember...
GM SuperTumbler wrote:
For some reason I thought I responded to your post. I'm happy with keeping it as is, I modified his advantages changing wealth and diplomatic status, but the power stuff is great.
GM SuperTumbler wrote: Sadly, I keep forgetting the different things the PL applies to. GM SuperTumbler wrote: Wait, and we said you could use your niche to make that PL 8, I think, so a total of 16. So your Close Combat: Unarmed skill combined with strength damage can be a total of 16.I remembered that for the 'close combat' numbers, but does that CL also apply for the affiliated 'Powers'? No reason not to bump that 'Affliction' to 8 if I can get away with it :) GM SuperTumbler wrote: Are you doing all of this by hand or using a character builder?Doing it by hand, I'm too cheap to pay for a character builder and it forces me to understand the rules I'm using. GM SuperTumbler wrote: I can throw some options into herolab. Cool, I see you did so, I'll take a look at it, maybe tweak a few things and remove a few things I won't remember to use. Edit: Ok, most of the items make sense to me, let's keep it that way. If I have any questions about how the things work I'll ask. GM SuperTumbler wrote: As for vehicles and installations, flavor, and The Foundation. As for the group vehicle or 'base' I'm good with either or both, How many points are we each contributing. Angus has a Max of seven. Once we figure out how much is spent on the groups 'thing' I will use the points left for 'personal' equipment.
GM SuperTumbler wrote:
So I've been studying to make sure I understand the conditions and such. Took me a moment to find 'degrees' so to get a 3rd degree failure the apponent needs to fail by 11 or more right? What I have't figured out is if he could get the whole list for the 7 points :) That will leave one point to spend on something. Are we getting a plane we can load our vehicles on?
Rosa Sinclair wrote: Sorry for prodding but can I get some definitive replies on yes/no HQ? Sounded like maybe/no from previous responses but would appreciate clearer guidance.I like the idea of an HP, I think we were just waiting for GM ST to either provide one from the foundation or to tell us to come up with our own :) GM SuperTumbler wrote: The idea of a headquarters outside of Foundation control I like. Gives me the opportunity to have conflict between the group and their handlers and gives you guys more leverage. I would make the 'headquarters a converted military cargo plane. Front half small comfortable quarters, back half carrying transportation. We fly to near where the problem is and land. Use wheeled vehicles to get there. Have an array of vehicles we can take. Possibly change the look of our vehicle like they did on the old mission impossible. I can see us painting the ambulance to match ones from that country, or something like that. If we need a place to 'hang our hats' or to swap out vehicles Angus could have a small estate on one of his brothers properties. Possibly with an old military base with its own airfield. Park the variety of 'vehicles' in a hanger or the estates converted barn. Though I'm not opposed to us having a 'flat' in New York city. Of course there is no reason we can't have two or three or four places to 'hang our hats' and keep gear more appropriate for that location. One in Scotland to server Europe, one in New York for the east coast, one in California for the west coast, one in Singapore or hong kong for the east? What if each of us had a 'flat' or safe house spread through the planet and we use the 'plane to move from one to the other. Of course, mechanically I have no idea how to 'cost out' a family estate with an old WWII base full of cool cars...
Sorry jumping on and off the computer today, trying to remember questions. GM SuperTumbler wrote: If you take the 3 point Master Linguist, you don't need to spend skill points or Advantage points on Languages. The point you save vs the 4 points for 2 ranks in Comprehend Languages is for the Quirk that new languages take a scene to figure out.If he takes 3 points would he be able to read dead languages? That was sort of the reason for taking the skill. GM SuperTumbler wrote:
Love the idea of setting up a 'boxing array, just wasn't sure how to go about it.
GM SuperTumbler wrote: Attack and Damage can only total 14. You have your unarmed attack at 14, and your damage from strength is 3. So that is 3 points too high.Ok, saw that attack bonus and effect rank with that attack cannot exceed twice the series power level. but forgot that the damage from str. was the effect. the skill has been reduced. GM SuperTumbler wrote: Dodge is based on Agility, so you could buy 2 more points of Dodge to be harder to hit by ranged attacks.I believe I did, I'm showing my dodge total as 5, three from agility, two from Defense. I also purchase two from defense for Fortitude and three from defense for Will. Giving me a total of seven points spent on defense. Is that correct? GM SuperTumbler wrote: You might want to buy some Benefits of Wealth or Status to be nobility or rich.Ah, under benefit, I had not originally looked at the specifics: adding status and wealth @ 2. GM SuperTumbler wrote: You can take a power called Master Linguist the lets you comprehend and speak all languages. If you encounter a new language, it takes a scene of stumbling through to figure it out. This costs 3 points. It seems to me like you want your smart guy to be able to speak and read and understand any language.I calculate two ranks at two points per rank. Out of curiosity, how do you get three? Is it the 'stumbling around' so mechanically a flaw taking a move to activate? GM SuperTumbler wrote: And on the matter of Expertise. One of the example Expertise is Science. So we probably don't need to be as granular as History, Anthropology, and Archaeology. I get what you are going for there, but we can roll those three together and get you some points back.Done. GM SuperTumbler wrote: For the group: I would suggest that maybe Angus should have Unarmed Combat as his Niche. So he can raise that skill by 2 points. Making him effectively PL 8 at unarmed offense.With Angus' Niche being unarmed combat, he can have max. Attack & Effect of 16? if so I will bump str to 5, so 5 [strength] + 5 [fighting] + 6 skill points [unarmed combat] GM SuperTumbler wrote:
If my memory on 'call signs' in elite unites are correct, the team ends up picking nickname for the individual and 'assigns' it as a call sign. So, it's up to my fellow players as to what Angus' 'call sign' ends up being. Information to base it on?He is from a Scottish noble family, his older brother is a lord. He has three doctorates in Archeology, anthropology and History. He reads sixteen 'dead languages' and speaks almost anything if given a chance to listen. He boxed and wrestled in college and presently competes in underground 'bare fisted fights' and 'highland games' for fun, when he's not hanging out with you all. I still need to make sure I understand the damage for unarmed attacks, will keep looking for that information. Also he has 6 points left to chip in or adds stuff. I don't know that he needs gadgets or gear in the mechanical sense. Obviously, he would purchase the right gear for the right occasion, but nothing he can't live without. Hmmm, maybe a triumph motorcycle.... Edit: still working on complications. One will probably be family (his brother being a liability), a second may be fear of ghosts? Any recommendations?
Rosa Sinclair wrote:
The answer to these questions are yes.... I want him to be a little drunk to see dead people. The Narrative will be you all talking or tricking him into drinking to get him to that point. Does he need to be so drunk that it effects his physical abilities? Don't know. Based on Cable's recommendation I've given the power a Flaw: Flaw: Activation: - 2 points flat modifier standard action to activate: drink alcohol
GM SuperTumbler wrote: It may not be clear to everyone. Black Dow, Death Quaker, and Evindyl are experienced Mutants and Masterminds players. Robert Henry has only been in my one short lived campaign, I think. So navigating all the different mechanics one might use to get to a flavor is newish to him. So True! I think he may be close, take a look at Angus and tell me what you thing.
I think I have angus close, If my calculations are correct I've ten points left to spend on group stuff. I found two powers that approximate what I want to do but couldn't easily make 'needing to be drunk' a flaw. IF we can't sort that out, I will make being afraid of ghosts a complication and you all will have to coax him into 'looking' beyond the veil so to speak. It will help if you get him drunk.
Cool, I was looking a 'Senses' for the POSTCOGNITION • Limited to past events connected to your own “past lives” or ancestors, reducing cost to 2 ranks. So I'll look there as well for 'seeing ghosts' Basically, I want him to be able to see and speak to ghosts when a little drunk and separately have memories from his past lives. But the seeing ghosts, would be those who are hanging out and have not 'moved on.' I don't want to call up the spirits of the dead. It's more "he see's dead people." Sadly I've not seen Stranger Things' so I can' make the reference. Happy to work on it when your home from work. IT looks like if I set aside ten points I can move onto other stuff.
So once again, I've not completely discerned the system, Under Comprehend is listed D20Hero wrote: This should be able to cover the entirety of his 'supernatural ability. Sadly the only flaw is: D20Hero wrote:
Can we make the 'drunk' a - 1 cost per rank flaw?
I just realized my math from above is incorrect, I will need to rework it. For remote sensing into a separate dimension, if he just wants to see 'where he's at' does he have to have a rank for distance? D20Hero wrote: Remote Sensing costs 1 point per rank for one sense type, 2 points per rank for two sense types, 3 points per rank for three, and 4 points per rank for four, and 5 points per rank for all of your senses. Visual senses count as two sense types (so visual Remote Sensing is 2 points per rank) To see and hear is three ranks. Dimension is + 1 flat per dimensionSimultaneous: +1 cost per rank. Medium: –1 cost per rank. ((1 (base effect cost) + 1 (extras) – 1 (flaws)) x 3 (rank) + 1 (flat modifiers) 4 total point cost. IF he adds Feedback: –1 cost per rank. I assume this means ghosts could hurt him? The math would be: ((1 [base effect cost] + 1 [extras] – 2 [flaws]) x 3 [rank] + 1 [flat modifiers] 1 total point cost. If that is the case, he may as well make it See, hear and smell for four ranks. the cost would still be 1 point. GM SuperTumbler?
Rosa Sinclair wrote: To the rest of you: I reserved three Equipment Points (and could invest more) into a base of operations for the team. Would any of you also be interested in having a base/HQ/safehouse? Need to decide whether to put those points elsewhere or, indeed, put more into them. I guess that would depend on where we are a in the process of 'building the team' Are we a team that's been functioning together for a while, like the A-Team or Miami Vice? Or are we a new unit just being put together by the Foundation like 'Moonlighting'? Does the Foundation have a place for us? Also, do we want to be an international team or would you rather we all be based in America? Angus is from Scotland, his family is or was nobility. He can either be first generation American or Scottish. Either way, depending on points available, he'll either be moderately incomed or Rich. I can see a 'family estate' somewhere in the background.
Rosa Sinclair wrote:
The occult isn't really the vibe I'm looking for, it's more Doc Savage with the reincarnation as potential memories and the speak with the dead as a curse. His focus on education will be ancient civilization and he will be a champion boxer, so Hand to hand and possibly tankiness covered. GM ST I need to figure the 'powers out first' this is what I have for the seeing and speaking with the dead. To see the dead
To speak with the dead
Basically, I want him to be able to see ghosts if he's drinking alcohol, and once he's drunk enough to effect has physical stats he can speak with them. HE would end up looking like a drunk guy talking to people who aren't there. He doesn't want to admit this may the main reason The Foundation selected him, he would like to think that it's because he's smart, educated and a good fighter. But who knows. If anyone sees a way of doing this for less than 5 points please share any ideas. The 'reincarnated lives' may end up just being fluff and handled by a really high luck. He will normally only remember past lives in nightmares.
Waves @ Black Dow Black Dow wrote:
A pity, Ranveer Singh was a worthy companion. In a sense this Angus will remember Ranveer Singh from his dreams. I'm playing the bloodline is cursed and the first Angus, who killed a fey at the Elphinstone centuries before, is reincarnated over and over again. This one see's the dead. Looking forwards to your fire fighter and Angus saving each other from the uncanny and unbelievable again soon :)
DeathQuaker wrote: Would the "only works when drunk" idea fly with 1980s TV action censors? ;) I'm sure we can make it work though. :) I think he'll be fine as long as we limit the 'product promotion' and he doesn't do any commercials where he's actively seen drinking for sponsors. He may actually fit the 'just say no' advertising campaign better. I'm trying to put together the 'powers' for it now, once I figure that cost I'll do the math on everything else. I figure the first power (and less important) will be to remember things from Previous lives. The second power will be to see and speak with the dead. I figure a little drunk he'll see the dead, and more drunk speak with the dead. I'm looking at the "Remote Sensing" to 'see' into the dimension of the dead. Then the Communication and Comprehend powers to speak with them. I'd like to tie some abilities to just 'speaking with the dead' like 'Fascinate' and 'connected' to help insure we'd get the information we needed. GM ST any thoughts?
This was my last entry for kingmaker Background:
House Lebeda, Past the plains in the forest south of Silverhall on the western bank of the East Sellen River near the border of the River Kingdoms stands an ancient elven tower. The tower appears to be carved out of one gray marble stone, called 'Elphinstone' by the humans who came into the land. Eventually an ancestor to House Lebeda claimed it as his own. Not finding it comfortable to his needs, the lord built a hunting lodge and several outbuildings nearby. It is there that Angus' story begins. Angus remembers many snippets of his early childhood, from before coming to Elfinston. His beautiful mother, red haired and green-eyed, her affinity for the forest. The few other fey he met called her 'willow.' He remembers dark storms, sunshine flickering through the canopy, the hollowed out holes in great trees, snow falling from branches in great glumps and he remembers the unearthly appearance of other fey creatures. But like all childhood memories, they are flashes like the sun shining off a bright piece of metal. He remembers the first day at Elphinstone when he met Eldlen and Gunnar. Later he learned their full names, Eldlen Meirdrerel and Gunnar Huntsman. Later he learned that Eldlen was a scholarly Elven wizard, living on the top floor of the tower studying its history while doing magical experiments. While Gunnar was a man at arms who cared for the horses, dogs and hawks kept there at the lodge for the lord's entertainment. But that first day, he just knew them as Gunnar and Eldlen. That first day at Elphinstone was a beautiful late spring day, he and his mother had been walking towards it for days. When they arrived, he was carrying all of his worldly possessions in his birchbark bag and wearing his father's sword tied to his back. His mother, seeing Gunnar outside, stopped and asked him in a sing-song voice if the lord was at home. Angus' mother smiled, and asked again, "Yes is lord Charlie, I guess it would be lord Charles, he told me this was where he was staying." Poor Gunnar shook his head. "I’ve served Lord Lebeda here for three years this coming summer and I know of no one called Charlie." Angus' mother looked perplexed, shaking her head. "He was here, Five years ago this fall. He and I... spent some time together, almost a month. That next spring, on this very day. I bore his son." Resting her hand on Angus' head, "I bore the child and have cared for him until he has been weaned. Where I go, deeper into the forest and further, he will not be safe. I need his father to look after him for a time." When Gunnar gave her a look as confused as his own, she pointed to the sword. "Find the nobleman who owned that sword. It's cold iron, poison to the fey, I asked him to take it off when we first met." She blushes slightly. "When he left many days later, he had forgotten about it." Bending over she kissed Angus on the cheek. "When I can, I will come check on you, now behave and remember to use your human words, they probably don't speak fey." Having kissed her son, Willow turned and began walking towards the forest. Gunnar, still perplexed, called after her. "What do you call him?" The fey woman turned and gave a sad smile. "I call him son." Gunnar, not really sure what to do, took Angus by the hand and dragged him to the tower calling "Eldlen! Eldlen!" when the silver haired elf came down the steps, he raised an eyebrow looking from Gunnar to the boy. As Gunnar explained the story, Eldlen sighed, telling his companion that he should not have let her leave without taking the boy. Eldlen, heading into the wood, attempted to follow her, but to no avail. When he returned Gunnar announced that they would name the boy Angus after his uncle. Eldlen rolled his eyes and that was the end of it. Eldlen quickly wrote a letter to Lord Lebeda, explaining the situation and describing the blade. The reply was not positive. There was no record of all the young men who had visited the hunting lodge but there were several who carried the nickname of Chuck or Charlie, though few were actually named that. As for the blade, it was a common cold iron blade that the family had many o which made expressly for the possibility of dealing with dangerous fey. So, though the blade was made for them, there was no proof who it belonged to. Lord Lebeda promised to send a letter to each family household, describing the situation and asking for the father to do the right thing and step forward. That was fifteen years ago. Overtime Eldlen and Gunnar raised Angus as their own. Gunnar taught him the care of animals, riding and the forest. Eldlen, hoping someday Angus’ birth father would claim him, wanted him to have the liberal education a nobleman needed. So engineering, geography, history and nobility were the main classes. Both of his father's taught him weapons and armor. Gunnar the heavy armor and weapons of a human soldier and Eldlen the weapons of an elvish ranger. Over the years, there were many Lebeda nobles that came to hunt at Elphinstone. Though Gunnar and Edlen both asked, none of them admitted to meeting or knowing of a beautiful red haired, green eyed fey maiden named Willow. Eventually they stopped asking. Angus fell into a comfortable routine at the hunting lodge, he felt more comfortable with Gunnars life as a man-at-arms instead of Eldlen's mysticism. He would help with the horses, hawks and dogs living in the quarters in the barn. Very little changed even when members of the Lebeda household visited. They would stay in the large lodge's accommodations bringing their own servants to attend their needs. For around a year Angus had a desire to see the wider world. When Angus heard of the expeditions into the Stolen Lands he thought it the perfect opportunity. He went to his fathers and told them of his desire. He compared it to the times he had helped capture poachers. Or the time he killed a rabid bear with a boar spear. Or the time he rescued the village girl from wolves. Convincing Eldlen and Gunnar he was ready; they helped provide him with the provisions he would need. His colt, Harbinger, who Gunnar had given him to raise, was now two, well trained and able to carry his responsibility. His second-hand armor cobbled together from one of Gunnar's altered scale armor with an added war kilt. The ancient bronze elven helmet Eldlen had worn when he was younger. He still possessed the cold iron sword that had belonged to his father. The other gear he had purchased through the years, dreaming of being a man-at- arms. Armed to the teeth, ready for any danger, Angus hugged his fathers, promising he would write, which caused Eldlen to roll his eyes and Gunnar to laugh. After a tearful goodby, Angus headed to join an expedition into the stolen lands. Appearance:
He is six foot tall, wide shouldered and narrow waisted, with a barrel chest, thick arms and wrists and long fingers. He has the ruddy complexion, high forehead and light brown hair (which he wears short) common in his fathers family and the prominent cheekbones and bright green cat-like eyes of his fey mother. His skin is tan and leathered from a lifetime of being outdoors. His Traveling clothes, layered for diverse weather, are simple made and durable. His armor, cobbled together from pieces parts: a second hand mirror armor and kilt, a bronze elvish style helmet. a newish wooden kite shield. His weapons varied, cold iron sword and spiked wooden morningstar, he's prepared for a myriad of monsters. Adding Lance, bardiche, and dagger he's trained for any style of combat. All his gear, though none new, is all clean and well kept. Personality:
Due to his upbringing Angus’ soft spoken and polite manner often opens doors for him; while his acumen and savvy make headway when his raw charisma is lacking. While relaxed and friendly, when pushed, he will quickly respond with appropriate measures. On the Myers-Briggs scale Angus is "The Doer" - ESTP
Edit: LOL, Grumbaki added to his post, I probably wouldn't have revealed Angus if I'd noticed :) So how many swordsmen are too many for a company. They could still be very different. Angus wasn't a 'duelist' but more of a use the best toolf for the job fighter (cavalier). But, mounted on Harbinger swinging a bardiche, he was death on a horse. Not saying I have to play Angus, I just like his backstory, so I share it with whoever I can. I keep adding to this post, YBD talk to your folks, if they have a preference between Kingmaker or Carrion crown, let's go with their preference.
Ventiine, Thank you for being willing to run an AP, we players really appreciate it. However, after a very busy weekend where I felt like I was not able to keep up with posting and everything else going on. I realized I probably have enough games on my plate. Due to that, I feel I need removing Angus from the reboot of Kingmaker. Again, thank you for running the game, good luck and good gaming all.
GM Kingmaker Ventiine wrote: @Angus, I do have Discord. My original handle is Ventiine#9252. I think it's just Ventiine now. Do we want a discord channel for this game? We had one for the other game, I think it makes things a little easier. edit: I'm still working on the Kingdom builder thing, is there a due date on that?
I've got Angus and Harbinger's numbers updated, I'm still working on the items purchased. I'm working on the "steps of the very first Kingdom Turn Sequence and one Kingdom Turn Sequence after." The 500 gp. will allow me to keep armor for harbinger (the original build had max on gold so I could afford armor for him) August 21st sounds great. Again, we really appreciate you picking the game up. Do you perchance use Discord for quicker discussions? It's very similar to GMEuan's 'Slack' account, just different.
"Blast!" Cursing as he see's the two riders outside of the fort break free of the vines, Angus realizes if he is to catch them, he'll need to leave soon. Wanting to get the present situation resolved as quickly as possible, He moves forwards, towards the man who'd been speaking to Oleg. Smiling a wolfish smile at the man who said they didn't know what they were doing, he shrugs his shoulders as he lifts his bardiche, "You may be right." Chopping down at the man's shoulders. "But either way I don't think you'll live to see the outcome." bless, 20 ft move, attack
Dm Joseph Rauel wrote: The man talking to Oleg breaks free from the roots and moves forward a step; “You don’t know what you are doing.” the man says to Angus. A quick question, The fellow that was talking to Oleg was 'white shirt guy' you said he moves forwards a step, but he's 15 ft north of the entangle, is that right?
Dm Joseph Rauel wrote: Moving forward, if you ready an attack go ahead and do the attack/damage roles in your posting but in a spoiler box. You have my promise that I will not look at them and they won't play an impact in my decision. I will try and remember the spoiler box, not a big deal to me if you see or not.
Hearing Liz begin her spell, Angus turns to Alyssa and Larelle, nodding, "That's our cue." Moving out from behind the wall, he walks up behind the couple, asking. 'Oleg and Svelanna please go inside and let us handle this." As he holds his bardiche at the ready to protect them in case any of the bandits are able to break free from the clawing vines. 20 ft move, readied attack: Bardiche, PA
'What was it Gunnar used to say? Everyone has a plan until they've been hit?' Hearing a mans voice he didn't recognize, then Oleg speaking, Angus assumed two of them had been seen. Then hearing Rahaal saying something about breaking bread, he assumes the cleric had revealed herself as well. Looking from Nadyra to Alyssa he rolls his eyes and puts his fingers to his lips. Even if the others had been seen, the three of them would be a surprise.
Last night
As lunchtime passes and no specific preperation needed Angus heads to the barn and saddles Harbinger, leading the horse out of the barn and through the 'trading post's' gates. He mounts riding the big dapple grey into the nearby field. After carefully inspecting the field for divots or holes he begins to work Harbinger through different excercises, similar to commands that would be used in war. Spending the first part of the afternoon excercising his horse, Angus then rides out to where he can just see the fort. Riding a large circle around the fort he familiarizes himself with the lay of the land. Fortuitously returning to the fort at the same time the trapper is leaving he nods to Robert, but doesn't say anything. Spending the early evening caring for his steed, Angus joins the others late for supper. Listening to any final plans he turns to Oleg and Svetlanna asking, "When the bandits arrive I'd appreciate it if you can arrange to be between the tables near the fire, or even better inside." He points to the side of the house. "I'll hide here. As soon as the trap is sprung, I'll move forwards. My primary plan is to protect you from any who may get loose." he looks towards the ladies, waiting to see if anyone has any ideas or recomendations. the morning
Making sure his sword and Kunai are secure in their scabbards, he straps his kite shield to his back, taking helmet and bardiche in hand he heads out of the barn. Having left both Harbinger's stall gate and the barn door unlatched, in case he needed the big equine. Moving towards the table he smiles at Oleg and nods, coffee would be nice. Smiling at Liz, holding her cup of hot coffee, he accepts a cup of coffee from Oleg, agreeing with the druid, "We at least need to be ready for one." He points toward the end of the building with the cup, "I'll be waiting over there." Seeing Rhiann and Larelle on separate corners of the wall, Angus waives, calling out to them, "Can I bring you some coffee?"
As Alyssa explains what Svetlana had told them earlier, Angus tried to remember the conversation. Maybe it had happened when he was in the barn, maybe not. He knew better than to swear he was always paying attention, especially when there was food around. Smiling at the idea of him being uncomfortable in the barn. 'Don't worry about me, I've spent almost every summer sleeping in the barn or in the kennel. I'm perfectly comfortable." Nodding as Oleg answered the mounted men would be armed with swords and bows. He looked towards Rhiann and Rahaal, hoping they heard him as well. They would need to kill the archers first.
He chuckles when the older mans says 'I'll believe it when I see it.' It reminded him of one of Gunnar's sayings. 'The proof is in the pudding.' Adding, "So will you be spending the night?"
Nodding as Alyssa comments about possibly building small barriers, Angus nods and smiles when Rhiann responds to his question, "Suprise is good." Chuckles at Rahaal's comment about the dried meat. He'd grown up eating dried meat and not just venison, but whatever They hunted; deer, boar even elk; anything large enough to have a little left over after a couple of meals went into the smokehouse. Realizing the conversation had continued about the coming battle, Angus looked towards the trading post walls then the center of the compound. As he listened to the women, he considered the best way to approach a trapped enemy. Taking a bite of his sandwich, knowing some of the plans will depend on how the bandits arrive, Angus looks towards Oleg. "I'm sorry if you've already told us, but I just don't remember. Do the bandits normally come mounted, or do they walk here?" Chewing a little, he adds, "I know you said the one woman has axes, but how are the rest armed? Do they have bows?"
Smiling when Rhiann agrees to spar, Angus nods, "Once we're done dealing with the bandits." As they finished breakfast in companionable silence, he wondered if they could borrow a couple of staffs, or straight pieces of wood. It wouldn't be hard to make a couple of wasters or bokkens, he'd rather not spar with live weapons; potentially doing damage to either of them or the weapons.
Nodding Angus looked at the damaged area, pausing for a moment to determine what may have caused it. He then began helping prepare the straw to add to the existing thatching. Helping Oleg most of the morning, when the big man said to get thing ready for the morrow, Angus nodded. Pointing towards the table are. "Looks like lunch is about ready." Climbing down from the roof, Angus washed his hands and headed to the table. Piling the dried meat onto a piece of bread, he slipped an apple in his pocket. Sitting down to eat his sandwich, he asked the ladies. "So what should we do this afternoon to get ready for tomorrow?"
Earlier
now
Exhaling, he started to finish his breakfast. Nodding to Rhiann, "I watched a portion of your kata, would you consider sparing sometime?" Later
As they return to the 'trading post' Angus nods to the older man, "I'll help you with it. I've helped Gunnar patch the barn roof a couple of times. I wouldn't say I'm experienced, but I can carry stuff up and down a ladder."
As the table began to fill up, he nodded and answered question, "I slept well enough, how was the bunk house?"
As Oleg asked about supplies, Angus shook his head 'no.' But he watched to make sure everyone had been served, before he got up for seconds.
|