Sbodd's page

108 posts (1,372 including aliases). No reviews. No lists. No wishlists. 11 aliases.


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In-character sample.

Just as I thought. Smugglers. Not one of the Riddleport gangs, at least not one that I recognize. From his concealed perch, Marcan watched the half-dozen crew of the boat unload a dozen or so small but apparently heavy boxes into a cave just above the waterline. Once they finished, and rowed back to their ship, Marcan slipped away, and headed back towards Sandpoint.

Later, in the back room of his shop, he pulled out a piece of parchment and a hunk of rough charcoal, and set to writing.
"Treasure in a cave is hid
Claim it for us, I do thee bid.
South of town, two miles and more
The cave sits low upon the shore.
Go fast, go swift, be brave and bold
And claim for us a lot of gold!
"
He read it back over, and nodded to himself. Should be good enough. Now I just need to get one of the goblins to "find" this... Whistling, he folded the note, and headed out towards the trash heap, hoping one of the less-bright goblins might be wandering around...


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Noted, and updated in the backstory. Thanks!


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Submitting Marcan Velder, NG Unchained Rogue, for your consideration. (Still have a few gold to spend, as well as one trait and one skill point.)

Crunch and fluff are in the profile.

I'm not super familiar with the PF setting, and not especially set on any specific locale for Marcan's backstory; Magnimar seemed like a big enough city to have a underground to be fleeing from, but I'm open to changing that if there's somewhere else that'd be more interesting.


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Always wanted to give Runelords a try, and I've been itching to get back into PbP for a while now. Seems like a perfect opportunity!

I'm planning to submit a rogue skillmonkey.


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(0 harm, 0/7 luck spent) Initiate 1.0 (Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2)

Wasn't expecting to act out Peter Pan tonight, Arianne thinks as she pulls out the Needle of Mending, and tries to reattach Allison's shadow. As she does, she looks at Sean. "If these things eat shadows, maybe we should get rid of ours. Can you turn out the lights?" How dark is it outside?


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(0 harm, 0/7 luck spent) Initiate 1.0 (Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2)

Sorry for being super late with all this...the last week has been nuts.

1. What is your organization called?

The Collectors. (There's a formal name, but it's in Latin and quite a mouthful. If you're not a member, it's the Collectors.)

2. Are they global or just national?

Global.

3. Where do they store the artifacts you collect?

Arianne's never seen one of the vaults in person, but the New England one is supposedly underneath one of the buildings in Harvard.

4. Who is your main contact?

His name is Chris; I know he coordinates efforts among a few other members in the area as well. He's based out of New Hampshire, so I don't see him in person that often.

Allison:
An ex-member of the Sect, but still friends. Ask them why they left or got thrown out.

So, why'd the "sequester dangerous magic" cult kick you out? Were you holding back? Misuse something? Or did you leave on your own?

Sunny:
You fought together when the tide of monsters seemed unstoppable. Ask them how it went.

Tom:
Friends, but they first met you under your cover
identity, and learned about the Sect later. Ask how they feel about that.

Allison's day job is a counselor/therapist, or we could've met in a hobby of some type, your call.

Sean:
You met researching mystical weirdness, and you’ve been occult comrades ever since.


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(0 harm, 0/7 luck spent) Initiate 1.0 (Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2)

"No, I don't think you're crazy." Arianne told the man sitting in her office. "It does sound like you are experiencing some hallucinations, however. Combined with the headaches, I'd first like to rule out some environmental factors. " She opens a drawer, and hands her patient a small device. "This is a carbon monoxide detector. Plug it in when you get home; if it goes off, spend the night in a hotel and then have someone check your furnace."

That night, Arianne heads to her patient's house. Making sure he's safely gone (the smoke detector was rigged, but not everyone listens), she dons an old suit of leather armor, checks her knife, and slips into his basement. The ominous laugh her patient has reported started up the moment she was inside. Her handler wanted to know what it was, and she was about to find out...

One initiate, ready to go!


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Quick bump to commemorate two years since the first "real" IC post for this game! It's been a blast, all!


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym mutters to herself, " Should that list include arrogance?" Aloud, she replies, "Alright, I guess that'll have to do then."

Belym heads out to the antechamber, and kneels, pressing fists of stone and flesh to the floor. She casts her thoughts into the stone, but without the focus she usually applies, instead listening for what memories may be there, finding what may feel unique to this place.

Fictional justification (hopefully) for a way to find the archive without having to dig up the entirety of Boqueq. Let's ask the dice, shall we?

Discern Realities: what here is useful or valuable to me?: 2d6 + 1 ⇒ (1, 2) + 1 = 4

...and the dice replied.


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 In what ways do you all transgress against privilege and/or tradition?

The first thing that leaps to my mind here is embellishment - e.g. a bricklayer who creates designs in his walls, a researcher whose reports are sometimes in iambic pentameter, etc.

Another random thought - viewing the Erohin with some aspect of their old selves that they've cast off (e.g. if the part of the Erohin's motivation for taking over was to undo the genders/domains/etc they'd been assigned, then remembering/propagating/worshipping those old images would be transgressive.)

How does it feel to Transcend? What aspect of Transcendence is shared by everyone? What aspect is personalized?

If I understand correctly, Transcending in season 1 was basically being possessed by an Erohin. Is that still the case? Feels unlikely given the setup. (Unless there are foreign factions of Erohin...)

Obligation - Royal Court seems good to me.

Don't have any immediate thoughts about the calamity/great change.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

" How long have you been in here? " Belym asks, almost the same time as Roshan.


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Edit: heh, cross-posted.

Not having read Season 1, I kind of agree with Elsine - Scales of Death is the Darkness that makes the most sense to me.

For the settings, Jericho seems like it's too much to stack on to everything else - alternate timelines/hidden worlds/gods walking AND a VR layer atop everything just seems excessive.

Between Toride and Neo Jimazan, I don't feel too strongly; probably lean a little towards Toride.


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The Body:

Nilasa had broken in to try and steal some documents related to smuggling. She was caught by the guy you were chasing (the one with the burnt-oil smell); she tried to escape out the window, but he wounded her, then shot her just in time to interrupt her flight magic (which is how she wound up on the fence).

The embassy tried to hide the wound with healing magic, since the guy you were chasing leaves distinctive wounds contaminated with witchoil (the stuff in the smugglers' vials).

Nilasa had fey pepper on her because she'd drugged the embassy staff with it, trying to make sure she wouldn't be caught during her break in; she then drank an invisibility potion and snuck upstairs.

The doctor was a random passerby who moved to help her when she fell; she pushed what she'd stolen into his hands and he ran.

I think that covers most of it.


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Apologies for the extended silence, and this: I don't think I'm going to have time to run this anytime soon, and it'd be hard to come back from this long hiatus anyway. Thanks for playing! Again, I'm really sorry.

If y'all have any questions about what was really going on, feel free to ask here, or via PM.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

A large cavern, in which hundreds of dwarves are gathered in small groups. Atop a dais at one end, Stonespeaker Sitlynn recites a passage in Elder Dwarfish; even those (like Belym) who can't speak the tongue feel the significance of the words.

As the Speaker finishes, four assistants strike the exposed granite node behind her with mallets; the low booming sound they make echoes perfectly through the chamber, reverberating for minutes.

When the last echoes trail off, all present erupt in cheers; Belym, Arika, and the three other Felstones, as well as those here from other clans, are now full adults.

=======================

Is the crack in the aboleth door still accessible? If so...

If the crack in the door is still accessible:

Belym carefully slips past the visage of Hebron (Dead Surfacer gods and ancient horrors. What am I doing?) and moves towards the two figures she glimpsed previously, studying them as she approaches. Who or what are they?


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Yeah. It's not *too* crazy compared to a melee class rolling H&S for 1d10+1d6+1d4+4 or something, but it beats the snot out of a caster trying to melee for 1d4 :p though I definitely also just handed the DM a golden opportunity, basically explicitly ignoring defense in order to counterattack. Without Elemental Defense I'd be expecting to lose a massive chunk of HP at best.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Not sure if the cultists get close enough for Defend to fire off before or after the aboleth's mental assault. Adjust as you deem appropriate.

As the cultists close, Belym unleashes her conduit, along with slashes from her flaming sword. [Ooc]Spend 3 defend hold for "deal damage equal to your level"; 21 damage in 3 packets. As the aboleths respond, she clutches her head...

Defy Danger Wis: 2d6 + 1 ⇒ (2, 6) + 1 = 9


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

daaang, self-immolation seems more like Roshan's thing!

Belym uses her conduit to raise her stone arm, and flings herself at the first cultist to approach the gap in the aboleth door.

Channel Flying Fist (forceful, teleport): 2d6 + 3 ⇒ (3, 4) + 3 = 10

With her target sent flying, she turns to face the remainder of the cult, planting her feet. Conduit open, she readies a barrage of earth for anyone else attempting to enter the doorway behind her.

Defend the Door: 2d6 + 3 ⇒ (6, 6) + 3 = 15

What, if anything, can be seen through the gap in the door?


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym contemplates her elemental for a moment, before sending it to attack the lone cultist near the aboleth door...

Command Elemental: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Damage: 1d8 ⇒ 2

Down to 1 control

And focuses her attention on the door itself, studying it for weaknesses that she might be able to reinforce.

Discern Realities: 2d6 + 1 ⇒ (2, 1) + 1 = 4

What here is useful or valuable to me?
Well, that's what I wanted to ask :p


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Lore: Doppelgangers are a thing, elves are demons, plague is aboleth-created, and there's a captive golem somewhere.

Loot: Ghost cuffs. (Did Sarah/Sephrahime have anything?)

Enemy: wRong, Sarah

Alignment: Use your Conduit to help someone at cost to your body - pretty sure I've triggered that with a 7-9 at some point.

Bonds: I'll have to mull on this a little bit, think my bond with Ron might need an update.

4 XP brings me to 12/14.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

"I'm not sure you'll believe me; some mornings I don't believe it myself. But Ron's good people, Conwall has saved my life more than once, and Roshan... isn't bad." she replies, quietly. " We came here on hearing of a plague; another friend, a surfacer priest, thought he could help, but he didn't survive."

"What news from Bogdoruhl? Did you make it there?"


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym returns Ron's smile, once the initial shock wears off. Hers widens further on hearing that her kin are near. " As Roshan said - the plan is to get through the portal first. We can catch up on the other side." With that, she leads the way back through.


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Everyone

It takes several hours, and causes some notable disruptions in places, but you manage to commandeer a wagon, and haul the box through the city without inflicting much collateral damage. Retzack, the extended time spent in proximity to the box is somewhat draining, but you're done before you're in any real danger but do please mark 1 hunger. The magic-suppressing cells in the RHC's jail do appear to work on the box, as well; you get the box (and your prisoners) stowed without incident.

As you're finishing securing the box, a cane on the stairs behind you heralds the arrival of your boss. Inspector Supervisor Delft looks you over and says "Must've gotten interesting, from what I hear. What'd you find out?"


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

Michael's got a training regimen at Mirror's hideout early in the morning, followed by courses in neobiology, physics, and Heroic Civics.

Michael{Solmira} heads out, moving towards where he thinks her room is. He's reaching for the communicator when it goes off.

Clothes? I think I can... flashes through his head, before he stumbles into the wall; actually thinking about the alien body he was in caused all the automatic, unconscious processes to just...stop being automatic. Anyone in the hallway would see "her" collapse against the wall, hyperventilating. Does breathing even help?!

It takes a few minutes for Michael to calm down, running through a meditative exercise until he stops thinking about respirat...the problem.

It's been a rather noticable delay when he manages to send Solmira a response: "Think I can manage. Thanks." followed by directions to his room.

Assuming nothing else happens...

Once he reaches Solmira's room, he sends another message. So, how are we going to get everyone back where they belong?


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

"Uhh... If we get split up, and you can't get to my room here, head to 376 Innovation Drive - the side door." Probably shouldn't have said that. Too late now.

As the footsteps get louder, Michael tries to assume a more natural looking pose in Solmira's body. It's...not very good. He does manage to levitate slightly, though there's a great deal more bounce when he moves than Solmira ever shows.


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

Michael offers a sympathetic look to Solmira, and nods at Tox's response.  "Hey, if life was supposed to be easy, we wouldn't need schools.  Or hospitals.  Or teams, for that matter."

"As for me...Ricardo's right, I am here by choice.  When I first found out I had powers, it was awesome, right?  Best thing ever when you're 10.  I came for the fun. If anyone had told me then how much work it would be, I might've skipped out, ended up like the Blockbusters or worse.  Now, though...it just feels good, what we do.  Try to do."


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym advances on the guards, waving her good arm menacingly, and allowing a small hail of pebbles to fall to the floor from her stone arm. "Think you can escape us? None of you are the one I seek - tell me where Sarah is, and I may let you leave this room, instead of entombing you in it."

Parley?: 2d6 ⇒ (5, 2) = 7


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Actually, you guys are in the next district, a 10-15 minute walk away; but Adir relayed your location to Kappa previously, and Kappa's timeline had plenty of wiggle room; feel free to add yourself to the scene, Kappa.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Odd... I'd have expected both of them to be eager to dispose of demonic tomes. But all she says is "Do what you think is best."

Clearly Conwall should do the talking! :P I'm not sure what else to try either... One of you could try the Farsight Stone, since you've actually met the people we're looking for?


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Mission accomplished - definitely somewhere between "serial killer trophies" and "ominous spell foci" to me :p


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So my basic thoughts:

You can do as much in one post as you reasonably feel like you can predict the result of. Generally, that means rolling 10+ on the first move, or a 7-9 that has an explicit, player controlled consequence.
And of course, if I feel like you're doing too much, I'll let you know.

So, as a few examples...

6- on anything? Stop there :p

Roll a 10+ on a Spout Lore? Sure, describe your next action if it won't depend on what the Lore you get is.

Cast a Spell (7-9) then H&S: probably fine, as long as you don't pick the "draw unwanted attention" 7-9.

Multiple H&S: fine, as long as you get a 10+

Roll a 7-9 on H&S: that explicitly calls for a GM move in response, so stop there.

Defy Danger: on a 10+, you can usually proceed.

As a special case, my "house rule" for Defy Danger is that on a 7-9, you may narrate your own consequence and keep going. If you impress me with your deviousness or masochism, I'll tell you to mark XP.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

The dwarf will bow to the retcon guidance of those who've been in the castle and actually seen the enchantress we're looking for.


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Retzack

The man you walk past takes advantage of the opportunity to drive his dagger into your side take 1d6, but you easily separate Burke from his assailant and drink. Gain 1 blood. The man you're holding still struggles in your grasp; what do you do?

Tethys

Enjoy your XP!

You channel, and do create some more ice out in the street nearby; it's not until you've closed your conduit that you notice the audience you're attracting from this busier street - or that a couple of passers-by had moved closer to you, and have now collapsed on the ground near the box. What do you do?

Burke

The two unencumbered thugs glance at each other, then run; one heads past Tethys down this street, while the other turns back down the alley. Retzack still has claws in the last one. What do you do?

Black Kappa

The oil is decidedly unpleasant. It reminds you of the Bleak Gate, the realm where newly deceased mortal souls linger before they pass on; the way it's mingled with the blood...this could be from some hybrid of a creature from that realm, and this world.

The notes don't seem to directly relate to this blood; there's some discussions of surgical techniques that seem more advanced than you thought possible, as well as extensive notes about physical reactions to various traumas, but nothing otherworldly.

Eldin asks to see your RHC badge again before answering. "He's had several visitors over the weeks he's been staying here, none in the last few days that I'm aware of. He'd also recently exchanged several letters with the Danoran embassy. "


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

I'm voting for "save time, use bandages" - 'a few hours' sounds like less than a full Make Camp to me.

"I saw him. I buried him. It's not impossible, but...I don't think Tom is coming back."

After a minute: "Ron, though... Ron might be okay." She pulls out a round, flat package. She sits, cross-legged, with Remorse across her thighs and the stone in her lap, and focuses on a mental image of Ron.

Defy Danger Wis: 2d6 + 1 ⇒ (5, 2) + 1 = 8

Hoping this thing works on people; I think it was a +Wis roll to activate, modify as appropriate if not. That's a 7-9 on anything but Str (6-) or Con (10+).


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

It takes Belym a few moments to react, but her face darkens with anger as she raises her arm. "How dare you!" she yells at the creature, as stones fly from her conduit.

Overchannel Giant's Sharpened Stones: 2d6 + 3 ⇒ (4, 6) + 3 = 13
Damage, forceful 2 piercing: 1d6 + 3d4 ⇒ (5) + (4, 3, 2) = 14


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Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

Vanadin watches the elvers, waiting for a moment when they are clustered together. If they're doing disciplined patrols, I'll just take what I can get. "OK, go!" he hisses, before emitting a deep howl. Flicker flashes, and the light in the clearing dims, as a flare erupts in front of the elvers.

Bend Light: Attack: 2d6 + 2 ⇒ (1, 6) + 2 = 9

Bend Light:

When you convince natural lights to bend to
your will, choose one and roll +CHA.
On a 10+, the chosen effect works perfectly.
On a 7-9, it works, but the light is fickle and the effect will not last long - you'll need to hurry to take advantage of it.
On a 6-, the light is sick of being bossed around - the GM chooses one from the list and uses it against
you!
You command the light to attack - temporarily blind or stun a group within Near range.


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More importantly, Gorn would be utterly convinced that this other so-called 'bard' was nothing of the sort :p


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

Michael nods. "Alright, I'll try to keep us out of his path. That shouldn't be too hard... If he's here, he's probably not looking for my team. " Accepting the shift.

Thinking more about what she just said, Michael becomes visibly bothered. "But they are my team. Ricardo is still my friend; sure, I'm worried about him, but he's my friend. Tox seems as reliable as Quentin. I agree that something feels off about Solmira, she's probably hiding something; but I thought that's why you wanted me keeping an eye on her? "


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

When Sorrel eventually heads back to his room at the Institute, he finds a carefully wrapped, foot long package with a note on it. "Ricardo - toss this in the oven for a few minutes. Enjoy! Quentin "

In the lab, Michael steels himself - Mirror's not going to be terribly happy with this answer. "Not much...I kind of got caught up in the moment. DarqSoul tried to tell me this was all about money, which seems unlikely. And they had time to plan in advance - they were set up for the Choir, not the Alliance; this wasn't a spur of the moment thing. "


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Is the DD for the ichor +dex because it's slippery, +con because it's Bad, or something else?

Defy Danger +Something: 2d6 ⇒ (4, 6) = 10 Well, as long as it's not Str, I appear to be okay :p

Belym launches another volley, this time at the giants that are busy presenting an easy target.

Overchannel Giant's Sharpened Stones: 2d6 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6
Damage, Forceful 2 piercing: 1d6 + 1d4 ⇒ (1) + (4) = 5

Really? Missed with a +4?!


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

"Maybe? We definitely don't have a name yet. I think it could work out - we've managed all right, and I definitely owe Sol and Sorrel, in particular, after that first outing." It's hard to say we're a team when everyone scatters as soon as the mission's over, though. "Guess we'll see what happens." he says with a shrug, and feigned nonchalance.


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

Yeah, totally get that. That was intended as "declaring 'interesting' facts about the situation", not "ack no wait help please!" Turnabout totally wants to take this guy down just to show he can.


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

I did, in fact, originally have "station wagon" in the "why aren't we getting a cool car?!" complaint before it occurred to me that a centaur probably wouldn't fit in one :p


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Kappa

You've passed several valves that could be used to seal off parts of the ventilation system. Your best guess - it's hard to tell with all the echoes - is that a number of the connections between the second and third floors are being closed. If you don't move fast, you won't be able to leave the way you came in! What do you do?

Ground Floor

Burke, you (eventually, after several and with the assistance of a couple of embassy staffers blocking other hallways) manage to corral your colleague. Once you get him restrained, he reverts to his normal form shortly. As you look around, it's fairly obvious the embassy staff now have a fairly low opinion of you. The consular approaches you, and says in a low voice, " While I appreciate you pointing out the Fey pepper to me, I'm afraid I have to ask you to leave. We've really had quite enough incidents for one day. I'll keep your office appraised if we discover anything about the young woman." What do you do?


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Protege 2.2 | Danger -1, Freak +2, Savior +1, Superior +1, Mundane +0 | guilty, insecure | +1 ongoing to getting team in shape

Resources: "Surveillance gear" makes a lot of sense. Thanks!
Name: Turnabout - that's perfect.

Demeanor/Influence: missed that part. I'll go with Playful, meaning I'm handing out influence to Quickman and Tox. (Michael is volatile and impulsive, but not a jerk. Well, not always. And sometimes feels bad about it afterwards.)

The villains of your generation have just started coming into their own, and gaining notoriety. which two villains most worry Guardian Mirror?

Well, there's the Burrower. Six months ago, he got caught by local cops trying to dig his way out of a TunnelBus with their cash register. Since then, he's gotten better, fast. Last week, he cleaned out a research lab with noone realizing anything was wrong until well after he was gone - but the guard showed clear signs of memory modification. He's getting help, from someone or something - at least, Mirror thinks so.

She's also worried about Snowflake. She was a promising winter mage when she finished her training at TITAN a few years ago, but she fell off the radar after failing to join any of the big teams. And there were those freak snowstorms last week...

You and ____________________ teamed up a few times before the rest of you came together.
Your mentor is cautious; they asked you to keep an eye on __________________.

Mirror asked me to keep an eye on Solmira; something about her backstory just doesn't add up.
Quickman and I teamed up a few times before the rest of you came together. I'm initially thinking someone tried to get the two of us in trouble somehow, and we worked together to clear our names?

We stuck together after all was said and done. Why? How’d we keep in contact?

"How" was pretty easy; Mirror showed me how to set up a secure subchannel on TITANic's net. For the Why, I'm generally onboard with Sorrel's outline - we worked together well enough that we almost have to.


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Human Druid 2 | 18/18 hp, 1 armor, d6 damage, 5/9 xp | str +2, Dex +0, Con +0, Int +1, Wis +2, Cha -1

I'll generally agree with Laguna. I'd add a little more - I think the alternate Defy Danger works well, and narrating your own success on a 10+ sometimes works fine also, but (to me) the motivation for both changes is to help increase the pace of a PbP game by allowing more to happen in one round of posts, and both of those come with the caveat that the player has to have a good grasp of "a move that follows" - it's hard to do your own 10+ Discern or Spout Lore or Parley, and the 7-9 Defy only really works if the Danger has been clearly identified.

That said, I think it'd be totally fine to say "please suggest complications/setbacks on any 6-/7-9 in ooc text", which you could then use, adapt, or ignore freely, if you're worried about getting stuck creatively.


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Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Thanks for running this! (And thanks to my fellow players as well!)


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Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

The spear's point is a Duskblade. When it draws blood, it surrounds both the wielder and the victim with a magical darkness, strong enough to dim (or extinguish) even divine light. Based on the runes on the spear's haft, similar magic may have been involved in the binding that was on Sola when Vanadin found it.

At Gorn's question, Vanadin glances around. "I'm not sure... Though if you didn't see him leave, there's really only one place he could be." He gestures down the hallway before moving cautiously down it, Flicker providing illumination.


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Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

That exclusion (I think) just means you can't pick a different multiclass move (e.g. Captain's Discerning dabbler) to get around the "one level lower" clause.


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So, just for clarity, here's what I think just happened:
Everyone save Kappa went outside and conversed. Adir, Retzack, and Tethys went back inside, told LeBrix they wanted to go see the scene; he started leading you up a flight of stairs. All this happened before Kappa started breaking windows.

Black Kappa

You quickly find an office that's now completely vacant, and has a nice view out the side of the building. What do you do? If the answer is "remove vent cover, break window, move on", then give me a single Defy with Dex and that can cover 'break all the now-easy windows on the floor'. If you're doing anything specific to cover your tracks, try and make it easier, etc please describe it.

Burke

Crell just kind of nods. Bree thinks about objecting, but looks down at the glass, up at the windows, and back at you, then nods and steps aside. Assuming you go in The lobby is abuzz; you don't see anyone you recognize, but several people in the lobby are standing and looking confused, and more people are sticking heads out of doors. There are two stairwells visible, one each to your left and right. What do you do?

Adir, Retzack, Tethys

LeBrix leads you over to a stairwell, saying that the hallway is up on the 4th floor. He's just unlocked a door leading up from the 3rd when the sound of breaking glass starts. He looks conflicted, but finally says " It's right up here. Go ahead, I'll catch up. " He runs down the stairs, in the direction of the noise. What do you do?

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