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Wits

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Everything posted by Wits

  1. Saturday 12 GMT it is then, I'll join later. Bring Baruch/Taitale with if you depart the city.
  2. Dang, looks like I won't make it before 13 gmt next Saturday. You can start without me and I'll join at 13, or we can postpone the game till 13, or we can play on Sunday. Any of these should work for me. Thanks for the PM'd extra infos on the seniors, people, helps me a lot!
  3. I'm planning a story that expands on the senior magi Octavianus, Pistrello and Karvith. If someone has some information on them that they would like to incorporate, tell me. If not, I'll just invent them myself.
  4. Baruch claims 1 Rego and 5 Auram in Winter 2016
  5. Adrian and Schwarzbart: I'm going to have her tail us back to the covenant after the drake incident to see where Baruch goes (I'll do a little scene before we begin tomorrow so you'll see how that comes about). So she'll know about the covenant (and be able to find her way back there with the Homing supernatural virtue), and she'll know about Baruch's capabilities, having seen him in action. She won't be able or willing to enter yet, though, but this might help with setting up a quest later.
  6. Of course, having it constant doesn't really DO anything, since the creature could just activate it in the morning and evening. I guess it's mostly useful if the power is such that the creature might get killed if it gets turned off. I added it to the speed thing because I felt it would be silly for the bird to be shifting in and out of fast mode.
  7. Schwarzbart: It's on RoP:M 36 in the text box: A Greater, Lesser, or Personal Power can be made constant, triggering automatically at both sunset and sunrise and continuing perpetually as long as the character has a Might Score and the Might Points needed to activate it. The effect must be designed with Sun duration, and costs an additional magnitude on top of that. As for the greater power, I just had 25 levels left over and needed to spend them, but you're right of course. I'll think about it - If I can come up with a suitable effect for 25 levels, I'll add it and get improved powers. Thanks for checking her out!
  8. Here's Baruch's familiar, Kokko the thunderbird: http://www.learner.org/jnorth/images/graphics/d-e/eagle_Dnsville5-19-05.jpg If it's OK with everyone, I'm going to introduce her briefly at the beginning of the next session, but not bring her into the game yet. If anyone would be willing to GM a session where Baruch befriends her, or incorporate the befriending as a sideline of another story, that would be great. She has a major story flaw concerning a feud with a Gryphon that could be used if the GM so wishes - I can provide stats for an earlier-edition Gryphon. Notice also that Kokko can reinforce inclement weather, including some of Baruch's lesser weather spells (under level 20), but can't create weather phenomena on her own. She also cannot speak and is immune to weather. Schwarzbart's familiar comes first, though, so Kokko's adventure would probably no be in the immediate future. Kokko the Thunderbird Thunderbirds are described in mythologies of peoples American, Nordic, Arabic, and more. Thunderbirds' eyes and wits are thought to be sharp, their wings swift, and their talons deadly. They are sometimes also thought to be the foul, screeching harbingers of storms. Thunderbirds are aerial predators of the magical world. They prey on small and mid-sized magical creatures of all kinds, from spirits to elementals to animals to humans. Their niche near the top of the magical food chain means, however, that thunderbirds also tend to be proud and solitary. This particular thunderbird is at the Summer season of its life; she is still looking for a suitably magical and safe location to nest in. Her search has been complicated during the last few years by the emergence of hostile drakes that seek to turn her from hunter to quarry. To make matters worse, her pride recently enticed her to attack a full-grown Gryphon. The vengeful beast has since hounded her, using its powers to locate and attack her at the most inopportune moments. Although she has thus far managed to evade the beast, the situation is beginning to worry her. Magic Might: 22 (Auram) Characteristics: Int +2, Per +3, Pre ‑3, Com ‑3, Str ‑2, Sta +1, Dex +3, Qik +7 Size: ‑2 Season: Summer Age: ‑‑ (‑‑), Height: 99 cm, Weight: 15 kg, Gender: Female Decrepitude: 0 Warping Score: 0 (0) Confidence: 1 (3) Virtues: Magic Animal, Homing Instinct*, Second Sight*, Keen Vision (Sight: +3), Puissant Brawl, Greater Immunity (Weather), Lightning Reflexes (Initiative on Surprise Attack: +9), Great Quickness × 2, Improved Characteristics (×2), Unaffected by The Gift* Flaws: Magical Monster, Anchored to the Air [Penalty: ‑3], Proud, Plagued by Supernatural Entity (Gryphon) Qualities and Inferiorities: 3x Greater Power (weather, spirit & teleport) 3x Personal Power (sight & movement) Monstrous Appearance (electric coloration, monstrous claws) Improved Attack × 1 (Large Talons: +2) Improved Damage × 1 (Large Talons: +3) Improved Defense × 1 (Large Talons: +2) Improved Initiative × 1 (Large Talons: +3) Improved Soak (Soak: +2) 3x Improved Powers 3x Minor Virtue (Homing Instinct, Second Sight, Unaffected by the Gift) Personality Traits: Bird +3, Proud +3, Independent +3, Fierce +3, Dispassionate +3 Combat: Large Talons: Init: +10, Attack +18, Defense +20, Damage +5 Beak: Init: +7, Attack +10, Defense +14, Damage ‑2 Dodge: Init: +7, Attack ‑‑, Defense +14, Damage – Soak: +3 Fatigue levels: OK, 0, ‑1, ‑3, ‑5, Unconscious Wound Penalties: ‑1 (1‑3), ‑3 (4‑6), ‑5 (7‑9), Incapacitated (10‑12), Dead (13+) Abilities: Athletics 5 (flying) Stealth 1 (Sky) Magic Lore 2 (Creatures) Awareness 4 (Sky) Finesse 3 (Teleporting) Second Sight 3 (Invisible things) Brawl 5+2 (Large Talons) Hunt 5 (Magical quarry) Area Lore: Area 1 (England) Survival 1 (Orienteering) Vis: Vis: 5 Pawns of Auram (feathers); Powers: [Greater Powers x 3: Weather, spirit, teleport, eat = 150 levels, +10 mastery points] Severe Weather (ReAu 40) [Qik -4, cost 0 [used 4 mastery points levels to reduce cost by 4]] When the thunderbird wills it, the weather in the locale intensifies. Breezes become winds, winds become gales, gales become hurricanes, and whirlwinds become tornadoes. A drizzle becomes rain, rain becomes a monsoon downpour, and a downpour becomes a flooding deluge. Clouds become thick, dark and imposing. A mist becomes a fog, and a fog becomes impenetrable pea soup. Lightning strikes become forked staccatos of lightning. And so on. This power can only reinforce weather phenomena by one step as indicated in the Creo Auram guidelines: a phenomenon that was originally a breeze cannot become a gale through the use of this power. The power will also strengthen any magically created inclement weather if the magnitude of the effect that caused the weather is less than the character’s Might / 5 (round up). The intensification lasts for a few minutes or until the original phenomenon subsides. It affects the weather within approximately 300 cubic meters. [This power is an inverted version of Air for Flying on RoP:Magic p. 69] (Base 10, +3 Sight, +1 Diameter, +2 Group) Blitzjagd (ReAn[Co] 40) [Qik-4, cost 3 [used 1 mastery point to reduce cost by 1]] Transports either the thunderbird itself or someone it touches to any place within seven leagues. The bird must see the place or have a suitable Arcane Connection. If the bird fails an Intelligence + Finesse stress roll of 9+, the arrival goes slightly awry. The thunderbird uses this power to hunt: it appears right next to its quarry, flings a land-based quarry high up into the air, separates creatures from their flocks, or uses the flesh and blood of an escaped quarry to catch it. (Base 30, +1 Touch +1 Corpus Requisite) [This effect is a modified version of Seven League Stride, Core 135] Matter Over Mind (MuMe[An] 45) [Qik-5, cost 0 [used 5 mastery points to reduce cost by 5]] Forces a spirit to solidify into a lump of animal flesh. The size of the lump depends on the spirit’s might as per RoP:M p. 135. For example, a spirit of Might 1 becomes a lump of size -18 and a spirit of Might 15 a lump of size 0. Although the lump of flesh is incapable of movement and self-defense, the spirit may still use any powers it has. (Base 25, +2 Voice, +2 Sun, cosmetic requisite) Yummy Ent (PeHe 5) [Qik-1, cost 1] A non-living wooden object up to a pace across turns into dust that can be consumed by the thunderbird. (Base 4, +1 Touch) Salt of the Earth Elemental (PeTe 5) [Qik-1, cost 1] An object of stone or weaker material up to a pace across turns into dust that can be consumed by the thunderbird. (Base 4, +1 Touch) [Modified from First of Shattering, Core 155] Gather the Essence (ReVi 15) [Qik-2, cost 2] Concentrates the raw vis in an object into one part of that object, which can then be removed or consumed. (Base 10, +1 Touch) [Modified from Gather the Essence of the Beast, Core p. 162) [Personal Powers x 3: sight & speed 3x25=75 levels, +5 mastery points] Spot the Magnificent Quarry (InVi 15) [Qik-2, cost 0 [used 2 points to reduce cost by 2]] Makes the thunderbird see vis as a bright violet sheen. This makes vis-bearing creatures easy to spot, but also makes it easy to tell which part of a creature’s body holds vis. (Base 1, +2 Sun, +4 Vision) True Sight of the Air (InAu 15) [Qik-2, cost 2] As the spell. (Base 1, +2 Sun, +4 Vision) Eyes of the Eagle (InIm 25) [Qik-3, cost 2 [used 1 point to reduce cost by 1]] As the spell. (Base 3, +2 Sun, +4 Vision) Wings of the Thunderbird (MuAn 10) [Qik-1, cost 1 [used 1 point to reduce cost by 1]] The thunderbird’s body is unnaturally smooth and frictionless. It flies and dives at double the speed usual for a creature of its size. (Base 3, +2 Sun, +1 Constant) Beware the Godlike Gadfly (InVi 10) [Qik-1, cost 0 [used 1 point to reduce cost by 1]]] Detects the Might of all magical creatures that the thunderbird can see and that have a might below that of the thunderbird's. The creatures blink briefly with an aura that ranges from bright blue (might 1-10) to bright violet (might 10-20) to bright red (might 20-30) to bright orange (might 30-40) to bright yellow (might 40-50) to bright white (might 50-60) to bright grey (might 60-70) to black (might 70+). (Base 2, +4 Vision)
  9. I'll bring Baruch if needed, but I might also bring Taitale for later if there's room & if there are sufficient magi.
  10. I'm thinking about creating a familiar for Baruch. What do you feel would be a suitable might level for the familiar, and how should it be decided? What is Fishy's might? Sedala's is 20, but she's (one half of) a companion. What do you have in mind for Dirk's familiar, Schwarzbart? Baruch would obviously be able to forge a familiar bond with a fairly powerful creature in his specialty areas, but would he be able to find such a powerful creature willing to become his familiar? Edit: Also, should familiars be designed as grogs or as companions?
  11. Do you mean Arabella never revealed Stephen's whole plan, i.e. what he intends to accomplish by stealing the crown? We still know everything you've written above, right?
  12. Baruch: Practice. Master The Aura of Rightful Authority for Quiet Casting Taitale: Practice. Finesse for flying constantly Arabella: Book. Intellego summa
  13. Baruch: Book. Teach Your Apprentice: Mentem Taitale: Practice. Finesse for flying constantly Arabella: Josephus Triceres teaches Latin
  14. "I suppose we could simply fly above Libellus and see if we can find a graveyard of some kind - they must have put the bodies of all the people who died in the dragon attack somewhere nearby. Even if we gain access to the graveyard in this way, though, we might not be able to tell the which grave is Edith's father's."
  15. Yes, today normal time it is. Too bad about the keyboard, though.
  16. Just wanted to clarify: We decided to play next Saturday , not Sunday as Nyaa mentioned. Correct me if l'm wrong.
  17. We decided to skip this weekend and try again next week. Can you make it next Saturday cj?
  18. The internet works, though I haven't tried with mirc yet. So see you tomorrow. Freespace: the roll to fly the boat is intelligence and finesse, not dexterity. Finesse is also used for fast casting, in addition to the things nyaa mentioned. Edit: I also thought cj was going to run. Is it ok for you cj?
  19. Cool story! Thanks for sharing it. Edit: Also, a word of warning: We'll be at our summerhouse for the next three weeks; I should be able to get to the internet from there and play normally, but if that fails for some reason, I'll be absent until the end of June. Shouldn't happen, though.
  20. Taitale is getting pretty awesome with flying by now - he has a score of 9 with that, if you want to take him as a chaffeur in my absence.
  21. I figured we should start adding any custom effects we create on here so that the other players can check them out and know what's going on when we use them in adventure. Baruch: Ceci n'est pas une brouillard (CrAu[Re] 15) R: Voice, D: Diam, T: Ind Req: Rego Creates a smelly fog around the designated target, covering an area a few paces across. The target is blinded and has difficulty smelling anything but the fog, if applicable. The fog moves with the target and does not thin before the effect ends. (Base 2, +2 Voice, +1 Diam, +1 Rego requisite, +1 Unnatural [cast indoors]) King’s Lynn is in England (CrAu 15) R: Touch, D: Sun, T: Ind As this spell is cast, a thick fog billows from the caster and soon covers an area approximately three hundred paces across. It limits visibility to a few meters and dampens sound. The fog remains till sunrise or sunset, but it may be moved by the wind. (Base 2, +1 Touch, +2 Sun, +1 Unnatural [cast indoors], +1 Size) Invested Effect: Bolt from the Brume (CrAu 25). R: Sight D: Mom T: Ind Penetration: 32 Uses: 12 A lightning bolt strikes at the chosen target from a stormy sky, doing +30 damage. There must be a storm. There cannot be anything between the clouds and the target. Those near the target must make Size stress rolls of 6+ to remain standing. (Base 5, +3 Sight, +1 Slightly Unnatural)
  22. Ah damn, I'm going to have to withdraw that, unfortunately. Can't play this weekend at all.
  23. Baruch: Reads the Imaginem tractatus. Nah, invents 2 spells, Ceci n'est pas une brouillard and King's Lynn is in England Taitale: Attends the High Priest's Hyperborean Lore class Arabella: Is taught privately in Latin by Josephus Triceres; Baruch reads in the same location so as to extend parma. Nah, helps Baruch in the lab.
  24. Another thing: CJ can't make it next weekend. I can't make it on Saturday, either, but Sunday might be possible. Anyone who can't make it on Sunday? If people can make it, would someone like to GM? If not, we'll skip next weekend, probably. Should I make a new doodle? Did people find it useful?
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