|
Post by Gigermann on Oct 17, 2009 17:45:11 GMT -6
Quickening Notes:- (For #1) 22pts, (#2) 34pts
- You may rearrange a bit from what was picked during the game, provided the previous parameters remain—Rhômmish (Accented), +2; min 1 Quirk, up to a full Disad (full Disads at Quirk level are available);nobody take the same Traits.
- Disad limit of half (11/17) without specific GM clearance. No limit on Limitations.
- If you have an idea for a Trait you would like to take, but is not on the sheet, and doesn't conflict but can replace an existing item, then we can perhaps deal—clear it with me. (Aaron's Flashbacks are a good example, as is Rigil's "wood-cutting" Quirk)
- Add Flashbacks at -10 to Gunnarr's sheet (for Aaron)
- The addition of #2's points puts you at QL2. This requires that you spend 12pts (6 ea) to raise Sphere Resistance (Life & Prime) to 4 (QL x 2).
- Items not on the vanquishees' character sheets but on the Quickening Abilities list (here) might be doable—ask me.
- "Bits of Knowledge" Perks may include the following examples: character's history, battle plans or intelligence, troops & position, etc.
- Some "understood" or default skills are/may be available; Area Knowledge, for example, and some default uses of low-TL skills.
- CF:Rhômmish should be renamed Corran (equates to "Catholic")
- Language:Brigandine should be retooled as CF:Pagan (unless I come up with a better name)
|
|
|
Post by Rigil Kent on Oct 17, 2009 18:01:29 GMT -6
Awesome: Gunnarr Quickening (22 points. I also spent the 7 points of skill points at the time ... although now, based on your comments, I may need to retract them): - 2 points to learn Rhommish (Accented).
- 1 point to learn Bjorning (broken).
- 5 points to negate Pacifism (Reluctant Killer).
- 15 points to pick up Discriminatory Smell.
- 2 points into Bow.
- 1 point into Riding (horse).
- 1 point into Fast Draw (Arrow).
- 1 point into Stealth.
- 1 point into Broadsword.
- 1 point into Soldier/TL4.
- Quirk: Never raises voice unless necessary (+1)
Gerðarr Quickening (34 points, I also spent my 3 points from the game session.) - Extra ST +1 (10 pts)
- Sphere Resistance (Life) to 4 (6 pts)
- Sphere Resistance (Prime) to 4 (6 pts)
- Perk: Quickening Knowledge: Gerðarr Intel (1 pt)
- Artist (woodworking) (1 pt)
- Boating (sailboat) (1 pt)
- Boating (unpowered) (1 pt)
- Broadsword (2 pts)
- Navigation/TL4 (sea) (1 pt)
- Seamanship/TL4 (1 pt)
- Shiphandling/TL4 (1 pt)
- Tactics skill (6 pts)
- Quirk: Does woodcutting when distracted or thinking (+1)
The numbers actually add up weird in the GCA program - it's as if I spent 1 less point from the first Quickening, and 1 more in the second, so I can't quite figure that out...
|
|
|
Post by zenwolf on Oct 17, 2009 21:29:34 GMT -6
34+10 original quickening points +16 unspent character points
Advantages Enhanced parry broadsword [5]
Skills
Tactics 4[4] Riding horses +1[2] Swimming [1] Climbing[1] Body Language [1] Acrobatics [2] Theology (the old gods) [1] Heraldry[2] Area knowledge(north sea) [1] Broadsword +8[12]
Technique Counter attack broadsword [2]
Perk Style Familiarity (Sword and shield Fighting) [1] Don’t know what this would do for me but if it is useful I will take it. Otherwise…
Quirk Runs hands through hair when thinking [-1]
Spere (prime) 6 Sphere (life) 6
41 points spent.
3 remaining original quickening points 16 unspent character points
|
|
|
Post by Gigermann on Oct 18, 2009 14:32:43 GMT -6
34+10 original quickening points +16 unspent character points Advantages Enhanced parry broadsword [5] Skills Tactics 4[4] Riding horses +1[2] Swimming [1] Climbing[1] Body Language [1] Acrobatics [2] Theology (the old gods) [1] Heraldry[2] Area knowledge(north sea) [1] Broadsword +8[12] Technique Counter attack broadsword [2] Perk Style Familiarity (Sword and shield Fighting) [1] Don’t know what this would do for me but if it is useful I will take it. Otherwise… Quirk Runs hands through hair when thinking [-1] Spere (prime) 6 Sphere (life) 6 41 points spent. 10 remaining original quickening points 9 unspent character points Let me know if I am doing this wrong. Go ahead and annotate the stuff you got from #1 also. And what's up with the 10pts? Spend those too. Don't go spending all your regular earned CPs on this stuff either—those aren't QCPs, and "shouldn't" count towards your Quickening Level—only if "you need a little more." Totally unrelated topic—just realized McN/ASmith hasn't been nicknaming people lately
|
|
|
Post by zenwolf on Oct 19, 2009 10:53:34 GMT -6
From #1: enhanced strength [10] Riding [1] Shield +2 points [4] Bought off Pacifism
Perk: Cultural familiarity Rammish Quirk: Bites fingernails.
Also modified previous post. I still have three QCP left. I was thinking of getting the DR from #2. Of course if someone else wants to get it I can look at something else.
|
|
|
Post by Rigil Kent on Oct 19, 2009 12:34:30 GMT -6
I say go for it. I almost snatched both levels of enhanced strength from #2 to jack my ST to 13, but ended up sinking most of my QCPs into skills.
And happy b-day. May it not suck.
|
|
|
Post by Rigil Kent on Oct 20, 2009 11:12:19 GMT -6
In regards to the actual game (and not the QCP stuff), I think Awesome's very first action is going to be to check out Adam since he (Awesome) is not aware that we have the regeneration thing. Although we recover HP slowly, I suspect it would still be noticeable to a medic or Healer ... so Awesome is likely going to react with some surprise to see tissues begin to knit back up...
|
|
|
Post by Gigermann on Oct 20, 2009 13:39:57 GMT -6
In regards to the actual game (and not the QCP stuff), I think Awesome's very first action is going to be to check out Adam since he (Awesome) is not aware that we have the regeneration thing. Although we recover HP slowly, I suspect it would still be noticeable to a medic or Healer ... so Awesome is likely going to react with some surprise to see tissues begin to knit back up... I think it would go this way: His Regen is 1/Hr, so it'll take some time to notice any changes. I suspect you will have bandaged him up (SK:First Aid—incidentally, this will heal as normal) before you had a chance to see anything. Later in Ep11, you'll have a few minutes to check his wounds and maybe stitch him up, at which point you may notice some accelerated healing has occurred. Some other points to consider for next week (before I forget ): - Everyone knows that they have the Powers they picked up (i.e. Alternate Form), and they know how to turn them on (or whatever) It may take a little effort to convince yourself to use them, though—especially Alternate Form. Bear that in mind when "discovering."
- Gerðarr's weapon is a named changeling weapon (+1), and AColt is picking up the "Bit of Knowledge" to use it.
|
|
|
Post by Gigermann on Oct 20, 2009 14:33:33 GMT -6
I think it would go this way: His Regen is 1/Hr, so it'll take some time to notice any changes. I suspect you will have bandaged him up (SK:First Aid—incidentally, this will heal as normal) before you had a chance to see anything. Later in Ep11, you'll have a few minutes to check his wounds and maybe stitch him up, at which point you may notice some accelerated healing has occurred. Forgot—the bleeding will have stopped rather quickly for a wound of that severity.
|
|
|
Post by Rigil Kent on Oct 20, 2009 14:40:38 GMT -6
Which would initially baffle JWesson ... before he recalls seeing Gerðarr's throat regenerate ... which would then lead him to suspect we (or at least Adam) have that kind of regenerative ability. Just in case not, though, he'd treat the wound as normal.
|
|
|
Post by Gigermann on Oct 20, 2009 15:06:02 GMT -6
Another note: As the defenses were being prepared, the Mithrites were asked their opinion as to where to best place the gap in the palisade. The choices are as follows: - North: Toward the Wall, the Enchanted Forest, & the Stone/Creek
- East: The E. Road out of the village (where the duels occurred, and the likely direction of the Brigandines' approach)
- South: Toward open fields, farmland, etc.
- West: The W Road out of the village, crossed by the creek-ford
Choice?
|
|
|
Post by Rigil Kent on Oct 20, 2009 16:05:13 GMT -6
My initial thought is East, so they are funneled into a kill pocket, but with a few effective combatants as we have, the West might be a good idea depending upon the width and depth of the creek. I wish to utilize my Tactics skill (13) to select the option that appears to provide the most assistance to our side.
Rolled a 4 (crit!, which GM saw), but the boards are eating the random thing here.
ETA: Upon consulting the rules, Strategy definitely fits better, so I was obviously using the Tactics-6 default, probably/possibly with a Sam assist.
ETA2: I'm presuming that Sam filled us in regarding the historical precedence of a village like this not having the authority to construct a palisade without the March-Reeve's approval, so I'm planning on Awesome stepping forward and insisting that it was his idea and, if necessary, that he bullied the people in the village to get it down (two disadvantages coming into play: Selfless and Sense of Duty to civilians.)
|
|
|
Post by Gigermann on Oct 21, 2009 8:09:41 GMT -6
My initial thought is East, so they are funneled into a kill pocket, but with a few effective combatants as we have, the West might be a good idea depending upon the width and depth of the creek. I wish to utilize my Tactics skill (13) to select the option that appears to provide the most assistance to our side. Rolled a 4 (crit!, which GM saw), but the boards are eating the random thing here. I'll give a bit more defensive bonus for the good roll. ETA2: I'm presuming that Sam filled us in regarding the historical precedence of a village like this not having the authority to construct a palisade without the March-Reeve's approval, so I'm planning on Awesome stepping forward and insisting that it was his idea and, if necessary, that he bullied the people in the village to get it down (two disadvantages coming into play: Selfless and Sense of Duty to civilians.) Acknowledged.
|
|
|
Post by Gigermann on Oct 21, 2009 10:27:09 GMT -6
I also picked up Gerðarr battle knowledge. Just FYI. Awesome's Intel: - The Brigandines' army consists of ~700 fighting men, with ~350 support/slaves, 25 longships, and mounts for the fighting men.
- Force commander is Grímarr, eldest son of Einarr; godling general and wizard. He is also current chieftain of the Bjorning tribe. He is being advised by, but not reporting to, a liaison from the Witch Queen—the nature and purpose of which was unknown and/or unimportant to Gerðarr.
- Current situation is moving from east to west, collecting tributes from coastal settlements, and suppressing those that resist. Sending out small hand-picked groups to collect, keeping the main forces in reserve. This is the second year/campaign, and is expected to be easy.
- The army has suffered few losses (some at the hands of some pesky godlings ). The men are a bit restless, the haul having been a bit light this year, and are worried about their share.
- Due to other possible repression operations, the army won't be able to commit its entire force to suppress Stone Creek—maybe half.
|
|
|
Post by Rigil Kent on Oct 21, 2009 10:41:23 GMT -6
Only half? Gah. 350 people ... against what? What resources (apart from the PCs and the other Mithrites) do we have at hand?
Noting that the guys are restless might be useful - if we can locate the unit's shatterpoint and press it, we might be able to splinter them entirely. Question: are the guys who accompanied Gerðarr still present? Because if they don't bolt immediately, we might be able to "infect" them with fear (since we know that fear in a military unit is a plague that spreads far too quickly.)
And the guy is a wizard too? Lovely. (Player Note: Is zenwolf planning on snatching up the wizard advantage(s) that come from Grímarr's quickening? And yeah, that's presuming we kick the guy's ass)
The liaison from the Witch Queen is interesting and should also be a target.
|
|
|
Post by zenwolf on Oct 21, 2009 11:09:03 GMT -6
Think I will pick up the DR. And thanks it didn't suck. ;D I am cool with the background as you wrote it. The reason he didn't tell you about the sister is either because he didn't know, or because he couldn't find a way to break it to him. Strategy roll if still necessary. (skill =13) [dice=6][dice=6][dice=6]=10; +3 Don't know how much time we have but if possible we could set up traps or something like that (or perhaps guerrilla tactics. Maybe a night raid?) to help demoralize them further before they even get to us. @rigel Yes I fully intend on getting magic from this guy. Likely will even pick up some disads as well to offset costs. I've been waiting for some one like this. [rand=5258503855494487763169521049829630358142189744623405181116445699]
|
|
|
Post by zenwolf on Oct 21, 2009 11:10:18 GMT -6
Hmm. guess I'm not rolling strategy then. I understand what Rigil meant now.
|
|
|
Post by Rigil Kent on Oct 21, 2009 11:11:32 GMT -6
For me, it shows up fine if you click on Preview, but actually posting it causes it to freak out.
|
|
|
Post by Gigermann on Oct 21, 2009 11:38:04 GMT -6
Hmm. guess I'm not rolling strategy then. I understand what Rigil meant now. Working in IE. Something on this page is interfering with the Javascript—fine on page 3. Haven't figured out what it is yet… Only half? Gah. 350 people ... against what? What resources (apart from the PCs and the other Mithrites) do we have at hand? ~200 Villagers, Poor Equipment Question: are the guys who accompanied Gerðarr still present? Run off by the villagers while you guys were "recovering," per the synopsis. Don't know how much time we have but if possible we could set up traps or something like that (or perhaps guerrilla tactics. Maybe a night raid?) to help demoralize them further before they even get to us. Your knowledge of strategy would lead you to believe that the one thing you guys have going for you, at this point, is the village's palisade—not fancy, but effective. If you sally forth, you lose that advantage. The force you have with you is definitely not geared for night-raids or ambushes. Maybe traps, though. BTW. Episode 11 picks up right where 10 leaves off, so there won't be any "between-time."
|
|
|
Post by Rigil Kent on Oct 21, 2009 12:19:11 GMT -6
Your knowledge of strategy would lead you to believe that the one thing you guys have going for you, at this point, is the village's palisade—not fancy, but effective. If you sally forth, you lose that advantage. The force you have with you is definitely not geared for night-raids or ambushes. Maybe traps, though. To wit I have to ask "what force?" We've got a bunch of farmers and a very small unit of fighting (wo)men (the Mithrites). If these guys are cavalry as implied, we need a way to turn that advantage (mobility) into a disadvantage by making the ground hard to navigate for horses. Perhaps make the ground real muddy (ala Agincourt or Calais). With only 200 non-combatants at our disposal versus ~350 trained warriors, I'm really afraid this is going to turn into a slaughter. I stand by my assertion that we still need better intel, however, and would probably suggest that two people (Awesome plus one other, preferably Sam or Ecgwynn since they're likely to be the most military-minded in this regard) to scout forward in order to determine the disposition of the Brigandinese. For Psy-Ops, I'd also recommend mounting the heads of the two dead brothers at a spot where the approaching Brigandines will have to see them (which hopefully incurs a morale penalty or something since two of their war captains are dead.)
|
|
|
Post by Gigermann on Oct 21, 2009 12:29:07 GMT -6
If these guys are cavalry as implied Sam had already determined that these were not fighting cavalry, but the mounts were for transportation only—which was borne out by the fact that Gerðarr's bodyguard dismounted when they arrived.
|
|
|
Post by Rigil Kent on Oct 21, 2009 12:35:35 GMT -6
Then that eliminates the Agincourt reference.
Dammit. I should have really picked up the CF: Brigandine or whatever it is so I'd know how they fight ... if I hadn't already spent all my skill points, I might pick it up...
|
|
|
Post by Rigil Kent on Oct 22, 2009 19:26:48 GMT -6
Huh. Thursday evening and I've only seen two players actually post. *shakes head*
|
|
|
Post by thedefiantbudah on Oct 22, 2009 20:24:25 GMT -6
#1 bad sight -25 axe/mace -2 left handed -1 alt form bear +54 corran <accented> +2
#2 sphere resist life +6 sphere resist prime +6 stubbornness -5 ax/mace +10 thrown weapon axe/mace +1 ambi +5 dual weapon axe/mace +3 riding horses +4 acrophobia -10 spits when angry -1
alright ... here's the qcp stuff ... maybe missing at least one thing that gm and I were talking about ... wasn't sure how it worked out ...
as far as strategy ... going to go with whatever awesome figures is best since he's the brain ... and I'm the brawn ...
pending on if anyone took any of these ... here we go again
#3 – 51 points intimidation +6 obsession -10 thrown weapon +1 theology +1 first aid +1 interrogation +3 ex dx 1 +20 combat reflexes +15 intuition +15 overconfidence -5 fearlessness +4
also picking up the fine long knife and scale armor
|
|
|
Post by Magman on Oct 22, 2009 20:28:28 GMT -6
#1 Guy Rhommish-1 pt. Riding (horse)- 1 pt. Broadsword- 2 pt. 1-health point- 10 pts. Survival (woodlands)- 1 pt. Animal handling- 1 pt. fearlessness 2- 4 pts. Bow-1 pt. #2 Guy 1-health point- 10 pts. Sphere resistance (life& Prime)-12 pts Enhance perry (broadsword)1- 5pts. damage resistance 1-3 pts. Acrobatics- 2 pts. body language- 1 pt. swimming- 1 pt. Knife- 1pt. Quirk runs fingers through hair when thinking
|
|
|
Post by Gigermann on Oct 22, 2009 22:01:31 GMT -6
#2 Guy damage resistance 1-3 pts. Quirk runs fingers through hair when thinking Got some duplicates there—I think Josh already called those. Need to replace. What happened to the Wolf form?
|
|
|
Post by Gigermann on Oct 23, 2009 13:34:36 GMT -6
Reposted, in the event that Aaron decides to look at the last second Attachments:
|
|
|
Post by malevoiy on Oct 23, 2009 15:49:04 GMT -6
This is probably the best place to put how i have changed my cahrater tonight. I add 1 streenght from Quickening I took 60 points in regeneration, Now i regen at 1 hp per second I took 2 points in Local language so now i speak it with accent I took 1 point in thrown spear. it is now at 13 I took quirk Impulsive. I also want to take a disad having to do with flashbacks of the volent/angry moments of the people we took the powers from also my own kills I have made. I want this to only affect me outside combat, mostly dreams. This is because this disad feeds on the violence. If he gives into these violent/angry urges the disadvantage subsides for a while but will come back even worse than before. The only way to totally get rid of these horrific terrors is to eliminate as much violence as possible in his life and only use it as a last resort. Only by doing this will he have peace. From now on he will be in an escalating state of mental agony. The character will not be aware of this till much later in life. He will be like a weapon master version of a shaolin monk. I am expecting him to turn to other means to try and quiet these images like excessive partying, training to exhaustion, insomnia and any other means of not dreaming. These vision will come on him sporadicaly at first but then increase in frequency till he is having them often. eventually he will even start havining these flashbacks in the middle of the day. So Gigerman what do you think of this scaling disad. I expect to keep puting points in it as we kill more people/godlings Dependent on how many pionts this disad starts at, i will put any left over point in order of importance: Axe, Shield I will also let you know if I see anything on the character sheet of dead godling i want. @ gigerman. I will need to pick up one more disad because I grabbed 40 points of regen and the perk for the weapon and raising the spheres. This totals 53 points I had 37 to use I picked up flash backs which brought it to 47. this leaves me 6 points short. I am going to pick up Overconfidence at 7 because he has become aware of his godling powers (I plan to buy this off after a humbling experience) The last point im going to put in Axe
|
|
|
Post by Gigermann on Nov 2, 2009 9:23:57 GMT -6
Episode 11 Afterword:Quickening Notes: - Current total QCPs for everyone should be 117, which puts you at QL3. This does mean that you will need to buy-up your Sphere Resistance again (12pts (6ea), as before).
- Grímarr's Quirks have been updated
- As before, if you have an idea for something that's not on his sheet, let me know, and we may be able to work something out
Also: For reasons I won't go into yet, you may spend any additional CPs on new or existing Quickening Abilities, per the usual rules. These Abilities/improvements will take effect "during" the game. These points may not be spent on skills or other Traits that need to be taken from someone (for this case, at least—if you want to claim a skill increase for in-play use, we can talk about it). Episode 12 will pick up ~right where we left off, so there won't be any real time to "do stuff"—any post-battle plans you had in mind will need to be held until it's appropriate. Side Note: As Ep11 was our first "real" use of Mass Combat, I'd like to hear your thoughts, whether or not you liked it and what you might do differently. Attachments:
|
|
|
Post by Rigil Kent on Nov 2, 2009 11:40:25 GMT -6
For reasons I won't go into yet, you may spend any additional CPs on new or existing Quickening Abilities, per the usual rules. These Abilities/improvements will take effect "during" the game. These points may not be spent on skills or other Traits that need to be taken from someone (for this case, at least—if you want to claim a skill increase for in-play use, we can talk about it). Okay, you need to explain this better because I am now thoroughly confused. Based on the way it is currently phrased, it sounds as if my previously stated decision to take +1 to IQ [20 pts], +1 to HT [10 pts] and snatching the 12 pts Grimarr is something I'm forbidden from doing because they are Skills and Traits. If that's the case, then then entire mass combat would have played out differently, because prior to this Quickening, I didn't have the Strategy skill. (BTW to other PCs: I snatched the 'grinds teeth when frustrated' quirk)
|
|