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Lacco
2024-02-16, 04:00 AM
IC thread link (https://forums.giantitp.com/showthread.php?664575-TRoS-Into-the-Dark-Night-IC)

Recruitment thread link (https://forums.giantitp.com/showthread.php?664026-Interest-Check-Into-the-Dark-Night-(TRoS-BoIT-d10-custom-system))

Please, take a spot for your charsheet/link to your charsheet before further posting in this thread.



Character
Player
Concept


Archer Havensfold
ProgressPaladin
Stahlnish squire/soldier


Johann
bramblefoot
Howling barbarian/reader from the Scar


Narset Sifou
JNAProductions
Ranger hermit from the Altrun forest



Year 945: Year of the Whispers in the Mist
Game starts on 16th of Warmbreeze. Spring has recently begun.




1
2
3
4
5
6
7
8
9
10
11
12


Month
Coldmoon
Spiritfeast
Warmbreeze
Blossoming
Springfeast
Goldmoon
Flamespire
High Harvest
Crimsoning
Leaffall
Barrening
Frostwind


Season
Winter
Winter
Spring
Spring
Spring
Summer
Summer
Summer
Autumn
Autumn
Autumn
Winter


Current


X
















For calendar, paste following into donjon's fantasy calendar (https://donjon.bin.sh/fantasy/calendar/).

{"year_len":345,"events":1,"n_months":12,"months":["Coldmoon","Spiritfeast","Warmbreeze","Blossoming","Springfeast","Goldmoon","Flamespire","High Harvest","Crimsoning","Leaffall","Barrening","Frostwind"],"month_len":{"Coldmoon":32,"Spiritfeast":13,"Warmbreeze":33,"Blossoming":35,"Springfeast":14,"Goldmoon":37,"Flamespire":32,"High Harvest":12,"Crimsoning":35,"Leaffall":35,"Barrening":32,"Frostwind":35},"week_len":7,"weekdays":["Prime","Secunda","Tertion","Quartus","Quintus","Whitemoot","Feastday"],"n_moons":2,"moons":["Skylord","Skythane"],"lunar_cyc":{"Skylord":33,"Skythane":45},"lunar_shf":{"Skylord":0,"Skythane":5},"year":943,"first_day":3,"notes":{}}



Table Rules
Everyone is responsible for enjoyment of every other participant.

If you are out of luck and face possible death... you can ask the GM for additional point of Drama. It will save your life, but now NPCs have one luck point too...

I will not use Mind Control magical effects as written (you lose control of your character) - you will get a chance to fight the effects. However, be aware that I plan to fully exploit the perception of your characters and the impact of their condition on their mind using rules for fatigue and some of my experience from Trail of Cthulhu games :smallwink:.

We are here to have fun and enjoy a good game. If you see an issue with my GMing, it's your duty to inform me - and vice versa.

Archers' treaty in effect: if you are going to be shot at by archers, you will get a fair warning. You will spot a person with a bow. Suspicious figure in a window. First arrow will most likely hit a wall. After that it's free-for-all.


Fatigue (in combat and outside combat)

In combat:

While engaged in combat (or similar strenuous activity), characters lose 1 CP per ENDx2 rounds. This is modified by total CP penalty for armor/shield and encumbrance modifier.

To recover these points, character needs to rest for number of rounds equal to current fatigue penalty and roll of EN/TN6 - each success removes one point of fatigue.

Outside combat:

Fatigue outside combat is accumulated each (END) hours not spent by resting. This fatigue can be offset by rolling END/TN6. If the roll fails, character acquires 1 point of fatigue. Fumbles mean 2 points, as characters strain themselves too much. Extremely hard work can double the fatigue penalty.

Each consecutive hour of work without any rest or breaks will give +1 to roll difficulty, which means that if character works for 3 hours without rest, they get to roll EN at TN 6 and first 2 successes are ignored.

Each hour of rest will give you opportunity to roll EN/TN6 - each success removes one point of fatigue. Resting means relaxing, doing tasks that are not physically or mentally tiring (e.g. playing games, reading something for fun, watching sky, drinking beer, taking bath) or just plainly taking a nap/sleeping. The point is - guarding is not relaxing. While not physically tiring, if you do it properly, it's mentally tiring.

If characters sleep less than 4 hours per day, they automatically gain 1 point of fatigue. Each subsequent day without more than 5 hours of sleep will give additional cummulative +1 fatigue penalty (meaning the first night gives you 1 point, second 2, third 3 - if you don't sleep for 4 days, you get fatigue 7 - which is applied to ALL your rolls (mental and physical, usually KOing you immediately).

For information: this is mostly houseruled.

Houserule: Combat Stress (not yet applied, pending approval by players)
After each fight to the death that takes more than 2 rounds, followed by a break, each combatant that fought will get automatically 1 point of fatigue, meant to represent mental strain put on the combatant. This counts as "outside combat" fatigue for purposes of its removal.

Encumbrance

For purposes of encumbrance:
Armour and shields have their own encumbrance modifiers.
One weapon, small satchel, a dagger and basic clothes have no impact.
Additional weapon, bow & quiver full of arrows/bolts, belt full of pouches, winter clothes give -1 CP or MO (first one CP, then MO, etc.)
Heavy weapons (e.g. a halberd carried) give -1 CP
A small backpack: -1 CP
Large backpack: -1 CP, -1 MO
Anything restricting arms: -1 CP
Anything restricting legs: -1 MO
Carrying heavy or unwieldy stuff (lantern, torch, sack): -1 to CP and MO
Carrying heavy and unwieldy stuff (body, full sack, large coil of rope): -2 to CP and MO

You can state you are dropping stuff before combat (and I will mostly assume you do so), but there may be ocassions where you will not wish to do that (e.g. when the plan is to retreat).

The total CP penalty is applied to EN before making rolls for fatigue.

Lacco
2024-02-16, 05:33 AM
Reserved for further use.



Beginners - follow the steps below! It's important that you learn the combat procedure (initiative in the beginning of combat, aggressor states his intents, defender states his intents, dice are rolled, damage is determined, initiative is determined, aggressor states his intent and ad nausium or ad deathsium... :smallsmile:). Please, don't skip to the fancy manuevers before you learn to "walk"... stick to cutting, thrusting and parrying.

You can roll in IC, in OOC or create a Dice Roll thread - I don't mind either. Just link the roll so I don't have to look for it.


Step 1: Combat Preparations
For beginners - we will start easy. Do step 1, wait for response, then step 2. Additional manuevers and other things will be explained on the way.

1. Check your CP. This is your combat pool - the number of d10 dice you have for both one round. It "refreshes" at the start of a round and you spend it for your actions. Dice can not be "spared" for next round.

2. Each melee round is divided into two exchanges. Think of the exchange as one action. Usually - you get one attack-your opponent defends, the opponent gets one attack-you defend. End of round. Refresh dice.

3. Initiative! It's a wonderful thing.
Take one white and one red dice. Imagine, that the red dice means attack, the white defence. Now hide them from everyone in your hand and select one - red if you want to attack, white if you want to defend yourself.
When I say "throw" we both throw the dice which we selected.
If we both throw white, we circle each other. We wait. No one attacks.
If one of us throws red and the other white - the red one has initiative and attacks. The white one defends.
Red-red means, we both attack. That can get messy, quick.

Since we are not at one table, you will "throw" your dice here. I promise not to cheat - what would the fun be there?

Initiative is resolved this way only if we begin the combat or if there was a pause in combat. During combat the initiative shifts based on the tactics and rolls. We'll get there.

And one info - you don't have to roll the dice. It's just statement (I attack/I defend) of your action, hidden from the opponent.

Step 1 is over.

Step 2: First attack, first defence

You have CP at ready, you know the initiative.

Now the aggressor (the one who threw RED) states his intention in the form of

used offensive manuever
attack zone (if applicable)
dice used for the manuever


The defender (the one who threw WHITE) then states his intention, usually in the form of defensive manuever and allocated dice.


Basic offensive manuevers are cut (uses cut ATN), thrust (uses thrust ATN) and for blunt/mass weapons also bash (bash or strike ATN).
For cuts and bashes, if you want, you can strengthen your attack by spending an additional 1 dice for +1 to damage.
Usually you should pick the lower TN and choose attack based on the weapon you use (usually it's of no use cutting opponent with a rapier - only if you want to humiliate him).

The attack zones - since both fighters move for the whole time, it's hard to pinpoint exact place you hit. So below are the zones (usually you don't need to state which one you attack directly - a "overhead slash"/"diagonal strike"/"lunge at his chest" is enough for me to understand; but for this simulator, state the exact zone to the OOC spoiler) and the places you can hit.

Strike/cut zones

overhead (vertical) - shoulders, chest, head
diagonal - upper body
horizontal - from torso to thighs
arms - arms. Really.
from below (vertical) - legs, squishy parts, underbelly, belly
upper legs - the area around thighs
low legs - from knee below,


Thrust zones
head - head and neck
arms - arms. Really.
chest - torso and abdomen
abdomen - exactly what it says on the tin and below (again the squishy parts)
upper legs - the area around thighs
low legs - from knee below,

Yes, this RPG lets you kick people in the balls - and it hurts.

State what amount of dice do you allocate from your CP to the attack and wait for the opponent to select his defence.
Remember, if you don't plan to kill him by the first blow, there will be a second exchange - if you are left without dice and he has some, you have given him free ticket to wound you - and in this system, often the first wound wins the match.



Per attack
Thrusts (and punches) to the head: -1 CP (= you have to pay additional die to do this attack)
Thrusts to lower legs: -2 CP
Thrusts to the arms/hands: -1 CP
Cuts (and swings) to the lower legs: +1 CP against shield defence (=you get additional die for this attack)
Cuts/swings to the arms/hands: +1 CP

Per round (modify pool at the beginning of round)
Higher footing: +2 CP
Visibility - Near-darkness (dusk): -1 CP
Visibility - Night (with moonlight): reduce CP by -1/4
Visibility - Pitch darkness: reduce CP by -1/2

Weapon length (per attack)
Length steps: Hand-Short-Medium-Long-Very long-Extremely long
Length disadvantage for attack - each step: -1 CP
When shorter weapon hits, the person moves to "ideal" length
If the short weapon has advantage, the opponent gets -1 CP per step for attack and defence!

Botches (fumbles)
If you roll two or more "1s" on dice and no successes, you fumble. Usually - your weapon gets stuck, breaks, gets dropped.
On next exchange, you reduce your combat pool by 1/2 of dice you invested on attack.
E.g. you roll 10 dice. No successes, two 1s. Next exchange you lose 5 dice.




For the defender:
Basic defensive manuevers are:

full evasion - you try to run away, get out of harm's way. You roll against DTN of 4 (very good), but you can not use it in exchange after you attacked.
partial evasion - you try to dodge the opponent's attack and stay close enough. You roll against DTN of 7. If you win the exchange (he misses), you can pay 2 dice from CP to get initiative.
duck & weave - you try to find optimal attack position after you dodge. You roll against DTN of 9 (very dangerous), but if you win, you are at your ideal length and the opponent is considered to have botched the roll (he additionally loses 1/2 of his invested dice)
parry - you try to parry with your weapon. Assign CP dice to defence and roll against DTN of your weapon. If you win the exchange, you automatically have initiative.
block - the same as parry, however you block with you shield - and use the DTN of shield.


Consider the amount of dice your opponent invested when choosing yours - it's always safer to defend with more, attack with less - only if you are sure that he has unwieldy weapon or you think you can withstand the punishment.
You do not have to select a zone you cover, however:

you are able to parry only one attack per round with one weapon (you can still parry second one by the off-hand weapon or by your hand)
using evade/dodge/duck&weave you dodge all attacks that are directed at you at that round
you are not able to parry an arrow, however you can try blocking it with the shield (there is a slight increase in DTN for that)


As soon as the opponent allocates his dice to his attack, you can state your defensive manuever and amount of dice.


And then we roll.

Step 3: Add more options and killy stuff!

When you are already sure about the basic manuevers, test the manuevers below in the arena as your next step!

Additional manuevers:

Offensive

Feint is an offensive manuever, which consists of changing of attack direction before the attack connects in effort to evade the defender's defence entirely.
It's one of the first "tricks" of fencers and swordsmen.

Procedure:
You state attack normally ("I swing downwards at his head for 4 dice).
You let defender to state his defence ("I parry with 4 dice")
You declare FEINT, change the direction of attack ("FEINT! I swing horizontally") pay the activation price (1 if the second hit zone is near, 2 if on opposite side of body) and you can add dice into your hand, at price of 1 die per 1 added (e.g. I want to add 3 dice to the attack and so I remove another 3 dice).

The result? You use 11 dice of your CP and roll 7 for attack against opponent's 4. The opponent can not change his defence at the moment.

There are two types:
Feint & cut - you swing and change into different swing.
Feint & thrust - you swing and change into a thrust; rapier proficiency is the only one that can use the "feint thrust, change to thrust" manuever. It still has to land on different zone.

Every time you repeat a feint - state the same original attack and changed attack - the activation cost rises by 1.


Beat is an offensive manuever, which consists of aggressive attack aimed on opponent's weapon or shield at the beginning of combat - it serves to remove the weapon/shield temporarily from combat.
Beat can be used only in first exchange of the first round (at the beginning of combat) or after a break in combat (still, only in first exchange).

Procedure:
You state that you use beat normally, paying the activation cost (usually 1 die) and allocating dice from CP.
You let defender to state his defence.

If you win, the weapon/shield is beaten aside and can not be used in defence on the following exchange. Additionally, every net success means a "shock" of 2 dice for opponent.

Another advantage: beat halves the range penalties coming from opponent's longer weapon.
The result? You use e.g. 6 dice of your CP + 1 die for activation cost to attack opponent's shield and roll e.g. 3 successes. Your opponent gets only 1 success. He loses 4 dice and can not use shield to defend, usually leading to higher DTN.


Bind and strike is an offensive manuever, which consists of pinning the weapon of the opponent with your off-hand weapon or shield, before launching your own attack.
It is very similar to the block open & strike manuever, however, it takes dice from the opponent.

Procedure:
You state attack with off-hand weapon ("I bind his weapon with my shield for 4 dice").
You let defender to state his defence ("I parry with 4 dice")
You roll against your DTN.

If you get net successes, you remove the same amount of CP from your opponent's dice pool for next exchange.

The result? You use 6 dice of your CP and roll 3 successes for against opponent's 1. The opponent loses 2 dice from his next exchange.


Simultaneous block & strike uses both hands - either two weapons or a weapon and shield. It is a maneuver that allows you to block opponent's attack and simultaneously launch an attack of your own - thus being ideal for Red/Red situations.

Procedure:
You state use of this maneuver.
Pay activation cost.
Divide CP between offense and defense - take into account that one must be half of the other (e.g. 6:3, 4:2, 2:1...)
You let defender to state his maneuver and roll.

The biggest advantage is that if your opponent attacks and has a two-handed weapon, he usually has no way to defend against your attack...

Defensive

Counter is a defensive manuever, which uses the force of the attacker against him.
It has activation cost (usually 2 dice), which needs to be paid if you want to execute the manuever.
Dice are normally allocated to defence. However, if you succeed (=your successes > opponent's successes), you gain for the next attack bonus dice equal to opponent's successes on the attack (=you use the force of his attack against him).

However, since there are many types of counters, you need to roll for the exact result.



Roll (d10, normal)
Effect
Roll (d6, rapier & half-sword)


1
Swing at lower legs



2
Swing at upper legs



3
Horizontal swing
1


4
Diagonal swing



5
Vertical swing



6
Pommel to face
2


7
Thrust to face
3


8
Thrust to body
4


9
Grapple
5


10
Disarm
6




It's quite handy manuever, especially for attackers who spend many dice in first round ("overextend themselves").


This is a defensive manuever, which consists of pinning the weapon of the opponent with your off-hand weapon or shield, before launching your own attack.
It is very similar to the bind & strike manuever, however, it provides dice to you.

Procedure:
You state attack with off-hand weapon ("I block open his weapon with my shield for 4 dice").
You let defender to state his defence ("I parry with 4 dice")
You roll against the DTN of your shield.

If you get net successes, you receive the same amount of CP for next exchange.

The result? You use 6 dice of your CP and roll 3 successes for against opponent's 1. You get 2 dice from his next exchange.

Bodily harm

Of course, there is the possibility of immediate death, but if you survive the wound, here are the things you have to deal with.

Negative effects of wounds come in three "flavours".

This one is what kills you slowly - and it can kill you even if you survive the fight.

When you receive a wound, you can get a value of blood loss. These are cumulative. You have to check your bleeding every round in combat and every circa 60 seconds out of it (more often if you carry out tiring actions).

Each round you have to roll EN against the TN equal to your cumulative blood loss. If you manage to get at least one success, no harm occurs for the moment.
If you don't succeed, you temporarily lower your HT by 1.
If your HT is 1, your CP and all dice pools are halved.
If your HT is 0, you bled out and are dead.

Try to patch yourself up. One First aid skill check can lower your bleeding by (net successes x2) blood loss points.

This is the immediate shock after a wound.

When you get shock, you decrease your current CP by the value of the shock. If you simultaneously attack and get a wound, it at first lowers the invested CP, then the reserve.
If the shock is higher than amount of CP you currently have, it overflows to the next round.

After that, it's gone.


After shock is gone, pain enters the game. Pain is the long-term issue of wounds. Each point of pain removes equal number of CP dice each round and lowers also your other rolls (exceptions are e.g. blood loss rolls).

If you have more pain points than CP, you can only lie on the ground, bleed (if applicable) and whine/cry/grunt.

Pain heals after a time. Each week you get to roll your HT with positive modifiers for healthcare and negative for environment/activity. Each success removes one point of pain.

Yes, it takes loooong time to heal - and there are no "potions of healing".

Initiative issues

The initiative flows back and forth during the fight, and sometimes it's hard to decide who has it.

To make it easier, I have prepared what I think is easy way how to deduce it:


Are you starting a fight, both fighters aware of each other or was there a short break in the fight? Roll initiative.
Are you starting a fight and one of you is surprised? Initiative is with the "unsurprised" party.
Did you attack successfully in last exchange? You have the initiative.
Did you make a successful defensive manuever (other than evasion) in last exchange? You have the initiative.
Did you make a successful full evasion in last exchange? Roll initiative.
Did you make a successful partial evasion in last exchange and paid 2 dice to get initiative? You have the initiative.
Did you make a successful partial evasion in last exchange and did not pay additional 2 dice to get initiative? Your opponent keeps initiative.
Was the roll (both offensive/defensive) a tie? Initiative stays unchanged.


If you don't have the initiative and want to attack, your attack will land second (if you don't steal initiative).
If you have RED-RED situation, you both have initiative and which hit lands first is decided by a roll of REF at TN equal to ATN of your weapon. In case of ties, this is resolved by looking at REF (higher wins), WIT (higher wins). If these both are the same, both hit at the same time (usually resulting in doublekill).

I'll add procedure for buying/stealing initiative later.

Ranged Combat

Ranged combat runs on turns, as opposed to exchanges.
Yes, while you nock the arrow and shoot, several rounds may come to pass.

Let's start:
Each ranged weapon has a "prep time" attribute. This is how long it takes (in rounds) to prepare the weapon.
For bow this is usually 2-4 rounds:

2 rounds to pick an arrow from quiver (or 0 rounds if you have it in hand)
1 round to nock the arrow
1 round to draw and begin aiming

Until this point your MP (missile pool) was 0.
At the start of next round you gain into your MP an amount of dice equal to Proficiency. You now decide, whether you want to continue aiming or shoot.
If you aim, each round spent aiming will give you dice equal to your AIM attribute, up to your maximum MP.
If you shoot, you take all dice from your MP and roll them.

It is possible to reduce the preparation time - it usually costs an amount of MP dice and requires a REF roll, parameters of which are given by the weapon. It may be done only once and it reduces the prep time by 1.

Your dice pool may be modified by:

range (point-blank +1, short 0, medium -1, long -3, extreme -5; beyond extreme -10 or not possible)
target movement
your movement
lightning conditions
wind/poor weather


Hit location is determined randomly (by roll of 2d6). You can choose to concentrate and place your shot more precisely to the point where you want it - by setting dice aside (not using them for the shot). Each die provides a modifier of +1 or -1, depending on where you hit (i.e. GM will tell you where you can move it). Maximum amount of dice you can use for this depends on your AIM attribute.



Further options to be explored in combat:

...crossed-out options were already written down...

Stances (neutral, defensive, offensive, charging, advanced)
Terrain rolls (evading multiple opponents, difficult fighting conditions, movement in combat including pushing & luring opponents)
Skills in combat (style analysis, acrobacy, body language)
Favouring (defensive) - preparing for enemy's attack
Advanced manuevers - single weapon (beat, disarm, hook, stop-short, toss, expulsion, evasive attack)
Advanced manuevers - double weapon/weapon & shield (bind & strike, simultaneous block&strike)

I will slowly post these here.

Let's start with...

Basic Stances
At the beginning of combat or after a break in combat you can compose yourself and select a stance.
Basic stance is neutral (something like the Plow) - it doesn't give you any specific advantages but it doesn't hinder your actions. If you don't state your stance, I will assume this one.
Aggressive stances - these provide +2 dice at beginning of round that can be spent on offensive maneuvers, however, increase activation cost of all defensive manuevers by 2.
Defensive stances - provide +2 dice at beginning of round that can be spent on defensive maneuvers, but increase activation cost of all offensive maneuvers by 2.
Charge is considered an offensive stance...

The benefits and drawbacks of stances are gone at the end of the first round. They last only for the first round of the combat - during combat, when the blades are flashing, there is no time to pick a stance.
However, if there is a pause in combat (after full evasion...), you can select a stance...

The character with lower REF selects the stance first (giving chance to the "quicker" one to adapt his stance and tactics).

Terrain rolls
If you are fighting in the arena, which is flat, without any hindrances or terrain unevenness, you usually can ignore the terrain.
However it is not always so. You can fight on ice-covered lakes, tight spaces, have to move among trees in forests, and even fight against several opponents.
For these, there are terrain rolls.

Terrain rolls is a catch-all title for all actions that happen within the combat not covered by maneuvers. Usually by terrain rolls you:

attempt to overcome difficult fighting conditions (e.g. footing, space)
attempt to select your opponent for a round from multiple opponents
force movement beyond the standard movement in combat
attempt to hold the line or do anything that is not covered by rules for manuevers (e.g. retrieve weapon, jump on the table, etc.)


Difficult fighting conditions
Your PCs will notice that they are fighting on ice, or slippery cathedral roof in rain, or in small, cramped space. Thus the GM will tell you what roll you need to pass each round.
The target number is set by GM (usually following guidelines on p. 53 of Flower of Battle) and your actions (attacker moves as hurried, defender as normal - and thus has lower TN).
You have to allocate dice from your CP to overcome these conditions. If you fail to do so, it is assumed that you allocated 0 = failed the roll, usually landing on ground/losing 1/2 of your CP for the duration of the round.
These rolls are usually done at the beginning of the round.

Multiple opponents
Fighting 2 or even 3 opponents is a risky matter even for experienced warriors due to the fact, that you need to split your dice pool to deal with the multiple opponents. If you however have some space for moving around, you can confuse them and make them get in each other's way so that you face only one or, in the worse case, two of them.
Against 2 opponents the TN is 6 (or 7 if you "sprint", giving you more fatigue)
Against 3 opponents and more TN is 8 (or 6 if you sprint).
Usually no more than 3 opponents can attack you at one round (only if long reach weapons are used...or ranged combat). Trained opponents may oppose the terrain rolls.

Pressing opponents
Usually you move back and forth during combat - the specific amount of movement can be checked by comparing the MO of both opponents. This is usually not necessary, but in case you want to get your opponent into disadvantageous terrain, there is an opportunity for pressing & luring.
To press opponent, make a terrain roll (usually opposed) with any amount of CP. The TN is 3 while attacking and 4 while defending. Net successes of combat roll determine how far in feet the combatants move during the exchange. Successes in pressing terrain roll then add to whichever side rolled them.
Example: A soldier swung his blade at Kate (6 dice), who attempted to block a soldier's strike with her shield (4 dice). Soldier got 2 successes, Kate got 3 successes. They moved 1 feet forward, as the initiative switched. If the soldier invested 3 dice to press her and got 2 successes, they would have moved 1 foot backwards (from Kate's point of view). Now if they fought on a battlement, and Kate was 3 feet from the end of battlement...

Other kinds of movement
The fencer lost his weapon due to wounded arm. How can he retrieve it? Terrain roll, TN 7.
A team-member is throwing you his sheated sword so you can fight back, while dodging the enemy? Terrain roll, TN 8, limited by your REF attribute.
You want to jump on the table so you gain a height advantage? Terrain roll, TN is equal to acrobacy skill.
You want to swing on the chandelier...? Ok, you got my drift.

ProgressPaladin
2024-02-16, 07:44 AM
Archer Havensfold

A: Attributes
B: Proficiencies
C: Social Class
D: Gifts and Flaws
E: Skills
F: Human

Attributes:
STR: 6, AG: 7, TO: 5+1, EN 3, HT: 4, WP: 3, WT: 6, MA: 2, SOC: 3-1, PER: 5

Reflex: 6
Aim: 6
Knockdown: 6
Knockout: 7

Gift: Careful (Minor); Flaw: Troublemaker (Minor)

Soldier 9/ Knight 9

Leadership 9
Intimidate 9
Riding 7
Heraldry 7
Strategy 8
Tactics 9
Battle 8
First Aid 7
Hunting 9
Etiquette (Tourney) 9

Defaults
Acting 13
Animal Handling 10
Breaking And Entering 13
Camouflage 10
Climbing 10
Dancing 13
Diplomacy 13
Disguise 13
Etiquette 12
Gambling 13
Games 10
Trapping 12
Teamster 10
Intrigue 13
Meditation 13
Navigation 13
Orate 10
Orienteering 13
Panhandling 10
Persuasion 11
Pickpocket 13
Ridicule 10
Scrounging 10
Singing 10
Sneak 10
Stewardship 13
Streetwise 13
Surviving 13
Theology 13
Traps 13

Conscience 3
Passion 3 “Loyalty to those that are loyal to me.”
Drive 1 “To deliver my lord from danger.”

(1d20)[19] Stahlnish Silver
(1d10)[7] Copper Pfennigs
(1d10)[7] Imperial Copper Denarii

Lords Symbol: Three keys, one upright, the other 2 crossing over it.
Tunic: One is a bright blue, the other a muted red.
Shire horse: Hawken

1 A, 3 B, 1 C

A: A light mail hauberk with coif (covers torso, arms above elbows and legs down to knees; AV 4/4/2; coif protects the head)

B: A work horse carrying a small tent, Quality leather boots, Kettle helm (AV 4, covers the upper head only)

C: A well-made leather doublet (covers torso AV 3/3/4 and arms AV 1/3/1)
My armor (As I understand it)
Top of head: 4/4/4(Helmet/Coif)
Bottom of head: 4/4/2 (Coif)
Shoulders 4/4/2 (Coif)
Chest 4/4/4 (Breastplate/Coif)
Arms 4/4/2 (Vambraces/Coif)
Thighs 4/4/2 (Coif)
Shins ?/?/?

bramblefoot
2024-02-16, 12:30 PM
johann

https://images.nightcafe.studio/jobs/QJFi3td3LtzDcBlk7VEd/QJFi3td3LtzDcBlk7VEd--3--5vv4c.jpg?tr=w-250,c-at_max

ST: 4
AG: 6
TO: 4
HT: 5
EN: 5

WILL: 3
WIT: 4
MA: 3
SOC: 2
PER: 4

REF: 5
AIM 4
KD: 5
KO: 4
MOV: 7

proficiencies

longsword 8
thrown rocks 2
brawling 4
dagger 4
Mass weapon and shield 8
crossbow 2

Drive 2 (kill anyone who gets between me and stahl)
Destiny 1 (he will unleash the beast within and spread terror across the land)
Passion 2 (those who tortured me shall suffer the same agony, and know it well)
Passion 2 (honor and chivalry? Lets see how well they fare when their asleep and their blood is on my knives)

Skills

MA spends

Body language
Style analysis
Leadership


Battle 5
Hunting 5
First Aid 5
Etiquette (Clan) 6
Etiquette (cult) 7
Sneak 7
Leadership 6
Intimidate 5
Gambling 7
Boating 6

Search 6
Surgery 8
Breaking & Entering 7
Etiquette (clan) 7
Intimidation -6
Style Analysis 7
Body Language (read) 6
Forgery 8
Intrigue 8
Sincerity 6

A few torturer quotes

The rich

"I will twist your limbs and snap your bones until all your coin falls from your pockets."
"You think money gives you power? Think again."
"You have wealth and power, but I have knowledge and pain."
"I'll drain the blood from your veins and drink it like wine."
"Your riches cannot save you now."

The bourgeois


"I will break and mold you like clay."
"Your entitlement means nothing when I control the flow of this torture session."
"I can take your money, your life, your pride, and your dignity with just a few sharp implements."
"Your privilege and ego shall be the death of you."
"I will destroy every facade and falsity you have built around yourself."


The working class

"I can take the sweat and blood that you've given to your master, and use them as lubrication for your torture."
"I can take your calloused hands and make them bleed if you disobey."
"If you cannot survive this brutal life, I will do you the courtesy of ending it myself."
"Your job may put a roof over your head and meat on your table, but I will take both from you."
I will break you until you are nothing but dust under my feet.

Gutterfolk

"Garbage in, garbage out.”
You think you know what suffering is? I will make you beg for the comfort of the gutter
"You are used to suffering and deprivation, but I will show you a whole new world of pain."
"You may be used to living in the squalor of the dirt and filth, but I will make sure that you drown in it.
"You are used to suffering and deprivation, but I will show you a whole new world of pain."
"You may be used to living in the squalor of the dirt and filth, but I will make sure that you drown in it.
“Your life may be a joke, but I will make it one that is only funny to myself”
You think yourself low and insignificant? I will show you a place far lower than you could ever imagine; the deepest pits of Hades

Quotes on life and death

"Death is a natural part of life, and something we must all face eventually."
"There is beauty in life and death, and wisdom to be found in both."
"Life is a journey, and death is when all paths finally converge."
"Death is not the end, merely a new beginning. It is the final stage of our journey.
"Life is a precious and fleeting thing, and so is our time in it. Make the most of it, and leave your mark on the world."


Simple rituals

1. **Deep Breathing Exercises**: Your torturer takes a few moments to engage in deep breathing exercises, inhaling slowly through the nose and exhaling through the mouth. This helps to calm the mind, regulate emotions, and refocus attention away from the intensity of the session.

2. **Weapon Maintenance**: Your torturer carefully inspects and maintains their tools of the trade, whether it's sharpening blades, cleaning instruments, or ensuring everything is in working order. This ritual not only serves a practical purpose but also reinforces their commitment to their role and the necessity of their actions.

3. **Quiet Reflection**: Your torturer finds a moment of solitude to reflect on the session, examining their actions, evaluating the effectiveness of their methods, and considering any insights gained. This introspective ritual allows them to process their experiences and maintain a sense of self-awareness.

4. **Physical Exercise**: Your torturer engages in brief but vigorous physical exercise, such as stretching, push-ups, or jogging in place. This helps to release tension, invigorate the body, and channel any residual adrenaline from the session into productive activity.

5. **Mental Focus Exercises**: Your torturer practices mental focus exercises, such as reciting mantras or visualizing their goals and objectives. This ritual helps to reinforce their sense of purpose, reaffirm their commitment to their mission, and steel their resolve for the tasks ahead.

6. **Symbolic Cleansing**: Your torturer performs a symbolic cleansing ritual, such as washing their hands or splashing water on their face. This simple act serves as a metaphorical purification, symbolizing the separation of their professional duties from their personal identity and values.

Simple mantras

For Those Who Surrendered Information Easily: "Loose lips sink ships; silent tongues save lives."

For Those Who Required Standard Interrogation: "Truth's toll paid in sweat, secrets yield to persistence."

For Those Who Withstood Intensive Interrogation: "Steel bends but does not break; resolve forged in fire endures."


Other quotes

“I find people are less likely to lie after i've denuded a swordsman of his fingers”

"The truth has many faces; let's find the one that fits."

"Pain is the chisel that carves out the truth from stone."

"In the crucible of agony, lies melt away and truth remains."

"Every scream sings a song of honesty."

"Fear is the key that unlocks the door to secrets."

"In the silence between screams, truths echo loudest."

"The body is a temple of secrets; I am its humble architect."

"Each drop of sweat pays tribute to the truth."

"The truth is a puzzle; I am the master of its pieces."

"In the heart of darkness, truth's flame burns brightest."

JNAProductions
2024-02-16, 04:29 PM
Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived
-


Reflex
4


Aim
6


Knock Down
4


Knock Out
4


Move
6


Power
5



Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2

Skills-6/6
Explorer [Teamster, Riding]
Woodswoman

MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement

Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6

Healer's Songs
-Soothing
-Mending
-Cleansing

Daggers CP: 7
Bows CP: 12

Equipment

7 Silver Pfunts
2 Silver Imperial Sterlings
3 Copper Imperial Denarii
Backpack
Traveler's Rations, 7 Days
Waterskin
Tinderbox with Flint and Steel
Bottle of wine
Spare Tunic
Shoes
Linen Dress-the pattern of concentric circles mimics the circles of power used by practioners of Druidic magics
Map
Oswald, Horse

A: Finely Crafted Shortbow with ATN 5
A: Fine Scaled Armor with a Coif
B: 10 bodkin and 10 Broadhead arrows
B: Fine large dagger
D: Bandage Kit
D: 50' Rope with Hook
D: Bag of grain and pouch of berries
D: Sack of healing herbs

Conscience 4
Narset was raised with a firm set of morals. You do the right thing-doesn't matter if it's hard, tedious, or anything else that isn't enjoyable, you do the right thing.

Drive 2
The world is a beautiful place to be explored. Narset wants to see everything the world has to offer-from the peaks of mountains to the depths of valleys, molten volcanoes and icy tundra, great forests and great cities.

Passion 1
Friendship, for the party and those who are kind to us.
You live in the Altrun forest, the 'rune' forest. A place with lot of magic potential, known for wild stories: the forest sleeps during the day and moves at night, it does not like visitors an fights off anyone uninvited, driving them mad. It is said to be full of fae magic, faeries, howler spirits, will-o-wisps and other, unnamed things, older than the forest itself.

You have seen some of them. You have seen the will-o-wisps, heard the howlers, touched the fae magic. You live there, in the forest that brave men avoid if they can.

But you need to trade. The folks that you heal pay you with trinkets, with coin, with food or with services - your home is comfortable and safe, well hidden in depths of the forest, but sometimes you need to venture out. Because for some illness, the ailment lies outside the forest.

This was one of those trips. You went east and south, you rode with your bags empty to collect herbs that grow only near the place you know as the Gaellan wastes, but others call 'the Scar'. You evaded eyes of people, stayed out of sight. You collected your herbs, filled your pouches. Only few days of work and you can return home.

Your favourite refuge was the one in the forest, the one people seldom found. But this evening, something strange happened. You heard voices. Two men. Both wounded, both with the look of someone who is hunted yet has a purpose. The young one, the knightly-looking one, asked for help. You let them in, helped them with their wounds.

And that's how your adventure begun.

Lacco
2024-02-17, 01:45 PM
Sorry, the forum ate my last few attempts at posting today. Still, the IC is now open (https://forums.giantitp.com/showthread.php?664575-TRoS-Into-the-Dark-Night-IC)!

Welcome to the game.

Feel free to introduce your character, but we'll be jumping right into it.

The hut is small, just a single room with a bed, a table, an old chest that can't be properly closed. It has window slits looking towards the gate. Its back is propped against a rocky cliff, some 11 feet tall.

The palisade is tall enough to protect you from direct attack, but a horseman can either climb over it easily, or they can pull the gate open. It will give you some time, but not too much.

The yard is some 15 yards across, from the hut to the palisade.

Feel free to state what you have with you, your horses (and the rest of the things) are in the 'stable' - a canopy/shed with a large water trough.

Unless you can stall somehow, you have less than a minute to prepare. The priest-king's men are very impatient.

ALSO: this is the last time I spoke for your characters. Hope you don't mind.

EDIT: Please, when using direct speech, use bold. I don't mind use of colors, don't find it necessary, but would prefer bolded speech.

If you want to separate thoughts, use italics. I don't mind reading your characters' thoughts.

Lacco
2024-02-17, 05:43 PM
The decision to fight seems unilateral.

Okay, so at this moment you are in the hut (or are you positioned otherwise?). Let me know what preparations do you make (I will in general assume you remove anything not related to combat like satchels/backpacks, but feel free to state it); e.g. archers should already prepare arrows and possibly nock & even draw if they know the approximate area, warriors can position themselves to have advantage.

If you plan fighting in the hut, I forgot to tell: just one room, 16 feet across.

If you want to discuss tactics IC, no problem. There's still some time.

I've added a section on combat rules into the second post of OOC. Will be travelling tomorrow, will try to get online as far as possible.

bramblefoot
2024-02-17, 05:49 PM
my idea was to let them enter, plug a few with arrows and rocks, then move into the shack, with the warriors guarding the door. (there is only one entrance right?)

i will be ditching my pack

ProgressPaladin
2024-02-17, 05:52 PM
That was also my plan. Archer motions for Narset to stand back with her bow aimed at the entrance, then he stands to the side of the door.

Lacco
2024-02-18, 04:29 AM
Feel free to vocalize/narrate that in IC.

Lacco
2024-02-18, 06:47 AM
In general, I work with the task/intent method: players narrate what they want to achieve and describe how, I set up the roll and narrate the result. With RoS, where a skill roll may be sometimes used with different attributes, it works well.

So, if you narrate 'I try to position myself near the horses and shout orders at the others', I know where you are and what you are doing.

If you specify the orders, I will even let you roll Tactics or Leadership and you may gain some advantage for the first round for those who follow the orders.



So, the enemy advances. There is five of them, three of you. And believe me, while it's no overwhelming force, you are in danger.

Good luck.

We'll be soon throwing initiative for the first time.

bramblefoot
2024-02-18, 04:25 PM
johann hesitate

[roll0]

Lacco
2024-02-19, 04:45 AM
Well, Narset can even the odds quite fast: ranged combat has its advantages.

I'll wait for the response of JNAProductions - mainly who will be on the receiving end of the arrow, and we can move it forward.

The man on the horse is holding the other horses, so he won't be joining the combat immediately. Same for the guy with spear in the back - he automatically hesitates.

That evens the odds a bit, but you need to deal with them fast.

JNAProductions
2024-02-19, 12:18 PM
Reflex: [roll0]

My Bow CP is 12-but wasn't that calculated including Aim?
If I was to shoot now, how many dice would I roll?

Lacco
2024-02-19, 02:25 PM
Reflex: [roll0]

My Bow CP is 12-but wasn't that calculated including Aim?
If I was to shoot now, how many dice would I roll?

Proficiency 6 + Aim 6 = CP 12

So you get 6 CP now (for Proficiency) or 12 CP next round (proficiency + aim). But by then the enemy may be already engaged in combat. And that's dangerous.

You passed the hesitation test, so you are able to shoot normally.

It will take you 2 rounds to grab another arrow from a quarrel (or we can assume you pulled two or three out already) and 1 or 2 rounds to nock & draw (you can speed up the process by spending 2 dice from your CP and roll Reflex). So... do you want to shoot now or take aim?

JNAProductions
2024-02-19, 03:53 PM
I'll shoot now, to avoid any potential ally-hitting.

[roll0]

ATN is 5, if I recall correctly. Show me the money!

Lacco
2024-02-19, 03:55 PM
I'll shoot now, to avoid any potential ally-hitting.

[roll0]

ATN is 5, if I recall correctly. Show me the money!

Who is the target?

JNAProductions
2024-02-19, 04:06 PM
Man on horseback, sorry. Hoping to spook their rides and force them to chase after.

Lacco
2024-02-19, 04:18 PM
Man on horseback, sorry. Hoping to spook their rides and force them to chase after.

Okay. He has the worst position - it's not easy to evade an arrow while sitting on a horse.

4 successes

Fox's roll: [roll0] TN 9

3 net successes

Hit location: [roll1] = upper leg
Hit zone: [roll2] = knee

Damage: 5p + 3 net success = 8 piercing

TO+AV = 5

Result: level 3 wound to knee (took an arrow to the knee.. ?)

Blood loss 3
Shock 6
Pain 2

Your arrow hit, please go to IC. I will narrate the result when I wake up :)

Lacco
2024-02-20, 10:17 AM
Knockdown: [roll0]

bramblefoot
2024-02-20, 11:39 AM
remind me what roll initiative is?

also, johann will be going for a body language roll on detlef. johann wants to dispose of detlef, but hes willing to drag it out for a better chance. i will also be sticking to a 11 cp pool for the first couple rounds, to lull detlef into a false sense of security

2 cp body language detlef, 5 cp attack zone VI,4 cp defense

bramblefoot
2024-02-20, 11:52 AM
reflex roll for johann

[roll0]

JNAProductions
2024-02-20, 12:50 PM
Gonna nock another arrow, and see how I can best attack Mr. Burly.

Lacco
2024-02-20, 02:28 PM
remind me what roll initiative is?

also, johann will be going for a body language roll on detlef. johann wants to dispose of detlef, but hes willing to drag it out for a better chance. i will also be sticking to a 11 cp pool for the first couple rounds, to lull detlef into a false sense of security

2 cp body language detlef, 5 cp attack zone VI,4 cp defense

Initiative:

You don't roll it. You 'throw' it.

When at table, you take two dice (one red, one white, any denomination as the colour is what is important). Red die signifies attack/aggression, white die signifies defence. You pick one of them, and then hide it in your hand.

The GM does the same for your opponent.

On GM's command, you both drop the die onto the table.

So it's basically a double-blind selection of initiative. There are three outcomes:

RED-RED = you both attack, it's a matter of who strikes first (and if the strike kills).

RED-WHITE = one opponent attacks, the other defends. Normal stuff.

WHITE-WHITE = you both watch eachother, circle eachother, maybe throw some insults. In this case, a round is wasted (you can count it as 'rest') and you throw initiative once again.

If you pick red/aggression, you can only use offensive maneuvers.

If you pick white/defence, you can use defensive maneuvers. You can also decide to launch an attack, but unless you steal initiative (which costs some dice), your attack lands second (so you may be dead by that time).

So the question is: RED or WHITE?

Body language: you can roll it only as part of defensive maneuver (it works only to check if the attack is a feint and to provide additional defensive dice). So, wait with it until you decide to defend.

Second point: maneuver. I assume the attack you named is a diagonal cut - to his left or to his right side?

Okay, read also the OOC in the in-character part.

So, body language: spend 2 CP, roll d10 equal to your PER attribute, TN is your skill. If you roll 2+ successes, I'll let you know if the attack is a feint or not. Every success is then added as bonus dice to your defence.

Feel free to roll the Body Language here, to see how many additional dice you get. And then feel free to roll in the IC for the defence (let me know if you are going for a parry or evasion).


Gonna nock another arrow, and see how I can best attack Mr. Burly.

Are you taking them out of a quarrel or did you set few aside so you can just pluck them? It makes 2 round difference.

Also, do you want to speed up the nock & draw part?



There is a combat overview in the second post of this thread (in a spoiler).

I'd suggest for first combat to stick to the procedure that is listed there; it has its reason (once you learn it, we can speed it up).

bramblefoot
2024-02-20, 03:28 PM
perception roll

[roll0]

Lacco
2024-02-20, 03:39 PM
perception roll

[roll0]

One additional houserule: normally I allow new players to rework their characters after first session; you'll get the same allowance.

If you want to change something, we can do it after this combat, and before the next one. With this game, you really don't know what you're getting into before you actually play it.

bramblefoot
2024-02-20, 03:44 PM
One additional houserule: normally I allow new players to rework their characters after first session; you'll get the same allowance.

If you want to change something, we can do it after this combat, and before the next one. With this game, you really don't know what you're getting into before you actually play it.

gotchu fren.

bramblefoot
2024-02-20, 03:48 PM
johann will block with five dice,and then do a stop short with three dice, spending one to bump the diff

[roll0]1

JNAProductions
2024-02-20, 04:28 PM
I think we can reasonably say Narset left [roll0] arrows easily reachable.

What's the TN and such for the REF roll to speed it up?

Lacco
2024-02-21, 11:21 AM
Okay, I'm back. Travel took more time than I expected.

Also, seems like we have a location misunderstanding: I thought Archer & Johann are standing outside of the door: the hut makes melee combat using anything longer than Short length impossible: dagger fight is fine, brawling and some punches - but swinging a sword, in this case two, would be dangerous for you. Mainly because there's just no space.

Maybe it's my poor grasp of English. Sorry for that.


johann will block with five dice,and then do a stop short with three dice, spending one to bump the diff

[roll0]1

Detlef's roll: [roll0] ATN 7

2 net successes for Johann

If it connects:
Hit zone [roll1]
(will be ignored if it does not hit; I just like prerolling this)

Detlef's attack was parried.
Second exchange pending clarification: need to know how many dice will be spent on the attack.


I think we can reasonably say Narset left [roll0] arrows easily reachable.

What's the TN and such for the REF roll to speed it up?

Okay, reasonable. Please state so in advance next time (it's possible to hold an arrow in the bow hand, even two - it's not simple, but it's possible; if you put three arrows into the ground, that also works).

Prep Time: 2-4 rounds total. Pull arrow 0 (on ground/in hand) 2 (in quiver), nock and
draw 2 rounds.
2 MP dice to reduce prep. time by one round at Reflex /TN of 8.




Copied from IC:
Going to Defend with 9 dice(DTN 6) (9d10)[2][2][9][9][1][8][8][8][2](49), Then if I successfully parry,
go for a lunge at the chest (Zone XII) With 4 Dice (ATN 6)(4d10)[9][8][5][6](28) STR+2

That's 5 successes on the parry by Archer.
3 successes on the attack.

Kodlak's downward vertical bash: [roll2] ATN 6
If it connects:
Hit zone [roll3]

4 net successes on parry by Archer; the attack was parried.

Prerolling:
Potential defence: [roll4]
Hit zone [roll5]

1 net success on attack by Archer
The thrust hits Kodlak under the ribs.

1 net success = damage ST 6 + 2 weapon + 1 net success = 9 thrust damage

Resist: TO 5 + AV 1 (fur armor) = 6

Leven 3 piercing wound under the ribs
Blood Loss 10
Shock 8
Pain 10 - WP (in our case 7)

JNAProductions
2024-02-21, 12:55 PM
Hrm... TN of 8 and only four dice.
I'll take my time, then.

Lacco
2024-02-21, 01:01 PM
Hrm... TN of 8 and only four dice.
I'll take my time, then.

It's a tactical choice: to be able to shoot with 4 dice... and have the option to aim to add dice to the pool... or to wait one round to have 6 dice without aiming.

Yes, the roll can fail. Unless you fumble it (and drop the arrow), there's just the loss of 2 dice.

In your case, with dedicated protectors, I understand the choice to go the safer route.

I'd suggest - if you decide to rework and want to focus on fast shooting - to check the Quick Hands gift (minor version alleviates the need for the roll - you just spend the dice and it's done; major version alleviates both, so you are as fast as possible always).

Lacco
2024-02-21, 03:39 PM
Got the clarification from bramblefoot via discord;
5 dice to parry (got 4 successes)
4 dice to attack via upwards vertical cut (3 successes)

Rolled in IC and OOC


Detlef blocks for 4 dice. Shield has DTN 6

Block: [roll0]

2 successes

1 net success for Johann's cut

It connects:
Hit location: [roll1] = inner thigh

Damage: ST 4 + 2 (weapon) - 1 (dull) + 1 net success = 6 cutting damage

Resist: TO 4, no armor on legs = level 2 wound to inner thigh

Blood loss: 6
Shock: 3
Pain: 5-WP (1)

He's shaken, but not dead yet.

bramblefoot
2024-02-22, 03:42 PM
i will spend a drama to retoss

[roll0]

Lacco
2024-02-22, 04:15 PM
i will spend a drama to retoss

[roll0]

Drama allows you to reroll all *failed* dice, so it's actually 5 successes (if we take the first 4 of your roll... and it was a good roll!).

Going to update my post.

ProgressPaladin
2024-02-23, 02:38 PM
Sorry, was Archer, just have another character named Fletcher, and got confused.
6 STR+2

Lacco
2024-02-23, 02:48 PM
No problem, I was just surprised.

My writeup is done, you may post now (hope you don't mind me editing stuff into the rolls instead of double-posting).

Also, good news: there's not many dice in the enemy's pool left. You should make a fast end to this specific duel.

And in general, we have Detlef and Kodlak down, the tracker leaving fast, Baze the Raven's down to his last dice in second exchange under attack, and a wounded leader of the hunting party advancing.

How are you enjoying the fight so far? Any comments, requests, complaints?

bramblefoot
2024-02-23, 06:50 PM
you make this system look easy! if there was another game im happy to go again!

Lacco
2024-02-24, 03:36 PM
Glad to hear that.

Also, if you feel comfortable with the flow of melee combat, you can try using some more tricky maneuvers: I'd suggest trying out Bind & Strike and Block Open & Strike (used when you dual wield or when you have a weapon & shield).

Or a feint. That one requires some mechanical addition: at a table, Feints are announced between the moment a defender states their defence and rolls the dice (basically, you state 'diagonal cut for 4 dice', the GM states "parry for 5 dice" and then you, with a big grin, shout "FEINT!" into the GM's face and state how you change the diagonal cut into a cut at arms, and add 2 dice for a cost of 2 dice... so now the numbers' advantage is on your side).

In PbP, the flow is different, but you can use a PM, a spoiler, or just conditional order.

And now back to the game:

Gitlaf's Intimidation resist: [roll0] TN 7
3 successes vs 2 successes; Gistaf is not intimidated.

bramblefoot
2024-02-25, 05:25 PM
i will retoss. imm assuming its three dice

[roll0]

Lacco
2024-02-26, 07:05 AM
i will retoss. imm assuming its three dice

[roll0]

Okay, official rules for Drama from Companion state, that you can spend 1 point to reroll all failed dice, or to 'explode' all 10s, or to change a botched roll to failed roll.

Lacco's table rule: you spend 1 Drama and you can reroll all failed dice AND explode all 10s.

If there are no objections, I'd prefer this one.

So it's 1 additional die to reroll for the 'exploded' 10, and 1 additional for the ten you rolled.

At this point you have 4 from the previous roll, 1 from the reroll you did and you can still roll 2 dice (for the 10s).

Lacco
2024-02-27, 02:15 AM
Sorry, been a bit sick.

Exploding 10s: [roll0]
Additional roll for additional explosions: [roll1] (taken from left to right according to the roll above)

See? Another 3 successes.

In total: 8 successes.

That means the attack is...

Original: (4d10)[3][7][10][10](30) + additional 4 dice. I'll roll those in IC.

Lacco
2024-02-27, 03:13 AM
Gistaf's bleeding check: [roll0] TN 5

bramblefoot
2024-02-27, 07:56 PM
personally, narset will earn a backhanded slap from johann along with vitriol about you dont let a runner live

Lacco
2024-02-28, 01:33 AM
personally, narset will earn a backhanded slap from johann along with vitriol about you dont let a runner live

Just a friendly GM warning: that will be considered PvP unless agreed with JNAProductions beforehand.

I don't mind friendly rivalries or even more dramatic stuff if you hash it out before it happens.

bramblefoot
2024-02-28, 01:45 AM
i may consider a simple talk with narset about the nature of war, and the quality of mercy

bramblefoot
2024-02-28, 02:16 PM
tell me if im going too hard ya?

cannot tell

Lacco
2024-02-29, 02:35 AM
Apologies for my absence. Two day workshop; will post this evening (let's say estimated time of posting T-10h).

Lacco
2024-02-29, 03:09 PM
Johann's opponent is still alive few moments in the past:

Block for 4 dice (remaining): [roll0] TN 6

Hit location: [roll1] = chest

2 successes; that's 4 net successes for Johann

Damage: ST 4 + 1 (weapon) - 1 (dull) + 4 net successes = 8 cutting

Resist: TO 5 + 1 AV = 6

A level 3 wound into the chest.

Blood loss: 3 (total 8)
Shock: 8
Pain: 7-WP (4)

Loses the rest of dice, stumbles around. Johann has a free round to finish him (because after that, the shock goes away and he's at his full CP minus the four dice he loses due to this hit and the arrow to the knee).

Lacco
2024-02-29, 03:36 PM
@JNAProductions: since your character is the only one without 'battle' skill, has she ever been in combat? Has she ever killed?

I will be posting the map of the surrounding area and possible routes to Stahl over the weekend.

JNAProductions
2024-03-01, 12:03 PM
She's fought, but not killed anyone sentient.

Lacco
2024-03-02, 03:25 PM
https://i.ibb.co/n7RcVcG/20240302-212036.jpg (https://drive.google.com/file/d/1TYWRVbqewrWeBPiufrZcn4Z5ppyYm8mJ/view?usp=drivesdk)

Clicking the image leads to the image on google drive.

The map, at least the first part of it. I'll be posting more info regarding known locations for Johann and Narset as soon as possible.

You are in the east part: the refuge near the Scar. It's deeper in the forest. The distance to Scar is somewhere around a day's ride.

@JNAProductions: normally I'd ask anyone whose character has no Battle skill for a vomit check (WIL/Battle skill). But since she's not completely green we can skip it.

Lacco
2024-03-02, 04:19 PM
Also, rolling for the unfortunate last enemy (according to instructions from Bramblefoot): [roll0] ATN 7
Hit location: [roll1] = shoulder
Damage: ST 4 + 1 (weapon) - 1 (dull) + 3 net successes +1 (power attack) = 8 cutting

Resist: TO 5

A level 3 wound into the shoulder.

Blood loss: 4 (total 12)
Shock: 5
Pain: 8-WP (7)

The man is strangely able to survive... yet. But at this point, he's going to bleed out fast.

Lacco
2024-03-03, 01:34 PM
Okay, to move this thing forward:

Do you have any questions regarding the map/locations?

In general, I allow different rolls regarding the landmarks, but here I'd go with 'Narset knows the road towards Altrune forest well' (through Three Lake Gorge, Emerald Pass and around the Witch Hill), but beyond that she's not as well versed in the landmarks.

Johann knows very little.

You can get to Stahl either by going the north way or the south - both are fine, but they will lead to different parts of Stahl. From north, Stahl is surrounded by Schwerwald, a not-friendly ancient forest with a lot of people making a living in, but mostly lawless. Southern way gets you there faster, but the Old Road - the one between Stahl and Baruthel - will be much better guarded.

JNAProductions
2024-03-03, 01:58 PM
What's the check(s) needed to stabilize the dying man?

bramblefoot
2024-03-03, 02:01 PM
What's the check(s) needed to stabilize the dying man?

hes riding away. youd have to ride him down, and johann would prefer there be no squealers on what happened

JNAProductions
2024-03-03, 02:01 PM
Ah, whoops.

Yeah, I doubt he'd listen to Narset offering help after the fight.

Lacco
2024-03-03, 04:33 PM
It seems there's some confusion, so I've posted a summary.

One additional point: if you want to change your characters, now is the time (rebuilding them completely, or just changing few details - I always allow this as the first combat usually shows the players what the system is like). Let me know if you have any ideas.

ProgressPaladin
2024-03-04, 10:05 AM
Would I know how to tie a leading knot?
My Riding is VS TN 7

Lacco
2024-03-05, 04:40 PM
Would I know how to tie a leading knot?
My Riding is VS TN 7

Oh, Archer definitely knows how to tie a leading knot. If you want, you can roll Agility/Riding to see if it withstands a pull or if it will let loose at one point in time. But in this case, you have enough time to make a proper knot, so I won't insist on it.


What sort of check is it to calm the mounts and get ready to go?

I'd say Animal Handling/Herding would be the most appropriate: you can default that one to Riding + 3 (so a TN of 9). And I'll allow you to use PER as the dice pool.

If you succeed, you get a tick on the skill (3 ticks and you can roll if you learn it). If you fail, one of the horses gets away. If you fumble, you get a kick.

That is, if you want to calm down one of the horses that ran away. If you just go with the two that stayed, these are not really panicking, so no roll needed.

Lacco
2024-03-06, 04:18 AM
Okay, now the question is: which way and how?


https://i.ibb.co/n7RcVcG/20240302-212036.jpg (https://drive.google.com/file/d/1TYWRVbqewrWeBPiufrZcn4Z5ppyYm8mJ/view?usp=drivesdk)

Do you go north - the longer route - through the Three Lake Gorge (if you want, roll MA/Folk Lore or similar lore skill related to history/geography; I'll tell you more about it) and Emerald Pass? Or even norther, through the cold, mountainous regions?

Or do you try to pass through the Misty Peaks forest? Either through the Butcher's retreat and Ruvar, or around the lake? You'll have to pass the river somehow and will go close to the ruins of Ravenholm monastery. The route will be shorter, but the river may present a danger, and not the only one.

Or you can go south: through the marsh, or fields of blood - the former is dangerous, the latter is even more so - it's close to the Scar and you will definitely meet some cultists there. Maybe even a warcamp.

Once you pass through the Pillars, you can go fast: there is a good road. But the enemy will most probably expect you there.

So... any questions? Or do you have a route picked already? Feel free to propose your own routes. You can even try to cross the mountains. If you dare. Or let the horses go and attempt to pass unnoticed.



The northern route is relatively safe: the three lake gorge requires you to take a raft to the fishing village, or go through the Desolation of Gharr to avoid having to cross the silver river (which is still very cold at this moment), and it will take at least a week to reach the Altrun forest, but you'll get a chance to rest indoors - in the villages.

The Misty peaks route... you went through there, once. It's dangerous: Butcher's retreat is a retreat of a robber baron and Ruvar is a nice village, but 'under protection'. Misty Peaks forest is a dangrous, unpleasant place. It will be shorter trip, if you don't get lost and manage to cross the river, but it is the beginning of a spring: the river will be high and cold, so passing it will be dangerous there.

You never went the southern way.

bramblefoot
2024-03-06, 01:37 PM
Johann knows nothing outside the scar, and will let the others decide

ProgressPaladin
2024-03-06, 02:44 PM
I’m in favor of north or south.

JNAProductions
2024-03-06, 02:45 PM
North is my vote.

Lacco
2024-03-07, 03:25 PM
@JNAProductions: Pathfinding time!

Roll PER/Orienteering: every success means you found a safe shortcut, which shortens the time it takes to get through the forest. Also, let me know if you go through the forest, or if you try to skirt it and follow the river.

Lacco
2024-03-11, 04:39 PM
Rolling for Narset:

PER/Orienteering: [roll0] TN4

JNAProductions
2024-03-11, 06:13 PM
Sorry, work's been kicking my butt.
I'll try to get up to date soon.

Lacco
2024-03-12, 02:56 AM
I completely understand: RL tends to kick my butt too, work- and family-wise.

But I'd like to ask for relatively continual feedback - if there are things that you expect that the game does not fulfill, or if there are things that you'd like to see more/less, just let me know.

Lacco
2024-03-26, 03:03 AM
Okay, so what is the decision? It seems Archer wishes to push onward, but at regular pace. Johann is voting to tackle the group - so an ambush?

Sorry for the delay, was waiting for last member to voice in.

bramblefoot
2024-03-26, 01:25 PM
Okay, so what is the decision? It seems Archer wishes to push onward, but at regular pace. Johann is voting to tackle the group - so an ambush?

Sorry for the delay, was waiting for last member to voice in.

johann is mentioning the stupidity of a fair fight. im for an ambush

ProgressPaladin
2024-03-26, 02:09 PM
I’m for waiting for a sign of aggression.

Lacco
2024-04-02, 09:52 AM
Sorry for the blackout: my last few posts were eaten by the forum and I got slightly frustrated.

Basically: what is the decision? Wait, ambush...? Do you want to solve the issue by roleplay, or should we use dice rolls?

In worst case, I can fish out my mod for Duel of Wits and we can go wild. But I will need a decision before I move this forward.

bramblefoot
2024-04-02, 12:48 PM
im fine with no ambush, i just feel Johann would mention it

ProgressPaladin
2024-04-04, 08:13 PM
Hi, I’m here. I don’t know if we can continue without JNA.