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  1. - Top - End - #1
    Ettin in the Playground
     
    Devil

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    Default The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Welcome to the OOC thread for The Saga of Jorunn - A WFRP2e Solo Experience. Please post your character sheet here, so we can get into the Prologue: 5 Marks.

    The IC thread doesn't exist yet; but I'll edit it in, when it does.

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    Ettin in the Playground
     
    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    I am reserving this post, and the next one, for logging game information for easy reference by edit.

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    Ettin in the Playground
     
    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    (As above!)

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    jorunn character art



    jorunn werebear art



    new character art



    WS: 42 | 57
    BS: 39 | 49
    Strength: 37 | 47
    Toughness: 37 |47
    Agility 43 |48
    Intelligence 37 | 42
    Willpower: 40 |50
    Fellowship 36

    Fate 2/2
    Wounds 14/14
    Attacks 2

    Skills:
    animal care
    CK (norsca) +10
    CK tilea
    CK: strategy and tactics
    Consume alcohol
    concealment
    Dodge blow
    drive
    Gossip
    haggle
    Intimidate
    outdoor survival
    Perception
    Performer: (storyteller)
    ride
    scale sheer surface
    search
    silent move
    Speak language (reikspiel)
    Speak language (norse)
    Speak language (tilean)
    secret language (battle tongue)
    Swim



    Talents

    blood brothers (byjan): take an additional +10 to any charge attacks when coming to byjans aid

    Bloodthirsty Appearance: When you spend time applying your warpaint each morning, take a +10 to the first Intimidate check you make that day. The application must take at least fifteen minutes in meditative conditions. Literal paint is traditional, but mud or blood will do.
    Coolheaded

    Explosive Speed - When you spend a Fortune Point to add 1d10 to your initiative, you may add your Agility Bonus also. If this causes you to precede the fastest enemy by 10 or more, you may act in the surprise round.
    Frenzy

    Mark of the Ice Bear: If your head is fully visible, you unnerve people as if you possessed the Unsettling talent.

    Mark of the shield: The first fate point you spend in a day to reroll a failed parry check causes the re-roll to gain a +20% bonus.
    Menacing
    night vision
    Quick draw
    Resistance to magic
    Specialist weapon group (two handed)
    strike mighty blow
    strike to stun

    Werekin: Consult the Beast - As a full action, you may spend a fortune point (that is, a temporary fate point) to gain access to the skills and talents your wereform possesses, without shifting. These do not stack (e.g. your wereform's Concealment skill does not add +10 to your human form's Concealment skill, if you are trained), but you are entitled to use whichever is highest. Using Consult the Beast does not cause you to frenzy.
    The effects last for an hour, at which point your Beast subsides unless you spend another FP for another hour.

    Werekin: Leash the Beast - As a free action, you may spend a fortune point (that is, a temporary fate point) to immediately cease your Frenzy and revert to your human form

    Werekin - Uncage the Beast: - As a free action, you may spend a fortune point (that is, a temporary fate point) to immediately enter a Frenzy and shift to your werekin form. Free action though it may be, this cannot be performed outside of your turn.

    Become the Beast: When you frenzy and take your werebear form, you may spend a Fate Point for the day to suppress all negative effects of the Frenzy for 10 minutes. These include:

    The stat penalties (-10 Int, -10 WP, -20 Fel), but not the bonuses.
    The demand to charge or swift attack every turn.
    The inability to access your 'human' skills and talents (including Dodge Blow).

    In a case where your werebear form and human form both possess the same skill, while you are Becoming the Beast, these are cumulative trainings. I.E, being trained in Concealment would add with the werebear's concealment to function as Concealment +10. Conversely, if you have Concealment +20, there is nothing the werebear's Concealment skill can add to it.

    After 10 minutes, you once again return to 'normal' frenzy unless you spend another FP to maintain this state of enlightened bestialism.

    463 sceatta

    Spoiler: homebrew talents and such
    Show

    wolfskin cloak: +1AP to the body, and +5 to concealment while in the wilderness

    cold-blooded: +10 to toughness when resisting the effects of cold weather

    lupine cunning: +10 to CK: strategy and tactics when using an unorthodox strategy

    northern resilience: +5 to toughness vs disease and poison

    norse raider: +5 to naval navigation, raid planning, and leadership in battle

    sea legs: +10 to agility when maintaining your balance during storms or combat

    wolf's howl: once per combat, you may test intimidation at +20. for every degree of success, one enemy must test against fear. if they fail, they are stunned for 1 round, and must test wp to unfreeze

    icy resolve: +10 to wp against terror-causing adversaries

    survival instinct: +5 to outdoor survival and follow trail tests in the wilderness

    Rune-Scarred: You bear ancient runic tattoos that grant you a connection to the mystical energies of the Old World. These runes might offer protection, enhanced senses, or even allow you to tap into a limited form of magic. (i wouldnt mind getting these tattooed on jorunn, and i leave what they do to you)

    Stormcaller's Gift: You have a strange affinity for weather patterns. Once per day, you can attempt to influence the weather in a small area, summoning storms, calming winds, or bringing fog. (im feeling a wp test is needed, diff depending on the weather and what weather jorunn wants)

    Frostweaver: You possess a unique talent for manipulating frost. You can create small ice sculptures, freeze small bodies of water, or even use your abilities to slow down opponents in combat. (same as above, and penalties depending on warmth, and level of ice around)

    Dreamwalker: You have the ability to enter the dreams of others. This talent can be used for espionage, communication, or even influencing the thoughts of those you encounter in the dream realm. (penalties for range, and at the beginning a wp test may be needed to get in the right head-space. completely your call on whether jorunn has to be awake or asleep to dreamwalk)

    Raven's Wit: Ravens are known for their intelligence, and you have developed a strange connection with these birds. You can communicate with ravens to gather information or request their assistance.

    old jormungs whisper: You occasionally hear echoes of the god old jormung, granting you visions of the past or glimpses into possible futures. These visions may provide guidance or warnings.

    Norn's Threads: You can sense the threads of fate weaving around individuals. This talent grants you a limited ability to foresee potential outcomes, providing a bonus to Perception tests in situations with significant consequences.

    Frostbite Kiss: Your touch can bring a numbing chill. Once per day, you can use this talent to deal minor frost damage with a touch, potentially freezing small objects or surfaces. (im feeling 1d5 wounds unreducible)



    Spoiler: xp spends
    Show

    norse berserker

    +15 ws
    +10 str
    +10 tgh
    +10 wp

    CK: norsca
    consume alcohol
    intimidate
    performer (storyteller)
    speak language (norse)
    swim

    mercenary

    +10 bs
    +5 agi
    animal care
    CK: tilea
    dodge blow
    drive
    haggle
    perception
    ride
    search
    secret language (battle tongue)
    strike to stun

    outlaw
    concealment
    silent move
    scale sheer surface
    Last edited by bramblefoot; 2024-03-04 at 09:10 PM.

  5. - Top - End - #5
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    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Spoiler: Witherbrand Notes
    Show
    Witherbrand is a Good Quality hand weapon (shortsword). It is a Chaos Weapon - infused with dark magic, though not a daemonic spirit. In addition to being a hand weapon it has the following qualities:

    Magic Destroyer - When this weapon strikes a character with a positive Magic Characteristic, the victim must succeed on a -10% Willpower Test or lose 1 point of Magic for 1d10 hours. Effects are cumulative.

    Bound Spell - Once per combat, you can invoke the spell bound into the blade as if you were casting it with a Magic Characteristic of 3. The spell bound within is Lure of Chaos (Target takes a willpower test or you decide its actions next turn). If your casting provokes the curse of Tzeentch, you endure the effects just as a mage would. This is a sophisticated action and cannot be performed during a frenzy.

    A character with a Chaos Weapon in their possession has a -10% penalty to any tests they make to resist mutation.

    Spoiler: Werebear Notes
    Show
    WEREBEAR NOTES

    Jorunn is an Were; specifically, a Bjornwernar; a Werebear. This does two main things to a starting character.

    The first is that it sets your Fate Points to Zero. Since this is a solo game and there's no need to balance the game against other player characters who might feel put out, we're not going to worry about that, so your Fate Points stay the same.

    The second is that it dramatically alters how your Frenzy talent works. Normally, Frenzy is... pretty bad.

    Normal Frenzy: Spend a round psyching up. Next round you lose control and go berserk. +10 Strength and Willpower, but -10 Weapon Skill and Intelligence. Can only make all out attacks, charge attacks or swift attacks; can't flee or retreat. Lasts until combat is over.

    That's alright, but a -10WS is a really big price to pay for those small bumps to Str and WP. But a Werecreature, when they Frenzy, gets the following:

    +10 WS
    +10 S
    +10 T
    +20 Ag
    -10 Int
    -10 WP
    -20 Fel
    +1 Attack
    +5 Wounds
    +1 Move


    And replace skills and talents with:

    Skills: Concealment, Follow Trail, Perception, Silent Move, Swim
    Talents: Keen Senses, Natural Weapons, Night Vision

    So instead of becoming a little stronger and stronger of will, you become a reckless killing machine half-bear. The only real downside compared to normal frenzy is the reduced WP in that state, which will matter only when dealing with certain spells and effects that target WP. As it stands, it means you become signficantly more deadly, especially with that extra attack - which is why I asked you to roll that third swing.

    Also worth noting is Natural Weapons, which means you are considered to always be armed with a handweapon for everything except parrying. So right now, you have that hand weapon and shield and they're still important for generating that free parry; but you're attacking with your bulk, and claws, and teeth, without that pesking -5WS for poor quality on the axe.










    Spoiler: Old Character Generation Notes
    Show
    ------------------------------------

    Awesome. Well, let's get this character polished and ready to go. You asked a couple of questions I never got around to answering, but I'll do that now!

    First, I think your BS is 25+14=39, not 37.
    Your intelligence is 25+12=37, not 27.
    Your WP is 25+10=35, not 40. Oh, but you have coolheaded, so you added that. No worries!
    And your base Fellowship is indeed 25+6=31, but you are entitled to a Shallya's mercy to bring that to a 36. You also can use a Ranald's Gamble to reroll one stat, but.. honestly this is just about the best set of stats I've ever seen so I wouldn't risk it.

    You also have the Inured to Chaos talent and only one Random one, for being Norscan; you can choose if you would prefer the Cool-Headed or Excellent Vision talents that you rolled.

    The 87 you rolled means... something interesting that will happen in your prologue. Don't even worry about it now. :D

    Edit:

    Also, with a little look at your skills, I think you start with CK: Norsca and SL: Norse both from Berserker and being Norse. Typically you just get +10% to each. I'm inclined to let you know Riekspiel (you already have it on your sheet I think) instead of +10 to Norse; but I don't think I can justify Common Knowledge of the Empire just yet; so that'll be a +10 to CK: Norse instead. Did you take Speak Language: Tilean from Mercenary?

    Edit: It would help for the future if you can track what you do purchase from which career, actually. You can sort it how you like - a spoiler box with purchases taken from Mercenary, and then a new one for the next career you go into, for example!
    Last edited by MrAbdiel; 2023-03-02 at 05:11 AM.

  6. - Top - End - #6
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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    i picked up dodge blow, speak language (tilean), and +1 attacks

    i will also keep coolheaded
    Last edited by bramblefoot; 2022-12-11 at 11:56 AM.

  7. - Top - End - #7
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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    one more question: would you suggest the shield or the great weapon?

  8. - Top - End - #8
    Ettin in the Playground
     
    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    The shield. It’s just hard to look past the “free” party for dual wielding you get when going shield and hand weapon. Impact from the great weapon is good, but free parry is where it’s at. Especially since, with a base two attacks, you’re likely to spend all day using the Swift Attack action to take two swings, and not a half action to swing and another half to parry stance.

    No wrong answers, but shield is the classically chosen answer. On the other hand, a shield is cheaper; so if you wanted both, you could buy a shield with 10gc, and take the 20gc two hander for free!

  9. - Top - End - #9
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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    i will pick up the shield

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    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Great choice. Alright, soon I’ll post a thing. You saw the other thread, so you know what kind of prologue I’m looking for; but as always don’t feel a need to write a novel about anything if you don’t want to. Shorty, punchy and evocative is as good as long, dramatic and prosaic. It’ll take you from childhood to the situation where you are a merc, and hopefully give you some memorable touchstones for the character on the way.

    Working today and tomorrow so I should have something by Wednesday.
    Last edited by MrAbdiel; 2022-12-11 at 10:54 PM.

  11. - Top - End - #11
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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    aye aye captain

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    soooooooooo,

    any idea when my opening post comes out? im not rushing you, im just interested in knowing

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    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    I hear ya, bud. Hoping to get it done tonight. I'm keen too!

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    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Posted again. It's viking prom! Or, you know; a horrible sacrificial ritual and feast. The point is, it's an important social occasion for these raiding tribes. How will Jorunn spend his time there, I wonder?

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    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Oh, and if you would be so kind, can you roll me three separate D10's?

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    i had an idea where we catch a giant demon fish

    (3d10)[6][3][1](10)

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Absolute bro.

    Don't worry about those D10's, I'll take care of them. You just worry about your next post.

    Hehehehe..




    Heheheheh...





    Hehehe...
    Last edited by MrAbdiel; 2022-12-16 at 10:59 AM.

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Quote Originally Posted by MrAbdiel View Post
    Absolute bro.

    Don't worry about those D10's, I'll take care of them. You just worry about your next post.

    Hehehehe..




    Heheheheh...





    Hehehe...

    to quote han solo. "i have a bad feeling about this"

  19. - Top - End - #19
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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    pls gib infravision mutation

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    i await what happens next!

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    may i say that i personally hate it when my equipment is taken from me. never do it again, yah?

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    I mean, I’ll do it if the story calls for it. But you don’t need to have an elevated fear I’ll be conspiring to take it away from you all the time. It’s a prologue! It’s setting the stage for the primary challenge you’re going to encounter - material deprivation - which you may never encounter again. So I’m sorry you found it frustrating; but I hope you’ll find, in retrospect, it was good.

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Quote Originally Posted by MrAbdiel View Post
    I mean, I’ll do it if the story calls for it. But you don’t need to have an elevated fear I’ll be conspiring to take it away from you all the time. It’s a prologue! It’s setting the stage for the primary challenge you’re going to encounter - material deprivation - which you may never encounter again. So I’m sorry you found it frustrating; but I hope you’ll find, in retrospect, it was good.
    i had some time to consider, and i will grudgingly lose my kit

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    dice rolling

    toughness tests under 67

    (2d100)[58][35](93)

    perception test under 24

    (1d100)[42]

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    Devil

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Tag, you're up! Initiative roll first. You've put down one of three men without even a struggle, but the other two might make a meal of it!

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    swift attack on the hunter

    (2d100)[19][30](49)

    (1d10+4)[13]
    (1d10+4)[12]

    (1d10+4)[5]
    (1d10+4)[14]

    thought the axe had impact, so ignore the bottom 2
    Last edited by bramblefoot; 2022-12-31 at 07:38 PM.

  27. - Top - End - #27
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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    Quote Originally Posted by bramblefoot View Post
    swift attack on the hunter

    [roll0]

    [roll1]
    [roll2]

    [roll3]
    [roll4]

    thought the axe had impact, so ignore the bottom 2
    Those are some nice rolls! A couple of things:

    You'd have to spend a half-action to move to the axe. That'd leave you only a half action to attack, which would be a standard attack, one swing. Swift Attack, which allows you to attack as many times as you have Attacks, is a Full Round Action. But you COULD do Gimgroth's favorite trick, and spend a temporary fate point to gain an extra half action - use that to move, then the full action to attack twice right away!

    And no sweat about the axe! Lots of players gravitate to the Best Axe because impact is so awesome. It's so good it makes the Best Axe almost indisputably the best weapon in the game - it's only one point less damage than a Best Great Axe, which costs TWICE as much and is slow and tiring! Great Weapons in WFRP kind of suck; I think they need some manner of buff, honestly. But that's for thinking about later!

    Did you want to use a temp fate point to get both those attacks, or just one?

    And roll me a d100!

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    i will burn a temp fate point

    (1d100)[6]

    also, shouldnt these guys have to deal with my unsettling talent as my head is uncovered

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    That is a good point - (1d100)[18] to see how unsettled this guy is though, as you can see, he's quite unsettled.

    Hmm. It's pretty close to a foregone conclusion, you just chainsawed through the first two; but given how touch and go a fight with no armor at all can be, I want to game this last exchange out just to see if he gets any licks in to make your life more compliated.

    Can you give me a charge attack at plus then, then two rounds of swift attacks? I'll roll his attacks and see if he manages to jab you with a tent peg, but I'm sure he won't last more than two rounds.

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    Default Re: The Saga of Jorunn - A WFRP2e Solo Experience (OOC)

    charge attack

    (1d100)[19]

    (1d10+4)[5]

    dodge and parry
    (1d100)[59]
    (1d100)[8]

    swift attacks

    (2d100)[82][34](116)

    (1d10+4)[13]
    (1d10+4)[14]

    dodge and parry
    (1d100)[4]
    (1d100)[9]

    (2d100)[76][75](151)

    (1d10+4)[5]
    (1d10+4)[9]

    dodge and parry
    (1d100)[66]
    (1d100)[1]

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