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GM Notes.

Posted by ControlFor group 0
Control
GM, 78 posts
Mon 19 Mar 2018
at 07:43
  • msg #1

OOC: GM Notes

Game Map 0:

This message was last edited by the GM at 04:18, Mon 11 Jan 2021.
Control
GM, 79 posts
Mon 19 Mar 2018
at 07:43
  • msg #2

OOC: GM Notes

Stoltgard


Stoltgard was an ancient fishing town at the mouth of the River Ymer.  As Kumlar's eastern-most harbor it was the edge of the world as far as the inhabitants of Aroen knew it.  Few ships travelled further East, and fewer ever made it back.  The Cape of Grief and the Maelstrom Islands- were night impassable.  Every generation or so, a new journey is rumoured or announced, and then never heard from again.

Stoltgard was founded before the Great War, even, because the fishing in the region was unmatched.   Even after the Maelstrom formed, the schools were unmatched.

But being so close to the Mondat, Stoltgard was also one of the first places to have been invaded by the Mondain.  Or so the stories went.  Now, it was a fairly affluent city, that receievd goods from CYren and Druvir, and rarely--though not entirely unheard of--ships from beyond the Maelstrom.

According to Huarta's prisoner, the shadow caravan to Pennryn was aided by the harbormaster at Stoltgard.   It was common-talk that Pennryn was being overrun by the Mondain again.   It used to be a seasonal thing, with more Mondain and Northmen coming down from the mountains every autumn, before the paths between the mountains became too difficult to traverse.  But now... it was early spring, and the Mondain had been a regular occurrence throughout the winter.

The road to Pennryn would take them maybe three days.  They'd bned to travel north through

Stolgard
This message was last edited by the GM at 04:08, Mon 11 Jan 2021.
Control
GM, 80 posts
Mon 19 Mar 2018
at 07:43
  • msg #3

OOC: GM Notes

Minor Achievement
You get a Minor Achievement after any scene in which you...
  • Win a Conflict with a Supporting NPC opponent.
  • Succeed at major cost on any roll (Moderate Consequence or plot complication).
  • Succeed With Style(+3) on a difficult (Skill +2} roll in a Challenge or Contest
    which solves a problem with a new Faction.


With a Minor Achievement you can do the following:
  • Refresh your Stress Tracks.
  • Clear any Mild Conditions/Consequences that has been started to overcome)
  • You may Rewrite one Stunt or Aspect other than your High Concept
  • You may replace an Average(+1) skill with a Mediocre(+0) one.



Significant Achievements
You get a Significant Achievement after any scene in which you...
  • Suffer a Severe Condition/Consequence.
  • Concede in a high-stakes Conflict, Contest or Challenge in which you learn or
    protect a world-changing secret about a Location, Person or thing.
  • Roll an Extraordinary Success (+6) on a difficult (Skill +2) roll in a Challenge or Contest which creates permanent change in a Location, Person or thing.


With a Significant Achievement you can...
  • Refresh your Fate Points if you currently have less than your Refresh.
  • Clear a Moderate Conditions/Consequence that (that has been started to overcome)
  • Purchase a new Stunt or Extra by spending 1 Refresh
  • You may replace swap ranks between two skills that are one-skill-rank apart (this includes replacing an Average(+1) skill with a Mediocre(+0) one.


Major Achievements
You get a Major Achievement after any scene in which you...
  • Win a high-stakes Conflict against a Main NPC opponent in which you Learn or protect a secret about a Location, Person or Thing.
  • Complete a difficult mission/quest on behalf of a Faction which Resolves an
    Issue on the game setting.


With a Major Achievement you can do the following...
  • Clear any Severe Conditions/Consequences that has been started to be overcome
  • Rename an Extreme Consequence to show that it has been overcome
  • Gain a point of Refresh, which you can spend on a new Stunt or Extra
  • Increase one Skill by one step up the ladder (including moving a Mediocre(+0) skill to the Average(+1) rank.

This message was last edited by the GM at 04:27, Sun 17 Jan 2021.
Control
GM, 81 posts
Mon 19 Mar 2018
at 07:43
  • msg #4

OOC: GM Notes

Okay, I've got crap-load to catch up on here.  So, I'm gonna be quoting stuff from way back.  It might be irrelevant now.  I accept that.


Being that Idle has no love for his House, I'm quite sure that his loyal to Jia would be nigh-unbreakable if she offered even the slimmest chance of getting his sister back.
If he's served--either as a veiled attendant or simply as an extended member of Stefen's network of spies, then yes, his sister will be on Jia's to-do list...  I like that this might be a part of an agreement on her part for INM to become an active member of <U>this</I> cell, this group of PCs.


Pennryn's call to arms is not a life-sentence.  And, in fact, his offering land in return for service is well within his right as a landed lord.  He's simply offering a landed-tenant relationship.   As one of his subjects if the call is put out, you may still be called upon to answer... and take arms against whoever Pennryn is fighting that day...

But, Jia and the Crown in general simply isn't aware of just how dire teh situation in Pennryn is.  Somewhere along the line, she's been kept in teh dark about it.   Right now, in Druviv (Kumlar capital) King Dorian is sick in bed for several months, and the Heirophant is in a deep dark cave, in seclusion for a year and a day on some sort of deep meditation.  SO, she's largely been without her primary advisors.

In Kumlar, though the king rules, the line of precedence runs through the Queen's line.   (I'm kinda riffing off of Lynn Flewelling's "Hidden Warrior" trilogy...


I could also see him making a name for himself fighting these monstrosities, and his reputation proceeding him and earning the ear of the queen.
If he has fought in Pennryn, then at most, he'd made a name for himself and gained Duke Churthen & Duchess Jaelle's eye and trust...  which, given that Churthen is being held for treason and Jaelle will probably soon be rounded up, might not be the most advantageous position.




@CARA: COLORS
quote:
Houses wear Black, Oathsworn Black and Red, those of the Clans wear Dark Blue, warriors, hunters, marines and sailors wear Silver, the Clanbound wear Orange, and Clanless wear whatever the fuck they want. Though, goddamn would they be screwed if the got caught wearing the colors.


I want to step this back half a step.  While, yes, the colors are definitely associated with the various elements.  Some of it also comes down to the relative scarcity of dyes.  Blue dye in the middle ages involved some scarcity.  Orange, I imagine is stupidly scarce.   But black and silver?  Everyone can get a hold of black.

SO, let's sale this back to badges and tabards, heraldic insignias and the like.   I'm willing to go with Oathsworn--and by extension even Saggars--being given a very specific uniform of sorts integrating those colors.   But it should be even more narrowly defined.  "Blood Red" vs "Red".  Someone walking around with a bright scarlet cape shouldn't expect to be confused with an Oathsworn.
This message was last edited by the GM at 02:34, Tue 19 Jan 2021.
Control
GM, 82 posts
Mon 19 Mar 2018
at 07:43
  • msg #5

OOC: GM Notes

Stub
This message was last edited by the GM at 07:02, Fri 10 July 2020.
Control
GM, 83 posts
Mon 19 Mar 2018
at 07:43
  • msg #6

OOC: GM Notes

Stub
This message was last edited by the GM at 07:03, Fri 10 July 2020.
Control
GM, 84 posts
Mon 19 Mar 2018
at 07:43
  • msg #7

OOC: GM Notes

Stub
This message was last edited by the GM at 03:25, Wed 08 Apr 2020.
Control
GM, 85 posts
Mon 19 Mar 2018
at 07:43
  • msg #8

OOC: GM Notes

Stub
This message was last edited by the GM at 13:14, Thu 19 Nov 2020.
Control
GM, 86 posts
Mon 19 Mar 2018
at 07:44
  • msg #9

OOC: GM Notes

Stub
This message was last edited by the GM at 13:13, Thu 19 Nov 2020.
Control
GM, 87 posts
Mon 19 Mar 2018
at 07:44
  • msg #10

POSSIBLE RULES CHANGES

One Defense roll per combat-exchange
lifted from Diaspora
Roll a defense roll of a specific nature (ie, Athletics to Dodge, and "leave it on the table" to stand for your defense action throughout that entire exchange.   Different skills get different rolls, (Athletics to dodge, while Provoke to unsettle the audience, and Deceive to maintain your disguise, etc.).

The upside of this is that it prevents a player from feeling like they have to spend all of their fate-points on defend after defend after defend in a mob situation, when it's only been one exchabnge.




Consequences Absorb Stress
How do you feel about the idea that Consequences negate existing stress

Yvon has the following status:
Physical stress [X][X][X][X][X][-]  No Consequences.

But he takes a hit and takes on +2 Stress.  He's forced to take a Moderate(+4) Consequence.   Perhaps "Torn Ligaments"

His Track  would look like this:
Physical stress [X][X][X][X][X][-]  Torn Ligaments (+4)

My concern here is that that Torn Ligament reflects 4-shifts, but he only took two stress to get there.  Would you accept the idea that taking on a Moderate Consequence for 4-shifts actually absorbs 4-shifts of damage. The balance of any outstanding stress would be absorbed from the existing stress-track.

The adjusted Track would look like this:
Physical stress [X][X][X][-][-][-]  Torn Ligaments (+4)

It is possible, I suppose, that he could then take a sword to the face and need to take on +5 more shifts...
Physical stress [-][-][-][-][-][-]  Torn Ligaments (+4) Broken Face (+6)

Yeah, it'd free up his stress, track, but he's still pretty messed up with both a Moderate and a Major Consequence.




New Action: Blocks
lifted from The Dresden Files RPG

The basics of it is that you want to take an action in your combat-exchange to <UI>prevent</I> something from happening.

Maybe you ant to prevent your prisoner from escaping, or you want to keep the diplomat focused on you and block him from seeing your companion sneak into his chambers... or maybe you simply want to make sure nobody goes into that room.

To perform a block, declare what specific type of action the block is intended to prevent and roll an appropriate skill.  The result of that roll is called the block strength.

Any time a character wants to perform the action that’s covered by the block, he must roll against the block and meet or exceed the block strength to be able to perform that action.  If he fails, he cannot perform the action in question. If he meets or exceeds the block strength, the action resolves normally.

A block action lasts until the player who initiated the block takes his next turn. At that point, he must choose whether he wants to take another action or if he wants to maintain the block.

Two or more players can “stack” rolls to prevent something from happening. If your character is protecting someone from attacks, that person technically gets two chances to resist an attack: their own automatic defense roll and the block strength.

If either one manages to beat the attack, that person suffers no stress. If neither roll beats the attack, the higher of the two totals may mitigate the effects  somewhat.

When you create a block, the block has to be specific and clear in two ways:
  • who it’s intended to affect, and
  • what types of action it's trying to block.


It has to make narrative sense.  And you can't block someone from taking an defense roll.

As a general rule of thumb, if the block can affect more than one person, it should only prevent one type of action. If the block only affects one person, it can prevent several types of actions--as context permits.  You can’t use a block to prevent someone from making a defense roll.
This message was last edited by the GM at 09:27, Mon 13 July 2020.
Control
GM, 445 posts
Thu 18 Jun 2020
at 11:15
  • msg #11

OOC: GM Notes

Stub
This message was last edited by the GM at 13:12, Thu 19 Nov 2020.
Control
GM, 689 posts
GM
--
Wed 18 Nov 2020
at 21:33
  • msg #12

OOC: GM Notes

Stub
This message was last edited by the GM at 13:38, Thu 19 Nov 2020.
Control
GM, 691 posts
GM
--
Wed 18 Nov 2020
at 21:44
  • msg #13

OOC: GM Notes

Cara Yisil - Oathsworn 
underlined is "borrowed" from benefactor
Fate:2/1, Physical 5/5, Mental 6/6,  Mana 3/4,
Dependents 1/3, Disfavored-O, Exhausted-O BurnedOut-O,

Current Benefactor: Arcanist Ellis Yassur
Ath 1, Bld 3, Brg 1, Con 3, Cft 0, Dcv 3, Emp 2, Fgt 0, Inv 2, Knw 1,
Lor 4, Not 2, Phy 0, Prv 4, Rap 2, Rid 0, Sht 0, Sth 1, Wll 1

Devourer of Mantles, Foreign Magic in the Blood, Another debtor--another debt,
I know a guy but you're not going to like the price, A Coat of Red and Black

My Eyes Burn with Stolen Secrets,
Lesser Boon, Final Boon, Enchanted Items (Character), Not to Be Trifled With (FST 35),
Unapproachable (SotC ยง6.16.1)


Evocation:
Evocation: mark 1 or 2 stress (PM%) to boost evocation magic
Exhausted-O +4 to attack or multi-attack,
Burned-Out-O to +2 to all magic for scene




Nathan Serule - Sigil'ed Fist
Evoker, Sigiled Fist
Fate 3/3, Physical 7/7, Mental 8/8, Mana 4/4
Exhausted-O BurnedOut-O
Ath 1, Bld 2, Brg 0, Con 4, Cft 0, Dcv 2, Emp 0, Fgt 1, Inv 4, Knw 3,
Lor 2, Not 3, Phy 2, Prv 1, Rap 1, Rid 0, Sht 0, Sth 1, Wll 3

Grandfather's Blue Cloak Mother's Sigiled Fist, Estranged
with Prejudice, Curiosity Lures Him From a Gilded Cage, The Mere Measurement
Effect, It's Precarious Living As If Already Dead

Stunts: Evocation

Evocation Mantle:
Evocation: Mark 1 or 2 stress (PM%) to boost evocation magic
Exhausted-O +4 to attack or multi-attack,
Burned-Out-O to +2 to all magic for scene

Sigiled Fist Mantle:
MANTLE TO BE ADDED






Arui - Tarenti Guardian
Fate 1/1, Physical 6/6, Mental 6/6
Ath 3, Bld 2, Brg 0, Con 0, Cft 2, Dcv 0, Emp 1, Fgt 1, Inv 2, Knw 3,
Lor 0, Not 4, Phy 1, Prv 0, Rap 1, Rid 2, Sht 4, Sth 3, Wll 1

Tarenti Hunter, Strange Customs, Vow of Guardianship, 2 x Undefined
Specialist (Core, 115), Danger Sense (Core 117), Tough As Nails (Core 119)

MANTLE TO BE ADDED
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