Experience and Rewards.   Posted by Gatekeeper.Group: 0
Gatekeeper
 GM, 28 posts
Thu 30 Oct 2008
at 04:50
Experience and Rewards
Current Experience Totals (as of March 16, 2015)

Below are the XP totals of the PCs that were active before the long hiatus.

You may also add +20 xp to your total.

Active PCs
Broken Eternal - 40 xp
Danae Adela - 115 xp
Kares Perian - 46 xp
Ledaal Xurizu - 113 xp
Peleps Dashu - 104 xp
Tervila Dena - 117 xp
Third Beneficiary of Orderly Knowledge - 119 xp
Veldygar Arhandor - 42 xp
Yaishin Higura - 109 xp

Experience is rewarded after important goals are reached, for getting through a combat scenario (since combat tends to take long to run on forum) as well as for special bonuses.

You may also get xp for posting to Player Contributed Creativity. I tend to give anywhere from 2-4 xp per contribution (which can be artwork, character background, some aspect of the setting like a location, a group of people, a legendary artifact or AI, etc.)

This message was last edited by the GM at 05:13, Tue 17 Mar 2015.

Gatekeeper
 GM, 373 posts
Thu 29 Jan 2009
at 20:21
Christmas 2008 Reward
A one time reward for Christmas 2008.

One free charm or combo to be added at any time, without training needed. Only PCs that were around during Christmas 2008 are eligible!

Reward claimed by:
Danae Adela
Peleps Dashu
Saina Nanaret
Tervila Dena
Third Beneficiary of Orderly Knowledge
Yaishin Higura

This message was last edited by the GM at 15:03, Sat 04 July 2009.

Gatekeeper
 GM, 374 posts
Thu 29 Jan 2009
at 20:34
Accessible Martial Arts and Spells
This is the list of martial arts and sorcery characters have gained access to while playing Escape from Five Coils. (This list does not include martial arts characters began the game with.) 'Access' basically means you could expend XP to learn these styles/spells; anything not on the list, you will need to find a way to study or observe the use of before you can learn it.

Note: even if you don't want to use these Styles, you could potentially teach them to others if you expend the XP to learn at least one Charm in them.

Terrestrial Martial Arts
Broken Eternal: Five-Dragon Style
Danae Adela: Five-Dragon Style
Kares Perian: Five-Dragon Style
Ledaal Xurizu: Five-Dragon Style
Peleps Dashu: Even Blade Style, Five-Dragon Style
Tervila Dena: Five-Dragon Style
Third Beneficiary of Orderly Knowledge: Five-Dragon Style
Veldygar Arhandor: Five-Dragon Style
Yaishin Higura: Five-Dragon Style

Celestial Martial Arts
Broken Eternal: Air Style, Earth Style, Fire Style, Water Style, Wood Style
Danae Adela: Air Style, Earth Style, Fire Style, Mantis Style, Water Style, Wood Style
Kares Perian: Air Style, Earth Style, Fire Style, Water Style, Wood Style
Ledaal Xurizu: Air Style, Earth Style, Fire Style, Water Style, Wood Style
Peleps Dashu: Air Style, Earth Style, Fire Style, Water Style, Wood Style
Saina Nanaret: Air Style, Earth Style, Fire Style, Hungry Ghost Style, Water Style, Wood Style
Third Beneficiary of Orderly Knowledge: Air Style, Earth Style, Fire Style, Water Style, Wood Style
Tervila Dena: Air Style, Earth Style, Fire Style, Snake Style, Water Style, Wood Style
Veldygar Arhandor: Air Style, Earth Style, Fire Style, Water Style, Wood Style
Yaishin Higura: Air Style, Earth Style, Fire Style, Water Style, Wood Style

Terrestrial Circle Sorcery
Ledaal Xurizu: Dragon of Smoke and Flame, Titan's Icy Breath, Thunder Wolf's Howl, +2 spells of player's choice
Veldygar Arhandor: +2 spells of players choice

This message was last edited by the GM at 04:40, Tue 17 Mar 2015.

Gatekeeper
 GM, 375 posts
Thu 29 Jan 2009
at 20:55
Special Training Regimens
For all the following regimens, you must have the experience points available to pay for the offered Attribute, Ability etc. unless it is explicitly stated that the cost is waived.



There is no special training available at this time.

This message was last edited by the GM at 12:52, Wed 18 Nov 2009.

Gatekeeper
 GM, 376 posts
Thu 29 Jan 2009
at 21:08
Past Lives
As you move through Five Coils, you will have the opportunity to be exposed to echoes of your past lives. Your identity in the First Age is undoubtedly the strongest and most memorable of these, but it can also include past lives from later eras.

The Past Lives Merit ranges from a value of 1 to 5. Higher value means a stronger tie with your past. This has some RP repercussions: your memories of your previous incarnations have begun to awaken, so now and then you may incorporate minor flashbacks or feelings of 'deja vu' into your posts, proportional to the value of the Merit. (I will largely be leaving the judgment of this proportion up to the players, as you all seem to be reasonable sorts.)

Past Lives - Points Awarded
Danae Adela: 2 points
Saina Nanaret: 1 point
Tervila Dena: 1 point
Third Beneficiary of Orderly Knowledge: 2 points
Yaishin Higura: 1 point

Mechanically, each point of Past Lives past the first gives a +1 die bonus to operating or maintaining First Age artifacts, or recalling First Age lore. At Past Lives 5, though, this bonus becomes +5. This bonus specifically does NOT count when considering dice pool limitations, and they do not apply for combat pools. Yes, this could mean some obscenely huge Lore or Craft pools, but that's partially the point: those momentous memories ought to mean something.

Sidereals - This is more or less equivalent to the Savant background. In Five Coils you are much more likely to gain Past Lives than Savant, but if for some reason you end up with both, use only the higher rating of the two. They do not stack.

Throwbacks - Past Lives does not replace or cancel out Throwback. If you have both, Past Lives just means you actually get a measurable positive benefit to harboring that second personality in your head. :D

This message was last edited by the GM at 12:52, Wed 18 Nov 2009.

Gatekeeper
 GM, 377 posts
Thu 29 Jan 2009
at 21:14
Crafted/Collected Equipment
This is all the equipment (artifact or otherwise) I'm aware of that PCs have crafted or collected since breaking free of the collars. I've not included Veldygar or Eternal's items yet, waiting until they meet with the main group.

All unclaimed items are staying with the Hive.

Special Artifacts - crafted by PCs

Impeccable Spark (orichalcum magitech daiklave) - Danae
Sixth Coil (moonsilver serpent-sting staff) - Nanaret

2 fivefold harmonic adapters - Dashu(1), Xurizu(1)

Artifacts (non-magitech)

Accessories
1 pair red jade hearthstone bracers (with unknown hearthstone) - Hive
1 hearthstone amulet (with unknown hearthstone) - Dreams

Armor
1 jade reinforced breastplate - Veldygar
1 black jade lamellar armor - Xurizu
1 green jade breastplate - Nanaret
1 black jade breastplate - Eternal
1 red jade breastplate - Hive

Weapons (melee)
1 pair black jade dragon claws - Dashu
1 pair black jade short daiklaves - Eternal
1 pair red jade short daiklaves - Higura(1), Third(1)
1 black jade serpent-sting staff - Hive

Weapons (ranged)
1 green jade long powerbow (with unknown hearthstone) - Hive
1 green jade short powerbow - Xurizu

Artifacts (magitech)

Accessories
5 slave collars - Higura(1), Third(2), Hive(2)

Armor
1 Ashigaru Skirmish Armor - Danae

Automata
5 Hulking Armor Sentinels (Blue Stripes) - Danae

Tools
1 set Wound-Mending Needles - Veldygar

Weapons (melee/mixed)
1 essence lash - Dena
1 pair gauntlets of distant touch - Hive

Weapons (ranged)
6 short hybrid powerbows* - Nanaret(1), refugees(5)

* These are special equipment, powerbows made with an unattuned mode + essence battery for non-essence users to wield. Two were previously broken but it's assumed Hive Irix Chilomena repairs them. Stats are as follows.

(unattuned) Spd 6, Acc +1, Dam +0L (+Ess w/ Essence arrows), Rate 2, Range 150
(attuned) Spd 6, Acc +2, Dam +2L (+Ess w/ Essence arrows), Rate 2, Range 250, Attune 4
Repair 1, includes essence battery (20 motes, 2m per shot)

Mundane Equipment

Armor
1 exceptional earth-enchanted breastplate - Nanaret
1 exceptional lamellar armor - Higura
1 exceptional reinforced breastplate - Drachma
35 exceptional reinforced buff jackets - refugees
6 exceptional wood-enchanted breastplates - refugees(5), Hive(1)

Weapons (melee)
1 pair exceptional earth-enchanted cesti - Nanaret
2 exceptional earth-enchanted fighting chains - Dashu
1 exceptional earth-enchanted seven-section staff - Nanaret
1 pair exceptional earth-enchanted tonfa (treat as club) - Xurizu
1 pair exceptional water-enchanted tiger claws - Dreams
6 exceptional wood-enchanted short swords - Nanaret(1), refugees(5)
1 exceptional wood-enchanted knife - Third

30 fighting refugees each have two of the following:
20 exceptional straight swords
10 exceptional hammers
10 exceptional hatchets
10 exceptional poleaxes
10 exceptional short spears

The other 5 refugees have the wood acolytes' powerbows and short swords, as above.
Drachma's weapons are an exceptional chopping sword and two exceptional knives.

Tools
1 fine medical kit (+1 Medicine(Diagnosis)) - Higura
1 set exceptional alchemical tools (+1 Craft(Water) or Art of Alchemy) - Higura
1 set fine tools (+1 Larceny(Lockpicking), +1 Craft(Small Items/Parts)) - Nanaret
1 pair tinted lenses (+1 Awareness(Sight), used to hide nocturnal eyes) - Nanaret
1 set makeshift lockpicks - Dashu

Clothing
100 miner's work outfits - Dashu, Nanaret, Xurizu, refugees
1 Refugee Army Captain uniform - Drachma
35 Refugee Army uniforms - refugees
3 Immaculate acolyte robes - Dreams, Nanaret(2)
2 sets stealth-enhancing gear (+1 Stealth) - Dashu, Nanaret
1 technician's outfit - Nanaret

Expendables

Carried by B23 Sector 5 / Riot Zone group
Various reagents (plentiful Res 1, some Res 2, few Res 3)
5 doses cave fish poison
10 doses cave fish antidote
20 draughts of blessed respite
50 blood-staunching compresses
50 doses wound-cleansing unguent
1 dose seven bounties paste

Carried by Veldygar
Approx. 1 week's (7-10 doses) worth of:
Hero's Recovery
Draught of Blessed Respite
Venom-Allaying Draught (for common poisons)



So you can note down the stats for mundane high-quality enchanted weapons, use those listed in the corebook with the following additions. If a particular quality offers a choice, the PC taking the item may choose which they want.

Fine quality
- Fine armor has +1L/+1B soak.
- Fine melee weapons, choose one: +1 Acc, +1 Dam, +1 Def, -1 Att or Abil requirement.
- Fine ranged weapons, choose one: +1 Acc, +1 Dam, +50 (bows) or +10 (thrown) Range, -1 Att or Abil requirement.
- Fine tools add one die when it is used for a single chosen specialty. Example: fine thieves' tools that give +1 Larceny (Lockpicking).

Exceptional quality
- Exceptional armor, choose two: +1L/1B soak, +1 mobility, -1 fatigue.
- Exceptional melee weapons, choose three: +1 Acc, +1 Dam, +1 Def, +1 Rate, -1 Att or Abil requirement.
- Exceptional ranged weapons choose three: +1 Acc, +1 Dam, +50 (bows) or +10 (thrown) Range, +1 Rate, -1 Att or Abil requirement.
- Exceptional tools add one die to the dice pool for a single relevant Ability when used. Example: exceptional medical kit that gives +1 Medicine.

Perfect quality
- Perfect armor has +1 mobility, -1 fatigue, and choose two from the options for exceptional armor.
- Perfect weapons choose three from the options for exceptional weapons of their type, except one of the three values may be a +2 (exception: rate cannot be raised by +2).
- Perfect tools add two dice for a single relevant Ability when used. Example: perfect sanxian that gives +2 Performance.

Also recall that slashing and straight swords start with +4L damage, not +3L.

Air-enchanted items have either Lightness (armor -1 mobility and +1 fatigue; weapons -1 speed) or Coldness (armor +3 resistance vs. cold; weapons +2L cold damage, requires 1m or 1wp commitment).

Earth-enchanted items have Solidity (items are nearly unbreakable; armor +2L/+2B soak).

Fire-enchanted items have either Insulation (immune to fire) or Radiance (armor +3 resistance vs. heat, weapons +2L fire damage, requires 1m or 1wp commitment).

Water-enchanted items have Fluidity (can change shape into an item of the same substance and mass in a form the bearer knows well; requires 1m or 1wp commitment.)

Wood-enchanted items have Rejuvenation (item regenerates damage or wear from normal use, unless it takes enough damage to destroy it in one hit; heals 1 damage level per hour and superficial damage in minutes).

This message was last edited by the GM at 05:51, Thu 06 Aug 2009.