[LP] Rune: Crouching Wizard, SMASHING HAMMER

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angelfromanotherpin
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[LP] Rune: Crouching Wizard, SMASHING HAMMER

Post by angelfromanotherpin »

All the talk about competitive RPGs reminded me of the Rune RPG and its competitive hilarity. If there's interest, I'll run a pbp of its short published adventure.

Image

Disclaimer: The deal-breaker for a lot of people in Rune is that it is choo-choo railroad. The crunch justification is so that everyone faces the same challenges for fairness' sake. The fluff justification is that as a viking you have an inescapable wyrd. Fair warning.

I'll run if there are at least three players. Chargen procedure spoilered below.
Step 1: Name
Pick a norse name. If you want a cognomen, you can have one, but it cannot be a badass one because you have no worthy deeds to boast of yet.

Step 2: Stats
You have 60 points to spend, and these have to cover your skills as well as your stats, so keep that in mind. The stats are the Ars Magica eight, and (for scale) the RNG is a d10. In addition to skill contribution, Strength is damage, carry capacity, and hp; Stamina is soak, wound threshold, and hp; Dexterity is melee accuracy; Quickness is initiative and dodging; and Perception is missile accuracy.
Stat-3-2-10+1+2+3
Str-12-8-404816
Sta-16-10-604816
Dex-12-8-404816
Qik-12-8-404816
Int-6-4-20248
Per-6-4-20248
Pre-2-2-20248
Com-2-2-20248

Yes, you don't get any points for tanking your social stats below -1.

Step 3: Skills
Attempting a skill untrained is a -3 penalty, so the first point counts for a lot and breadth is usually better than depth, except for your primary combat skill. Skills come in three divisions: Fighting, Primary, and Secondary. Skills are capped at +3 in chargen.

Fighting Skills [2 pts/+]
Bows (Per), Brawling (Dex), Chain Weapon (Dex), Great Weapon (Dex), Longshaft Weapon (Dex), Single Weapon & Shield (Dex), Thrown Weapon (Per), Two Weapons (Dex)

Primary [2 pts/+]
Awareness (Per), Divine Awareness (Pre), Dodge (Qik), Healer (Dex/Per), Sprint (Qik), Stealth (Dex), Traps (Dex)

Secondary [1 pt/+]
Animal Handling (Pre), Balance (Dex), Bargain (Com), Bravery (Sta), Carouse (Sta), Climb (Str), Deception (Pre), Demeanor (Pre), Disguise (Int), Gamble (Int), Insight (Com), Jump (Str), Leadership (Pre), Lore (Int), Map (Int), Music (Com), Pick Lock (Dexterity), Pursuit (Per), Repair (Dex), Ride (Dex), Runes (Int), Seamanship (var), Sing (Sta), Skald (Int/Pre), Ski (Dex), Sleep (Sta), Survival (Int), Swim (Str/Sta),

Step 4: Weapons, etc.
The chief limiting factor on your gear is encumbrance. While your load is Light, you function normally; heavier loads impose penalties on all physical rolls. It may be wise to leave some room to carry loot.
StrengthLight (0)Med (-1)Heavy (-3)V. Hvy (-5)Whyyy? (-8)
-3<0.50.5124
-2<11246
-1<22468
0<446810
+1<6681012
+2<88101214
+3<1010121416

You can pick up to 3 weapons, 1 armor, and 1 shield. (Note: Margin of success on attacks is applied to damage, so weapon Atk effectively adds to both attack and damage.)
WeaponInitAtkDfnDamLoadSkill
Dagger+2+1+2+30.25Single
Flail (2H)+2+7+1+70.5Chain
Hand Axe+3+1+2+60.5Single
Mace+3+2+3+50.5Single
Puny Knife+1+0+1+20.15Single
Quarterstaff+6+4+8+31Great
Short Bow+0+0n/a+60.5Bows
Short Spear+5+1+2+30.5Single
Shortsword+4+2+3+30.5Single
Sling+2+2n/a+30.1Thrown
Spear (thrown)+0+2n/a+61Thrown
Spear+5+6+4+61Longshaft
Throwing Axe+1+1n/a+40.5Thrown
Throwing Knife+1+1n/a+30.2Thrown
Viking Axe+5+3+4+101.5Great
Viking Sword+5+3+4+61Single
War Maul+5+2+5+101.5Great

Two-weapon combinations get distinct statblocks
WeaponInitAtkDfnDamLoadSkill
Shortsword+Dagger+6+5+6+50.75Two Weapons
Two Hand Axes+4+5+3+71Two Weapons
Two Short Swords+6+3+5+71Two Weapons

Shields are wielded alongside a Single weapon and straight add their stats to that weapon's.
ShieldInitAtkDfnDamLoadSkill
Buckler+0+0+2+00.25Single
Round Shield+0+0+3+00.5Single
Kite Shield-1-1+4+02Single

Armors
ArmorProtectionInitLoad
Quilted/Fur101
Heavy Leather3-11.5
Reinforced Leather5-32
Mail7-52.5

Step 5: Other
Your movement speed is based on your Sprint ability: 15 at 0, +5/rating in Sprint.
Your hit points are based on your Strength+Stamina:
Str+StaHP
<-337
-3 to -140
044
1 to 348
452
556
660

You can spend leftover chargen points on extra HP (each point buys 4+Sta HP), but here's the thing: Monster HP are based on the second-highest PC's HP. If more than one person buys high HP, the game just tends towards padded sumo.
Combat Rules (so far)
The short version is that each round you'll act in initiative order, and can either take your half-move and an action (like attacking) or take your full move. You don't actually have to be adjacent to an enemy to melee them – engagement range is 3 hexes.

I don't actually have very much control over what the enemies do on their turn. Unless an enemy is 'self-willed' (and none of these are) they act according to the following flowchart:
Image

• Weapons used with the Bow skill have an optimal range of 10 paces/dmg mod, so your short bow's is 60, which more than covers the entire hall. Thrown weapons have an optimal range of 4 paces/dmg mod, so a sling's is 12. Outside a weapon's optimal range, attacks lose damage at -1 dmg/10 paces.
• Switching weapons is normally done in place of attacking, but can be done once per combat as a free action. This involves dropping the items you're unequipping and snatching up a single weapon/shield 'on your belt.' (There's only room to store one weapon so accessibly, although the approved two-weapon combos count as one.)
• Once per round you can make an Engagement check as a free action against an enemy you are engaged with. PCs roll Str+weapon skill, enemies have a calculated value. Success can mean a few things, but is usually done to shove the enemy away. A successfully shoved enemy moves 1+(2xStr) paces straight backward. The other most common use is to maneuver a bit inside the engagement zone, perhaps to get cover against a different enemy or to set up a better shove for next round. You only get one engagement check per turn, and that does mean that being multiply engaged is pretty restrictive, reducing you to shoving enemies away until only one enemy is engaging you.
• Each hex is one 'pace,' about 30 inches.

There is an attack-of-opportunity mechanic. If you disengage from someone before their turn in a round, they can give up that turn to attack you, and your DFN=0 for that attack (although you still get a roll to add to 0).

Ranged Attacks: (TN 6 if the target does not or cannot dodge. Otherwise, opposed with a Dodge(Qik) roll.)
Target is...Modifier
Within 3 pacesNo firing possible
Obscured-3
Behind 1/3 cover-3
Behind 1/2 cover-6
Almost fully covered-12
Fully coveredNo firing possible
Ducking/weaving-3
Has moved at least 1/2 speed this round-6
Engaged with 1+ other people-3/person*
Fleeing or reckless+6
Withdrawing+3
Caught in grabber trap+3

*If you miss by a margin less than this total modifier, you have hit a random character who contributed to this modifier. It's hard to pick targets out of a crowd, but not hard to hit 'the crowd.'

Extra attacks sometimes happen if you crit on your initiative roll. You can also get bonus 'riposte' attacks if your opponent misses you by a lot, usually by critfailing their attack roll.

• When a PC (enemies don't get this) starts their turn engaged, they can choose to either Stand Your Ground (+1 ATK for the round) or Duck and Weave (+1 DEF for the round). Generally, the earlier you act, the better D&W is, and I'll assume you've done that. Let me know if you wanted to deal +1 damage instead.
• PCs (again, not enemies) with 21+ hp can make a Berserk attack in place of a normal attack. This adds their DFN to their ATK for that attack, but negates all other situational bonuses (like high ground, for example). An enemy who survives a Berserk attack may make an immediate bonus attack against the PC, whose DFN=0 for that attack. Good for finishing moves, bad if it doesn't actually finish them.
• If, on your turn, you moved at least 10 yards in a straight line before making a melee attack, that attack has a +3 charge bonus.
Last edited by angelfromanotherpin on Wed Oct 24, 2018 9:39 pm, edited 3 times in total.
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Hicks
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Post by Hicks »

So.... I was looking to be a Skald, because *of course*, but then I saw the sleep skill. Why does this exist as a skill?

Just assume I wrote, "that's dumb." after you respond. Nothing against you, but I can in no way envision a universe where whatever is said to justify sleep as a skill as not dumb.
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"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
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angelfromanotherpin
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Post by angelfromanotherpin »

I'm pretty sure it's mentioned in one of the sagas that sleeping-skill is an important thing for a warrior to have. For sure all the soldiers I've known think so. Yeah, you could probably roll it into Survival and nothing of value would be lost.
Omegonthesane
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Post by Omegonthesane »

How high can you take a skill? Could Saitama stick all 60 points into Brawling?
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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angelfromanotherpin
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Post by angelfromanotherpin »

Skill cap at chargen is 3.
Omegonthesane
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Post by Omegonthesane »

Clearly when faced with a setting intended for Vikings the answer is try to remake the combat style of the vaguely middle eastern DLC character from Darkest Dungeon, except as a Viking. (And I only remembered partway through statting this that a significant amount of our information about Vikings was from Ahmad ibn Fadlan documenting his encounters with the Varangians while doing his actual job)

(and for any RP purposes Sigrid is a local, I'm only ripping off the spear+shield+dodge fighting style)

Norse Name Sigrid Eirikdottar

Stats
+0 Strength
+2 Stamina
+3 Dexterity
+2 Quickness
+0 Intelligence
+1 Perception
-1 Presence
+0 Communication

Fighting Skills
+3 Single Weapon & Shield (Dex)
+1 Brawling (Dex), Two Weapons (Dex)

Primary Skills
+3 Dodge (Qik)
+1 Awareness (Per), Sprint (Qik), Stealth (Dex)

Secondary Skills
+1 Balance (Dex), Sleep (Sta), Swim (Sta), Bravery (Sta), Carouse (Sta), Repair (Dex)

Weapons:
Short Spear, Shortsword, Dagger (total load 1.25)
Shield: Buckler (load 0.25)
Armor: Quilted/Fur (load 1), although honestly more because it's cold than out of any humble assumption that I'll be repeatedly hit and need damage reduction

Total load 1.5

Expected loadouts in combat:

Short Spear & Buckler Init +5, Atk +1, Dfn +4, Dam +3, Skill +3
Short Sword & Buckler Init +4, Atk +2, Dfn +5, Dam +3, Skill +3
Short Sword & Dagger Init +6, Atk +5, Dfn +6, Dam +5, Skill +1 now I feel a bit stupid that this is my backup plan if I lose my shield before my spear

Workings for how I got the idea the above was 60 points worth
Sta +2 (8) 52
Dex +3 (16) 36
Qik +2 (8) 28
Pre -1 2 30
Per 1 (2) 28

Fighting Skills
Brawling 1 (2) 26
Single & Shield 3 (6) 20
Two Weapons 1 (2) 18

Primary Skills
Awareness 1 (2) 16
Dodge 3 (6) 10
Sprint 1 (2) 8
Stealth 1 (1) 6

Secondary Skills
Balance 1 (1) 5
Sleep 1 (1) 4
Swim 1 (1) 3
Bravery 1 (1) 2
Carouse 1 (1) 1
Repair 1 (1) 0
---

I take it you count as using Single Weapon + Shield for skill purposes if you have a Single weapon but lose your shield?
Last edited by Omegonthesane on Sat Oct 20, 2018 6:18 am, edited 2 times in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Thaluikhain
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Post by Thaluikhain »

Hmmm, sounds interesting. Was totally also going to call my character Sigrid, shall have to come up with another name. Must avoid naming after members of ABBA

"Astrid Anundottir"

Handaxe, Dagger, Sling, Round Shield, Reinforced. Leather 3.35

Single weapon+Shield(x3), Thrown, Brawl (10 points in fighting)
Awareness, Divine Awareness, Sprint, Stealth (8 points in primary)
Animal Handling, Balance, Climb, Deception, Demeanour, Jump, Repair, Ride, Seamanship, Swim (10 points in secondary)

Str+2
Dex+2
Quik+2
Pre+2
Per+2
32 points in stats. According to my maths, at least.
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angelfromanotherpin
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Post by angelfromanotherpin »

One thing I forgot is that some skills bring the 'option' of extra gear. And by option I mean you don't have to take it, but there's (usually) a penalty (-2) for using the skill without it.
SkillGearLoad
Climb50 ft rope, pitons, grapnel. (Only needed for extended climbs.)2
GambleBone dice, game board, pieces.1
HealerBandages, splints, poultices, catgut, needles, 'medicines.'1
MapParchment, ink, quill, watertight tube0.5
MusicLyre, padded bag3
Pick LockPicks and saws0.5
RepairHammer, pliers, glue, needles, thread, scraps1
SkiSkis and straps4
SurvivalFlint, compass, dry sticks, pocket knife0.25

I take it you count as using Single Weapon + Shield for skill purposes if you have a Single weapon but lose your shield?
Yes.
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Post by SlyJohnny »

Are regular spears two-handed? Quarterstaffs? Do slings and bows and thrown spears track ammo?
Last edited by SlyJohnny on Sat Oct 20, 2018 5:26 pm, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

SlyJohnny wrote:Are regular spears two-handed? Quarterstaffs?
Yes and yes. Any weapon that uses Great Weapon or Longshaft skill is two-handed. (And yes, there are other longshaft weapons, just not available to start with so I didn't bother listing them.)
Do slings and bows and thrown spears track ammo?
Yes. Spears and most other thrown weapons are tracked individually. Bows come with a quiver of a dozen arrows, you can carry more 12-arrow quivers at 0.15 load each (and scavenge for loose arrows after fights). Sling users are assumed to always be able to find suitable stones unless the environment is specifically unsuitable.
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Post by Omegonthesane »

Guess I'll bring a repair kit, bringing total Load to 2.5 when my limit is 4. Oh well.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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angelfromanotherpin
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Post by angelfromanotherpin »

I think you're skipping your armor, I count 3.5. Still unencumbered, though.
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SlyJohnny
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Post by SlyJohnny »

Norse Name Thrain Sorlisson

Stats
+3 Strength 16
+3 Stamina 16
+0 Dexterity
-3 Quickness -12
-1 Intelligence -2
+3 Perception 8
-1 Presence -2
-1 Communication -2

Fighting Skills
+3 Great Weapons (Dex) 6
+1 Bows (Per) 2

Primary Skills
+3 Dodge (Qik) 6
+1 Awareness (Per) 2
+1 Healer (Per/Dex) 2
+3 Sprint (Qik) 6

Secondary Skills
Swim 1, Bravery 1, Climb 1, Sing 1, Survival 1, Seamanship 1, Lore 1, Pursuit 1

Runes: Dwarven Work Sword

Divine Gifts:

Through the Cracks (30 XP, Asjandr, Unlimited): 1/ combat: treat any level of cover or barrier as if it provided full cover, or ignore any limit on the number of heroes who can flee through a particular exit, or drop treasures to automatically escape damage while fleeing.

Hit points bonus: 42 (6)

Weapons:
WeaponInitAtkDfnDamLoadSkill
Quarterstaff+6+4+8+31Great
Short Bow+0+0n/a+60.5Bows
Dwarven Work Sword (+1 Atk)+6+5+6+81.0Great

Shield:
ShieldInitAtkDfnDamLoadSkill
Round Shield+0+0+3+00.5Single

Armor:
ArmorProtectionInitLoad
Mail7-52.5

Other Gear
SkillGearLoad
Climb50 ft rope, pitons, grapnel. (Only needed for extended climbs.)2
HealerBandages, splints, poultices, catgut, needles, 'medicines.'1
MapParchment, ink, quill, watertight tube0.5
SurvivalFlint, compass, dry sticks, pocket knife0.25

Total load 9.9



Skills

Primary Skill 45
Secondary Skill 30
great, 150
bow, 75
perception, healer - 45

bravery, lore - 30



Divine Gifts

Characteristic Increases

Gilded Tongue of Freyr (75 XP, Freyr, Unlimited): +1 Communication.
Mantle of Odin (100 XP, Odin, Unlimited): +1 Presence.
Valor of Tyr (75 XP, Tyr, Unlimited): +1 Stamina. Does not improve Wound Threshold or HP.
Vigilance of Heimdall (100 XP, Heimdall, Unlimited): +1 Perception.
Wiles of Loki (75 XP, Loki, Unlimited): +1 Intelligence.

Coolness Factor

Buffeting Gale (75 XP, Thor, Max x4): Once per combat, for a number of rounds equal to your level in this gift, after a successful attack with a melee weapon, your target must roll RES against a TN of 9 plus your level in this gift or else they fall down and you gain 20 VP per level in this gift.

Enhanced Combat Options

From Lofty Asgard's Peaks (75 XP, Thor, Max x8): You have +1 to ATK, DFN, DAM, and Soak per level in this gift while occupying high ground.
Mjolnir Awakes (30 XP, Thor, Unlimited): Once per Encounter per level in this gift you can stow any of your held weapons/shield and then ready any weapons/shield on your person, without using any action.
Shoulders Wide as Bifrost (75 XP, Heimdal, Unlimited): You have +3 to engagement rolls for each level in this gift, have an extra engagement roll per round (and another for every 3 levels in this gift), and can prevent an enemy from retreating or fleeing with an engagement roll.

Overcoming Adversity

The Clenched Jaw of Vengeance (45 XP, Thor, Max x4): When an enemy wounds you, you gain +1 soak per level in this gift until that enemy is defeated, your next successful attack against that enemy deals bonus damage equal to the damage from the attack that wounded you, and if you get the last blow against them, you gain 20 VP per level in this gift.
On Valkyries' Wings (45 XP, Odin, Unlimited): For each level in this gift you may ignore 1 point of your armor's INIT penalty.

Simple Bonuses

Frost-Speeded Heels (75 XP, Njord, Unlimited): +2 Initiative/level. Specifically does not count towards extra actions.
Swiftness of Sleipnir (75 XP, Odin, Max x8): For each level in this gift you have +10 move (and therefore +5 half-move) and gain 10 VP whenever you are the first hero to deal damage in a combat where the closest enemy started more than 50 paces away.

Sorceries
Destiny Reversed (400 XP, Urd, Unlimited): Once per Encounter per level in this gift, re-roll any die result.

Victory Point Bonuses

Wrestler's Blessing (75 XP, Thor, Unlimited): Every time you win an Engagement check against an enemy that either gains you a terrain advantage or denies one to your opponent, you gain 20 VP per level in this gift.

Weird Situational Stuff

Naglfar Plows the Waves (30 XP, Njord, Unlimited) You have +3 to Swim rolls per level in this gift.
The North's Cooling Sigh (30 XP, Njord, Unlimited): You have +3 soak against fire damage per level in this gift. Fire damage that ignores armor does not ignore your armor.
The Owl Hears the Viper (30 XP, Heimdal, Unlimited): You have +3 to Awareness checks to detect traps per level in this gift.
Scorn the Bite of Treachery (30 XP, Thor, Unlimited): You have +3 Soak per level in this power against deliberately constructed traps, and such traps cannot ignore your armor.
Skadi's Ermine Cloak (30 XP, Njord, Unlimited): As Scorn the Bite of Treachery above, but applying to natural hazards instead of devised ones.

Rune Powers

Level Recharge Time
1 3 days
2 24 hours
3 12 hours
4 6 hours
There are more levels, but you aren't going to get them.

The following are weapons with rune powers that I'm not going to detail because you don't have any and so it's unlikely that you'll want to specialize in them: Double-Bladed Axe, Dwarven Battle Axe, Dwarven Battle Hammer, Dwarven Battle Sword, Dwarven Work Hammer, Four-Bladed Mace, Goblin Axe, Goblin Spike Club, Mace, Roman Sword.

Dwarven Work Sword (75 XP, Unlimited):
Last edited by SlyJohnny on Fri Nov 02, 2018 6:58 pm, edited 12 times in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

Yay, quorum!

SlyJohnny, it looks to me like you've listed 2x extra quivers but only counted the weight of one of them. Let me know how you want to resolve that.

Anyway, before we get started, let me tell you how you score (and lose) points. Points are tallied at the end of each Encounter, of which there are three in the adventure.
1. Damage dealt: Each point of damage dealt to a foe as the result of your actions (shoving off a cliff counts, for instance) is worth 1 VP. Overkill doesn't count.
2. Death Blows: If your actions cause a foe to die, you get an extra chunk of VPs based on how hardcore they were, in addition to any points for damage dealt. Kill-stealing to upstage your comrades is a real thing.
3. Excellence: Succeeding on scenario-specified skill rolls grants VP equal to 3x the margin of success.
4. Loot: Every ounce of silver or equivalent value in other treasure that you gift to your stay-at-home family or community is worth 1 VP.
5. Injuries: Every point of damage you suffer (post-soak) is subtracted from your VP total.
6. Death: If your character dies, your score for the Encounter is =0, but also your allies will also face score penalties.
7. Status Loss Certain effects (traps, basically) can directly reduce your VPs.
8. Betrayal: Deliberately harming another PC costs 5 VP per point of damage dealt, allows them to respond without losing VP in turn, and absolves all other players of penalties related to your character's death. tldr: Dick move, do not do.

The runner also gets points, and although it's a little warped by the unconventional format, I'll keep track anyway for my own curiosity.
1. Showing Up: 30 VP per Encounter.
2. Die Hard: For each PC who is 'beat down' during an Encounter, the runner gets 75+[1/10 of the PC's accumulated VPs prior to that Encounter] VPs. 'Beat down' is defined as either reduced below 21 hp and/or dealt exactly four Wounds. I'll explain Wounds later.
3. Schadenfreude: When a PC fails at a roll that would grant Excellence VP, the runner gains VPs equal to 3x the margin of failure.
4. Environmentalist: Each time a PC engages with a terrain feature or in-combat trap, the runner gains 20 VPs, to a cap of 80.
5. Hat Trick: If the runner scored at least 1 VP from each of Die Hard, Schadenfreude, and Environmentalist categories during an Encounter, they gain +75 VP.
6. No Rocks: Each PC death costs the runner 75 VPs.

Opening post coming up soon.
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angelfromanotherpin
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Post by angelfromanotherpin »

Encounter One: The Red Wizard
Image
It's a cold winter night in your village, but do you care? No! Jarl Alberic has called a great feast and you are full of fine foodstuffs and making merry. The longhouse is packed with carls dicing, drinking, and singing. Which kind are you?

Raucous Merriment (Scramble, Freestanding)
Pick one of Gambling, Carousing, or Singing to roll vs difficulty 6.
(A Scramble roll means that any player can choose to roll or not, and they are only affected by their own choice and/or roll result.)
(A Freestanding roll means that a player can gain VP for succeeding, but the runner doesn't gain VP if they fail. Since there are no consequences for failure, there's no reason not to try.)

Sigrid Eirikdottir (Omegonthesane) [0 VP]
Str: 0, Sta: +2, Dex: +3, Qik: +2, Int: 0, Per: +1, Pre: -1, Com: +0
HP: 48/48 (0 Wounds), Load: 3.5/4 (Enc 0), Move: 10/20
Single Weapon 3, Brawling 1, Two Weapons 1
Awareness 1, Dodge 3, Sprint 1, Stealth 1
Balance 1, Bravery 1, Carouse 1, Repair 1, Sleep 1, Swim 1
Short Spear, Short Sword, Dagger, Buckler, Fur Armor, Repair Kit

Astrid Anundottir (Thaluikhain) [0 VP]
Str: +2, Sta: 0, Dex: +2, Qik: +2, Int: 0, Per: +2, Pre: +2, Com: +0
HP: 48/48 (0 Wounds), Load: 3.35/8 (Enc 0), Move: 10/20
Single Weapon 3, Brawling 1, Thrown 1
Awareness 1, Divine Awareness, Sprint 1, Stealth 1
Animal Handling 1, Balance 1, Climb 1, Deception 1, Demeanor 1, Jump 1, Repair 1, Ride 1, Seamanship 1, Swim 1
Handaxe, Dagger, Sling, Round Shield, Reinforced Leather Armor

Thrain Sorlisson (SlyJohnny) [0 VP]
Str: +3, Sta: +3, Dex: 0, Qik: -3, Int: -1, Per: +2, Pre: -1, Com: -1
HP: 108/108 (0 Wounds), Load: 9.9/10 (Enc 0), Move: 15/30
Single Weapon 3, Bows 1
Dodge 3, Awareness 1, Healer 1, Sprint 3
Swim 1, Bravery 1, Climb 1, Sing 1, Survival 1, Seamanship 1, Lore 1, Pursuit 1
Quarterstaff, Short Bow, Viking Axe, Round Shield, Mail, Climbing Gear, Healer's Kit, Map Kit, Survival Kit, Quivers w/24 arrows.
Omegonthesane
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Post by Omegonthesane »

yeah my bad, the first draft of Sigrid didn't have any armour, then I added armour and didn't know about the repair kit. Oh well, maybe I drop the armour for loot later.

Sigrid's best skill for this is Carousing. Are we letting you get round to the rolls as per normal for gamebook LPs?
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Thaluikhain
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Post by Thaluikhain »

Oh, I'd also like to take the Climbing gear and Repair Kit, as I have those skills and they aren't relevant yet.

And Singing sounds best.
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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:Are we letting you get round to the rolls as per normal for gamebook LPs?
That's the simplest way, but I'm willing to set up a Discord with a dice bot if the players want more agency with their random numbers.
Thaluikhain wrote:Oh, I'd also like to take the Climbing gear and Repair Kit, as I have those skills and they aren't relevant yet.
Done.
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SlyJohnny
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Post by SlyJohnny »

I'll ditch the extra quiver.

By the way, I'm assuming we can shuck gear at any time to make room for loot?

And I will sing long and loud! But with appropriate projection and impeccable key!
Last edited by SlyJohnny on Mon Oct 22, 2018 12:55 am, edited 2 times in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

Sigrid: <6> +1 carousing +2 sta = 9 [+9 VP]
Astrid: <6> -3 singing +0 sta = 3 [n/a]
Thrain: <-2> +1 singing +3 sta = 2 [n/a]

I should explain that -2. The die mechanic is this: mods+1d10, 10s explode (potentially forever) and a 1 means roll again but apply the result as negative (including 10s exploding potentially forever). I dislike it because it's very swingy in a VP-relevant way, but it is written and so on.
Many are impressed by Sigrid's capacity for drink, but Astrid's songs are off-key and Thrain sings too loudly for comfort and none praise them.
The door bangs open. The wind howls, and an old man in a weather-beaten red cloak stalks into the longhouse. He cackles wickedly and says "I have heard great tales of Chief Alberic's feasts. All Scandinavia speaks of his groaning table and generous heart. Will you invite me to dine with you?"

Image

Alberic glances at his assembled warriors to gauge their opinions. You may offer advice, or let your actions speak for you.
You can also rake your memories for knowledge of this visitor.
Who is this Guy? (No-Fault, Freestanding)
Lore (Int) vs difficulty 6.
(A No-Fault roll means that each player can choose to roll or not, and only one needs to succeed in order to pass.)
Sigrid Eirikdottir (Omegonthesane) [9 VP]
Str: 0, Sta: +2, Dex: +3, Qik: +2, Int: 0, Per: +1, Pre: -1, Com: +0
HP: 48/48 (0 Wounds), Load: 3.5/4 (Enc 0), Move: 10/20
Single Weapon 3, Brawling 1, Two Weapons 1
Awareness 1, Dodge 3, Sprint 1, Stealth 1
Balance 1, Bravery 1, Carouse 1, Repair 1, Sleep 1, Swim 1
Short Spear, Short Sword, Dagger, Buckler, Fur Armor, Repair Kit

Astrid Anundottir (Thaluikhain) [0 VP]
Str: +2, Sta: 0, Dex: +2, Qik: +2, Int: 0, Per: +2, Pre: +2, Com: +0
HP: 48/48 (0 Wounds), Load: 6.35/8 (Enc 0), Move: 10/20
Single Weapon 3, Brawling 1, Thrown 1
Awareness 1, Divine Awareness, Sprint 1, Stealth 1
Animal Handling 1, Balance 1, Climb 1, Deception 1, Demeanor 1, Jump 1, Repair 1, Ride 1, Seamanship 1, Swim 1
Handaxe, Dagger, Sling, Round Shield, Reinforced Leather Armor, Climbing Gear, Repair Kit

Thrain Sorlisson (SlyJohnny) [0 VP]
Str: +3, Sta: +3, Dex: 0, Qik: -3, Int: -1, Per: +3, Pre: -1, Com: -1
HP: 102/102 (0 Wounds), Load: 9.9/10 (Enc 0), Move: 15/30
Great Weapon 3, Bows 1
Dodge 3, Awareness 1, Healer 1, Sprint 3
Bravery 1, Climb 1, Lore 1, Pursuit 1, Sing 1, Survival 1, Seamanship 1, Swim 1
Quarterstaff, Short Bow, Viking Axe, Round Shield, Mail, Climbing Gear, Healer's Kit, Map Kit, Survival Kit, Quivers w/24 arrows.
Last edited by angelfromanotherpin on Mon Oct 22, 2018 3:55 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Y'know unless Thrain is deliberately suppressing his memories of all men in red with beards, maybe we could save time and assume everyone attempts any Freestanding roll where everyone can attempt it, unless one of the game's precious few points of actual agency is the ability to pointlessly forgo tests.

Sigrid took a Presence penalty at chargen is too shy to actually offer advice but there's a, what, 20% chance she has some memory of old men in red cloaks? So sure roll the lore test at -3.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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SlyJohnny
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Post by SlyJohnny »

Thrain, who has been sulking in a corner with a mug of mead after the lukewarm reception his singing received, squints over at the man and tries to remember who he is.
Thaluikhain
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Post by Thaluikhain »

Omegonthesane wrote:Y'know unless Thrain is deliberately suppressing his memories of all men in red with beards, maybe we could save time and assume everyone attempts any Freestanding roll where everyone can attempt it, unless one of the game's precious few points of actual agency is the ability to pointlessly forgo tests.
That sounds like a good idea. Anyway, Astrid tries to remember.
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angelfromanotherpin
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Post by angelfromanotherpin »

Sigrid: <9> -3 lore +0 int = 6 [0 VP]
Astrid: <7> -3 lore +0 int = 4 [n/a]
Thrain: <9> +1 lore -1 int = 9 [9 VP]
That face, that beard, that red cloak – and he arrived, unannounced and alone, on such a night as this. Beyond any doubt, it is the Red Wizard. He came out of the troll-country a few years ago, wielding powerful magic with ill-will, and has conquered several settlements in the far north. Few and evil are the rumors that have crept from his realm since.
Your jarl is slowly readying himself to reply, but the opening he left for you to speak or act in response to the stranger is still open, if you wish to use it.
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SlyJohnny
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Post by SlyJohnny »

Thrain rouses himself. "That carl's the Red Wizard!" He booms. Thrain's mother is a dear and dutiful woman who did her level best to teach her son of the concept of an 'inside voice', but her efforts were sadly in vain.

"Best invite him in and let him take a plate, Alberic, or he's like to curse us all. He's conquered a mess of settlements up north, so he'll have some good stories, too."

This glowing character reference delivered, Thrain subsides, awaiting the jarl's decision. He figures it's best to keep your enemies close, and he'd sooner have the wizard here, within striking distance, rather than slinking off into the night to set the feast hall aflame or something.

(Couple minor nitpicky things:
Thrain's perception bonus is +3, not +2,
He has +3 in Great weapons, not Single
and I think you've given him 6 more hp than I should have, unless I counted wrong.

Also, just because it's never too early to be petty and competitive, I don't think Astrid has singing and so shouldn't have scored any VP in the first challenge.))
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