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Post by Zaim al-Daleel on May 12, 2009 6:49:52 GMT -7
Still recovering from the weekend- mind is shell-shocked from the Army promotion board, Mother's Day, and then my software engineering/homework and class. I think I need a mid-week weekend to recover.
I wasn't going to say it mid-battle but regarding your re-roll, I was getting ready to "codify" the story points rules. It will go thusly: choose one of the following 1) you can spend a story point to add an extra cliche die to your existing roll, even if you have already rolled, as long as the outcome of the roll has not been written into the turn by the GM. The SP roll must be distinguishable from the main roll to allow for ~boxcars~... if you roll a 6 you add that to your total and roll again... no limit on boxcars... 2) you can spend a story point to discard the results of a roll and roll over...
Main NPCs may have a few SPs for me to use (rare cases), but flunkies and redshirts will not.
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Post by Zaim al-Daleel on May 12, 2009 7:03:59 GMT -7
Another question Mike: As an Airmage, limiting myself to air spells, I receive a TN bonus of +5, but when I attack with an air spell(as opposed to a non-offensive spell), I don't seem to be getting one...perhaps that just the way it goes, maybe? I'd forgotten this and need to think it over, mostly the mechanics related to the downside of specialization... I can think of a few but I need to think it through a bit more. note to self: -5 using non-air?/inability to use non-air spells? A for sure result, it is more difficult to overcome specialist spells (higher TN), a wall of fire would be hotter, an illusion would be more realistic... end note to self:
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Post by Zaim al-Daleel on May 12, 2009 7:08:51 GMT -7
ID/vs ID | Name (Cliché dice) | Conditions | Rnd 1 | Rnd 2 | Rnd 3 | 1 /vs 6 | Segarran Grunt Squad (5) | - | 21 | 16 | xx | 2 /vs 9 | Segarran Grunt Squad (4) | - | 14 | 17 | xx | 3 /vs 6,5 | Anaiz bint Ragarra (4d8)/(3d8) | - | 25 | 22/18 | xx | 4a | ---Segarran (3) {+2} | - | xx | +x | +x | 4b | ---Segarran (3) {+2} | - | xx | +x | +x | 4c | ---Segarran (3) {+2} | - | xx | +x | +x | 5 | Ya'qub | - | 21 | 17 | xx | 13 | --- Sahra the merchant's wife(3) | - | xx | +6 | xx | 6 | Waleed | - | 20 | 20 | xx | 7 | --- Mamoun (3) | - | +6 | +6 | +x | 8 | --- Waleed Bodyguards(3) | - | 16 | +6 | +x | 9 | Rasool the Hardened River Pirate(4) | - | 10 | 10 | xx | 10 | ---Shari the researcher(2) | - | +0 | +0 | xx | 11 | ---Adila the thief (3) | - | +0 | +0 | xx | 12 | ---Taj the herald serpent(4) | - | +6 | +6 | xx | 14 | Zin Quartet(5) | - | 0 | xx | xx |
Conditions1 - Entangled (TN 22) Effect: Attacks are rolled twice, lower result is used
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Post by Waleed on May 12, 2009 8:59:14 GMT -7
In the past we've been giving Waleed a +5 on his TN when he needed to make an effect made from Air. As far as I know, the only non-air spells he has ever cast has been Dispel magic and read magic, two spells I think should apply to all mages, but I may be wrong. I like the specialization aspect, it differentiates Ya'qub and I, otherwise we would be just two mages with all the same spells. Another question Mike: As an Airmage, limiting myself to air spells, I receive a TN bonus of +5, but when I attack with an air spell(as opposed to a non-offensive spell), I don't seem to be getting one...perhaps that just the way it goes, maybe? I'd forgotten this and need to think it over, mostly the mechanics related to the downside of specialization... I can think of a few but I need to think it through a bit more. note to self: -5 using non-air?/inability to use non-air spells? A for sure result, it is more difficult to overcome specialist spells (higher TN), a wall of fire would be hotter, an illusion would be more realistic... end note to self:
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Post by Waleed on May 12, 2009 9:01:26 GMT -7
I would like to spend a Story point to reroll Waleed's dice. The team up rolls will stand, which means he won't get any help from his squads this turn. sending new roll now.... good roll, a total of 20!
Please note that I gave Jaheira an extra healing potion for her to regain the 1pt of cliche damge. Since I teamed up with both Mamoun and the 3girls, if anyone takes damage, please have one of the girls volunteer to take it so we can get vengence dice next turn:
p. 4 Risus main rules "Any team member may 'step forward' and voluntairly take this personal 'damage' to his dice. If this happens, the noble volunteer is reduced by twice the normal amount (either two dice or six), and the Team leader gets to roll twice as many dice on his next attack, a temporary boost as the team avenges their heroic comrade."
Also, is it possible to change around Mamouns cliches a little after this battle/adventure? Since we've been playing for 5 years, we haven't moved forward much and I'd like for him to become my apprentice. LMK, thanks!
-jim
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Post by Zaim al-Daleel on May 14, 2009 12:23:43 GMT -7
Whew! Finally got that one written up. Good news. I'm working with a new player - we'll bring him in after this situation is resolved.
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Post by Waleed on May 14, 2009 14:09:04 GMT -7
I've always enjoyed your writeups, you just need more of them Okay, I'm not sure why Anaiz got two rolls, isn't it just one roll a round that affects, is effected, by an opposing roll? Also, did the following damage occur? #1 took 1dmg, down to (4) #9 Shari took 1dmg, down to (1) #3 Anaiz took 1dmg, down to [3] In this next round, Waleed, his 3girls, and Mamoun will continue to fight the same foe. Jaheira will volunteer for the Vengeance option, if applicable. If Rasool's group takes another point of damage, I want Adila to take it so they get the Vengenance option. The Zin, not sure what they can do, but they must be magical. I'll instruct them to team up with Ya'qub. If Ya'qub's group takes any damage, the Zin will volunteer for the Vengeance option. Finally, what about the TN bonus for specialists? Waleed and Ya'qub would both get a +3, LMK and I'll send rolls. ID/vs ID | Name (Cliché dice) | Conditions | Rnd 1 | Rnd 2 | Rnd 3 | 1 /vs 6 | Segarran Grunt Squad (5) | - | 21 | 16 | xx | 2 /vs 9 | Segarran Grunt Squad (4) | - | 14 | 17 | xx | 3 /vs 6,5 | Anaiz bint Ragarra (4d8)/(3d8) | - | 25 | 22/18 | xx | 4a | ---Segarran (3) {+2} | - | xx | +x | +x | 4b | ---Segarran (3) {+2} | - | xx | +x | +x | 4c | ---Segarran (3) {+2} | - | xx | +x | +x | 5 | Ya'qub | - | 21 | 17 | xx | 13 | --- Sahra the merchant's wife(3) | - | xx | +6 | xx | 6 | Waleed | - | 20 | 20 | xx | 7 | --- Mamoun (3) | - | +6 | +6 | +x | 8 | --- Waleed Bodyguards(3) | - | 16 | +6 | +x | 9 | Rasool the Hardened River Pirate(4) | - | 10 | 10 | xx | 10 | ---Shari the researcher(2) | - | +0 | +0 | xx | 11 | ---Adila the thief (3) | - | +0 | +0 | xx | 12 | ---Taj the herald serpent(4) | - | +6 | +6 | xx | 14 | Zin Quartet(5) | - | 0 | xx | xx |
Conditions1 - Entangled (TN 22) Effect: Attacks are rolled twice, lower result is used
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Post by Zaim al-Daleel on May 14, 2009 14:54:16 GMT -7
Thanks! I'd like to get at least one a week. Sometimes life gets in the way... The stats are reflective of the beginning of the turn- I'll copy/paste it for the next "round" with the stats updated. Its kind of a scratch pad. Regarding the second roll, the defender of a second attack rolls again. Normally are fights are one on one or team against team so it may not have come up. In a face to face game, we'd go around the table. Each player/team naming an opponent- then the two roll off. Loser drops a die. Next player/team at the table then names an opponent, another roll off. Keeps going until one team remains--then the details of the battle are described by the winner. At our virtual table, Anaiz chose to attack Waleed- and she lost. When it came around to Ya'qub, he chose Anaiz, she was down one die- she lost again. I have to remind myself of the abstract nature of the base Risus rules. I keep slipping into success = hit. I've always enjoyed your writeups, you just need more of them Okay, I'm not sure why Anaiz got two rolls, isn't it just one roll a round that affects, is effected, by an opposing roll? Also, did the following damage occur? #1 took 1dmg, down to (4) #9 Shari took 1dmg, down to (1) #3 Anaiz took 1dmg, down to [3] In this next round, Waleed, his 3girls, and Mamoun will continue to fight the same foe. Jaheira will volunteer for the Vengeance option, if applicable. If Rasool's group takes another point of damage, I want Adila to take it so they get the Vengenance option. The Zin, not sure what they can do, but they must be magical. I'll instruct them to team up with Ya'qub. If Ya'qub's group takes any damage, the Zin will volunteer for the Vengeance option. ID/vs ID | Name (Cliché dice) | Conditions | Rnd 1 | Rnd 2 | Rnd 3 | 1 /vs 6 | Segarran Grunt Squad (5) | - | 21 | 16 | xx | 2 /vs 9 | Segarran Grunt Squad (4) | - | 14 | 17 | xx | 3 /vs 6,5 | Anaiz bint Ragarra (4d8)/(3d8) | - | 25 | 22/18 | xx | 4a | ---Segarran (3) {+2} | - | xx | +x | +x | 4b | ---Segarran (3) {+2} | - | xx | +x | +x | 4c | ---Segarran (3) {+2} | - | xx | +x | +x | 5 | Ya'qub | - | 21 | 17 | xx | 13 | --- Sahra the merchant's wife(3) | - | xx | +6 | xx | 6 | Waleed | - | 20 | 20 | xx | 7 | --- Mamoun (3) | - | +6 | +6 | +x | 8 | --- Waleed Bodyguards(3) | - | 16 | +6 | +x | 9 | Rasool the Hardened River Pirate(4) | - | 10 | 10 | xx | 10 | ---Shari the researcher(2) | - | +0 | +0 | xx | 11 | ---Adila the thief (3) | - | +0 | +0 | xx | 12 | ---Taj the herald serpent(4) | - | +6 | +6 | xx | 14 | Zin Quartet(5) | - | 0 | xx | xx |
Conditions1 - Entangled (TN 22) Effect: Attacks are rolled twice, lower result is used
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Post by Zaim al-Daleel on May 18, 2009 18:27:12 GMT -7
Ya'qub?
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Post by Waleed on May 18, 2009 19:21:42 GMT -7
Didn't he send you a block of rolls? Ya'qub?
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Post by Zaim al-Daleel on May 19, 2009 13:30:39 GMT -7
Yeah, I just wanted to give him a chance to change his actions or give some dialog.
I'm in training until thursday- army stuff. No chance to write up the turn yet
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Post by Ya'qub on May 19, 2009 14:02:45 GMT -7
Nope.
I want to keep raining down fire until:
1. The danger is past or
2. Ya'qub is passed (out, as in from the exertion).
The target may shift though. If the witch-woman is still a threat and accessible, she is the target. If she has removed herself from the battle, then the nearest croc who is not currently engaged in a hadn-to hand fight with one of our allies (it wouldn't do for me set a friend alight...)
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Post by Waleed on Jun 3, 2009 16:37:46 GMT -7
So who's left to fight?
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Post by Waleed on Jun 3, 2009 18:42:40 GMT -7
I do plan on casting an air spell that will swirl the dust in the area and coat everything, making the invisible, visible (like glitterdust in dnd).
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Post by Zaim al-Daleel on Jun 3, 2009 19:41:24 GMT -7
No one is around for an ol' fashion beat down. The quartet of zin cast the equivalent of Phantasmal Killer and dealt with the cultists, the priestess quaffed a potion of polymorph and skittered away for a possible reappearance at an inopportune time. ;D
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Post by Waleed on Jun 4, 2009 21:39:00 GMT -7
So, xp rolls and you'll tell us what treasure we have?
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Post by Zaim al-Daleel on Jun 5, 2009 12:57:33 GMT -7
Go ahead with the xp rolls. there's another task to complete for sharaman though, if you choose to complete it.
I'm at drill so I can't write it up until after the weekend.
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Post by Waleed on Jun 5, 2009 16:21:07 GMT -7
Go ahead with the xp rolls. there's another task to complete for sharaman though, if you choose to complete it. I'm at drill so I can't write it up until after the weekend. okay, and yeah, we'll do the sharaman task, cause we're that good :)
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Post by Waleed on Jun 5, 2009 16:47:54 GMT -7
Forget the second roll for Mamoun (4,2), which I rolled again cause the first one never came through.
So that leaves Waleed with a +1 in scholar, taking him to a (4) and the +1 in linguist, which he will be using with his 1 open slot to take Healer of the Lost One[1] so he can heal people like a Hakima.
The 3girls earned a +1 in sailor and I'll keep it in that one, making it a (3)
Since I will probably not get back to the drowned sorrows tavern in a few years of real time, can I bring my 3 spies into play. Say the tavern was destroyed by someone looking for the seal and they've traveled all this way to find me, maybe once we get back to civilization or onto the river?
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Post by Ya'qub on Jun 7, 2009 12:52:33 GMT -7
I'll try to send my xp rolls by tomorrow evening.
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Post by Waleed on Jun 8, 2009 2:16:18 GMT -7
Hey guys, you should check out this guys risus module. I like how he's turned items, one use or permanent, into actual cliches, not into bonuses to cliches (but then agan, you could roll a "team up" for a weapon to help you...sweet!) The healing potion(3) I assume heals 3 cliche damage and was thinking, now that I'm a healer, the TN should be +5 for every point of cliche you try to heal in one round. So 1pt =5, 2pts=10, etc... of course you would have no defense while trying to heal, so doing it during battle would be a sure way to get hurt yourself. Anyways, here's the link: snikle.wordpress.com/2009/05/29/the-ruins-of-kal-kamen/
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Post by Zaim al-Daleel on Jun 9, 2009 15:21:08 GMT -7
Forget the second roll for Mamoun (4,2), which I rolled again cause the first one never came through. So that leaves Waleed with a +1 in scholar, taking him to a (4) and the +1 in linguist, which he will be using with his 1 open slot to take Healer of the Lost One[1] so he can heal people like a Hakima. The 3girls earned a +1 in sailor and I'll keep it in that one, making it a (3) Since I will probably not get back to the drowned sorrows tavern in a few years of real time, can I bring my 3 spies into play. Say the tavern was destroyed by someone looking for the seal and they've traveled all this way to find me, maybe once we get back to civilization or onto the river? Dhiliz is halfway between The Leaning Towers and your current location. If you return to the Freshwater Pearl and sail down to Dhiliz you could meet with them there. The Bright Dancer could then take you all back down to the sea and north up the coast. Short hike to the Leaning Towers and conclusion of the chapter.
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Post by Zaim al-Daleel on Jun 9, 2009 15:22:06 GMT -7
Hopefully we'll have one or two new players join us in Dhiliz.
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Post by Zaim al-Daleel on Jun 9, 2009 15:37:09 GMT -7
Hey guys, you should check out this guys risus module. I like how he's turned items, one use or permanent, into actual cliches, not into bonuses to cliches (but then agan, you could roll a "team up" for a weapon to help you...sweet!) The healing potion(3) I assume heals 3 cliche damage and was thinking, now that I'm a healer, the TN should be +5 for every point of cliche you try to heal in one round. So 1pt =5, 2pts=10, etc... of course you would have no defense while trying to heal, so doing it during battle would be a sure way to get hurt yourself. Anyways, here's the link: snikle.wordpress.com/2009/05/29/the-ruins-of-kal-kamen/very nice. I'm going over it now...
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Post by Waleed on Jun 9, 2009 16:09:07 GMT -7
That sounds good, I'll meet them there then, and they better have a good reason for abandoning the tavern Forget the second roll for Mamoun (4,2), which I rolled again cause the first one never came through. So that leaves Waleed with a +1 in scholar, taking him to a (4) and the +1 in linguist, which he will be using with his 1 open slot to take Healer of the Lost One[1] so he can heal people like a Hakima. The 3girls earned a +1 in sailor and I'll keep it in that one, making it a (3) Since I will probably not get back to the drowned sorrows tavern in a few years of real time, can I bring my 3 spies into play. Say the tavern was destroyed by someone looking for the seal and they've traveled all this way to find me, maybe once we get back to civilization or onto the river? Dhiliz is halfway between The Leaning Towers and your current location. If you return to the Freshwater Pearl and sail down to Dhiliz you could meet with them there. The Bright Dancer could then take you all back down to the sea and north up the coast. Short hike to the Leaning Towers and conclusion of the chapter.
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Post by Waleed on Jun 9, 2009 16:15:52 GMT -7
oh, one more thing, what about those black tempest scimitars?
I like the idea of a "team-up" option for magic weapons, instead of a straight bonus. I would make masterwork items, like my Scimitar of Bulad, a straight +1 to total die roll (which I've never added), and the magic items team-up capable. Whatcha think? As I'd like to find out what this new scimitar is and it's cliche stat.
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Post by Ya'qub on Jun 10, 2009 19:29:19 GMT -7
Sorry for the delay. I sent seven sets. Use the first set for advancement (no advancement, ah well). Use the rest for later.
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Post by Zaim al-Daleel on Jun 12, 2009 16:57:53 GMT -7
Sorry for the delay. I sent seven sets. Use the first set for advancement (no advancement, ah well). Use the rest for later. I haven't received any rolls recently... Could you try again? Thanks!
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Post by Ya'qub on Jun 15, 2009 9:12:56 GMT -7
Done. I've sent them to both of the email addy's I have.
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Post by Waleed on Jun 17, 2009 13:03:35 GMT -7
In camp Waleed sets about the task of identifying the magic items. Can we get a list of items and applicable cliches?
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