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Alfryd

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Stating your agenda:
Once the basic venue for a scene is decided, and the GM has presented relevant adversity, each player States 3 things they want to accomplish or have be true in the scene. Again, keep each Statement to a sentence or two.

Traits, Attributes and Resources should be used to support your Statements, but you can't use a single one more than twice per scene. (I'm still working out the specifics on this, to be frank.) If you have no appropriate supporting aspect to your character, Luck can be used by itself (see below.)

Statements could include things that you want the character to do, or just important things that you want to be true about the world. They also don't need to be in chronological order (i.e, "If the battle goes badly, I want to have hidden the amulet in the floor beneath the tent.")

How Resolution is Performed
Basically, to see whether a Statement comes true or not, you weigh the sum of all factors favouring that Statement against the sum of all factors opposing that Statement, and perform several dice rolls to generate successes (or failures) for that Statement. For example, if you have Will 4 plus Charismatic 3 versus Acuity 5 plus Shrewd 4, the sum of factors would be 7 vs. 9, and the likelihood of success would be 7 out of 16 (7 + 9). The GM would roll a 16-sided die, and grant a success if the result were 7 or less.

Certain Statements can have difficulty modifiers appropriate to the situation, ranging from 2 (for very easy) to 12 (for nearly impossible.)

You can get up to 3 successes (or failures) for a given Statement. The number of successes times the sum of favouring factors is the Weight of that Statement. (In the previous example, 2 successes would give the Statement a Weight of 14.) Once Weights for all first Statements in the scene have been established, as many compatible Statements are made true as possible in order of descending Weight. Resolution then moves on to the second Statements made by each player, and then the third Statements.

Supporting Statements
If the outcome of one Statement would substantially support or hinder a succeeding Statement, then the latter Statement gets an extra success (or one less) than normal.

Setbacks
If your Statements generated any failures during resolution, the GM may apply Setbacks to your character- harmful conditions that can persist for a while. Setbacks could include injury, emotional stress, sudden poverty, and many others- the specifics depend on the scene. The severity of the Setbacks depends on how many failures you generated.

The base 'failure cost' of a Setback is the degree of the penalty it imposes. Normally, Setbacks wear off after the next scene. If the Setback lasts indefinitely (i.e, it requires a successful recovery Statement in a new scene to get rid of,) then it's failure cost is doubled. If it's a reduction to an Attribute, the failure cost is doubled. If it's a permanent reduction, then it's doubled again.

So, for example, generating 8 failures during resolution would allow the GM to permanently reduce Acuity by 1, or temporarily reduce a single Trait by 4 points. Any Setbacks must be justified on the basis of events described within the scene.

Earning Experience
Failures have a positive side, however- they allow you to earn Experience. The GM performs a vs. test (similar to that used in scene resolution,) between the number of failures and the sum of all the character's Traits and Resources.

One success on this test allows the player to increase a Resource or Trait by 1 points, and (optionally) decrease a Resource or Trait by 1 point. (This can include eliminating Traits/Resources entirely, or choosing new ones.) No Trait or Resource can exceed 5.

3 successes allows the player to increase an Attribute by 1 point. Attributes can't exceed twice their starting value.

Changing Drives
You may- optionally- rewrite a Drive of your choice after a scene, if you feel there's an appropriate reason for it. Again, justify any changes made on the basis of events within the scene. This can include removing a Drive entirely. If you have less than 3 Drives, you may add a Drive as a result of a scene, but you can never have more than 3.

Earning Luck
Luck can be earned by-
1. Making a revision to the scene of appropriate length (150 to 450 words) that is accepted by other players involved in the scene. (1 Luck.)
2. Using one of your own Traits to inconvenience yourself. This earns Luck matching the degree of the Trait- AFTER the scene is resolved.
3. Any failures incurred from Statements that reflect Drives earn matching Luck.

Using Luck
Luck can be 'bid' on Statements you make to tilt the odds of resolution in your favour. Every point of Luck you bid grants you a +1 bonus to resolution (up to a maximum of 5 points of Luck.) Luck bid is only lost if the Statement becomes true, so it's never wasted.

You may never accumulate more than 10 points of Luck.
 
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Alfryd

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Character Profiles


Introduction:
Voster the “Magnificent”
Male, 25
Dark haired, short, and extremely antisocial, home town Lormidia

Drives:
-Become the inventor of thunderstorm
-Finish his apprenticeship and earn the title of wizard
-Establish Magic Bazaars in major cities, establish trade of magic items as major form of commerce.

Attributes:
Will 5, Acuity 2, Stamina 2

Traits:
Expert magician 4 – Well educated in the magic arts, if somewhat laid back. This character can cast any spell commonly known to wizard at the time and can identify common magic items. He can also read text written in magical alphabets (but not draconic, demonic, or other obscure languages.)
Lightning affinity 2 – A theoretical “expert” of electricity. At least knows enough not to stand under tall trees during naturally occurring thunderstorms, have read something about voltic piles, but never got one to work.
Conjure blade of ice 2 – Voster can create a magical longsword out of thin air.
Telekenetic strike (longsword) 2 – Voster can wield any longsword as well as the average warrior if he may concentrate. While controlling a weapon, Voster may not take any other action. (Including walking. talking, or casting another spell)
Magic missiles 1 – This character has trained long and hard to perform standard magic attack using common magic starves. Whenever such a staff is available, Voster can inflict modest damage to barrel-sized object with great precision and minimal effort.
Stealthy 1- Voster has experience in concealing himself and object he carries by mundane or magical means.
Curse of bad luck 1 - For something can go wrong for Voster, it does.
Antisocial 1 - Voster does not like people in general.
Logistics 1- Voster knows how to keep complex supply chains organised.
Intelligence 1- Voster is adept at abstract, logical problem-solving.

Resources:
Wealthy family 1- Voster come from a merchant family and does not have to worry about day to day spending. Voster can also be well mannered when there is the need for it.
Renowned mentor 1 - Voster's master, Phyrlin, is one of most powerful mage of the time. Although his assistance is limited to Cryptic advises at best.
Childhood friend 2 - Voster's childhood friend Ettana is a spoiled brat of minor nobility and secretly a priestess of Krypta. She has a Tsundere personality and often smacks Voster with her black and red paperfan of doom.

Setbacks:
Voster has fallen into ill-repute after some shady commercial dealings. (Indefinite -1 penalty to his Wealthy Background Resource.)

Voster suffers a temporary -2 penalty to Stamina (i.e, Stamina 0.) (He'll be bedridden during the next scene, and won't be able to take any serious physical actions.)

Current Luck: 4


Introduction:
Name: Prince Dien Lor
Age: 19
Desc: The younger brother of the current Duke of Lormidia, whose father died of illness some years before. He has black hair, a tall, athletic build, and refined features with a slight tan.

Drives:
- Overthrow his incompetent brother and rule Lormidia
- Make Lormidia the greatest city in Ardania
- Eradicate the monsters from the area

Attributes:
- Stamina 3
- Will 3
- Acuity 3

Traits:
- Noble Heritage 2: Dien has the manners, training and political connections of a scion of one of the emerging noble clans.
- Knight Training 2: Dien was trained by the Knights of Sydrian in the use of sword and shield.
- Charismatic 4: Arguably Dien's greatest strength is his personal charm and magnetism.
- Scholar 1: Somewhat more scholarly than the average high-born, Dien is well-educated and prepared to expand his knowledge.
- Ambitious 2: Dien is very ambitious, with a drive to be the best and achieve his aims.

Resources:
- Reputation 1: Dien has a reputation for being both talented and virtuous.
- Wealth 1: Dien has access to Lormidia's treasury to cover expenses, bribe people, etc.
- Patronage of Lunord 2: Dien strongly supports the Church of Lunord to promote stability, and in exchange the Church is willing to help him from time to time.
- Ties with the Knights 2: Dien not only trained at the Lormidian Chapter of the Sydrian Knights, but maintains close ties with key figures in the local order.
- Guards 1: Dien can call on the palace/town guards of to assist him within Lormidia.

Setbacks:
Dien suffers an indefinite -1 penalty to his Guards resource. The Captain of the Guard is suspicious of his motives and this will infect the men under her command.

He also suffers a temporary -2 penalty to his Ambitious trait. The Captain's declaration of loyalties presents a problem, and Dien may have to delay usurping his brother for the time being.

Current Luck: 10

These are for the NPCs.

Current GM Luck: 0


Introduction:
Cain Lor III, King of Lormidia
Male, 34
Broad in girth and stature, Cain is a physically imposing specimen with a booming, stentorian voice.

Drives:
"I must keep this braying herd of sycophants and scheming advisors from interfering in my life."
"My brothers have always been loyal to me and can be trusted completely."

Attributes:
Stamina 5, Will 2, Acuity 2

Traits:
Debauched 3- Cain has a strong taste for wine, women and song.
Hunter 4- Cain is accomplished at tracking and killing dangerous game- especially on horseback.
Brawn 1- Cain is physically strong and an adept wrestler.
Irresponsible 3- Cain dislikes dealing with complex problems and shirks his duties as leader.


Introduction:
Abelain, Captain of the Guard
Supposedly a noblewoman in her late twenties, Abelain rose to her position through oustanding bravery, but her precise origins are something of a mystery. No-one knows her last name.

Drives:
"I will defend this city against all those who threaten it's peace and stability."
"My past must not be unmasked."

Attributes:
Stamina 3, Will 3, Acuity 3

Traits:
Loyal 3- Abelain adheres closely to both the letter and the spirit of the law and her duties.
Courage 4- a warrior at heart, Abelain is not easily intimidated and is fearless in the fray.

Resources:
Dwarven Mail 4- A sturdy set of finest steel-plate armour stretching from head to toe.
 
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Alfryd

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Okay- bearing in mind that this is all still kinda experimental, here are the relevant parameters for initial scenes-

Voster:
Average customers have acuity of 3.
The librarian has acuity of 2, will of 4, and the "careful record-keeping" trait of 2. It'll be tricky to smuggle anything by him.

The customers want to make sure they get value for their money. (Acuity 3.)
The librarian will want a small donation in exchange for entry to the library. (Will 4.)
The librarian will want all materials returned to their proper place. (Acuity 2, careful record-keeping 2.)

(NF- I've changed your home town to Lormidia, since it'll be much easier to get you two involved that way (plus, a small village is unlikely to have a library or wealthy merchants). Hope that's okay(?))


Nib:
You're trying to steal gold from a small goblin encampment (a small wooden fort perhaps 6 feet high.) (Perhaps you've had a run in with the city watch and are too desperate to try burglary in town at the moment.) There are two guards at the main entrance, and one at each side of the fort on the ramparts. There are a half-dozen other goblins inside at the opposite end of the fort from the entrance, but they're engaged in revelry round a campfire and won't be paying close attention. Their spoils are locked in a crude chest in a small hut near the far side of the fort.

The goblins have stamina and will of 2, acuity of 3. The guards on the ramparts have the bow resource of 3, all others have knives for 3. Scaling the walls has difficulty 2, unlocking the chest has difficulty 3.
 
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Alfryd

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Okay- Nerdfish, Necomancer- you can go ahead and post your Statements now. Then I'll crunch some numbers, outline the results, and we fill in the details.
 

Nerdfish

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Statements:
Voster is selling a combination of effectual and phony potion at the local market (most of which are phony).
Voster intend to use the gold he makes from the previous activity to "borrow" a good spellbook from the local library. He does not intend to return it. :rofl:
Voster intends to magically copy itscontents onto his own spellbook if he fails to remove the book of interest from the library. ;)
 

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Statements
Nib manages to sneak around the camp and get to the chest, after he gets to the chest he escapes, though perhaps not easily or not with what he wanted.
Nib somehow manages to shoot something that by all logic he should have missed.
Nib manages to get a goblin tracking him while hes in the woods, though said goblin is certainly not the smartest in the world.
 

Alfryd

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I'll try my best to come up with a way to satisfy those Statements, but in future, I'd like you (both) to cite some Traits/Resources/Attributes as supporting factors in a more specific way. Some of those Statements are very vague or open-ended- I may have to describe your character doing things you didn't intend in order to get there.

Anyways- I'll post some outline resolutions later.
 

Alfryd

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Voster's Scene
Voster is selling a combination of effectual and phony potion at the local market (most of which are phony).
Voster intend to use the gold he makes from the previous activity to "borrow" a good spellbook from the local library. He does not intend to return it.
Voster intends to magically copy itscontents onto his own spellbook if he fails to remove the book of interest from the library.

Statement 1: Will 5 - Wealthy Family 1 vs. Acuity 3 == 4 vs 3
Statement 2: Acuity 2 + Wealthy Family 1 vs. Acuity 2 + Careful Record-keeping 2 + Difficulty 4 == 3 vs. 8
Statement 3: Will 5 + Expert Magician 4 vs. Acuity 2 + Careful Record-keeping 2 + Difficulty 8 == 9 vs. 12

Results:
Statement 1: 2 successes, 1 failure
Statement 2: 3 successes, 1 failure (this Statement was supported by your success in getting gold.)
Statement 3: Never happens- you smuggled the book out successfully.

Summary: Vandar manages to pass off enough of his potions as genuine that he has a fair amount of loose change when he arrives at the library- enough, one way or another, to distract, enthrall, or humour the librarian enough that he can take his book of choice home with him.

In the back of the book, he finds what looks to be a fragment from a much older scroll. A crude illustration suggests something to do with thunderstorms, but the writings are difficult to decipher- They don't belong to any magical script you're familiar with.

Setbacks: An indefinite -1 penalty to Voster's Wealthy Family Resource. His shady dealings are starting to tarnish his reputation and his elders have cut off his allowance.

Experience: You had 2 failures in the scene (both related to Drives, so doubled to 4) vs. 12 (sum of all personal aspects used in scene.)
1 success for experience. You may increase a Resource or Trait by 1 point (and, optionally, reduce one by 1 point.) Justify any changes made on the basis of events in the scene.

You earn 2 Luck for failures from Drive-related Statements.

Rolls:
Statement 1- http://invisiblecastle.com/roller/view/2286090/
Statement 2- http://invisiblecastle.com/roller/view/2286091/
Experience- http://invisiblecastle.com/roller/view/2286105/
 

Alfryd

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Nib's Scene
Nib manages to sneak around the camp and get to the chest, after he gets to the chest he escapes, though perhaps not easily or not with what he wanted.
Nib somehow manages to shoot something that by all logic he should have missed.
Nib manages to get a goblin tracking him while hes in the woods, though said goblin is certainly not the smartest in the world.

Statement 1: Acuity 4 + Rogues' Guild 2 (I'm assuming this implies proficiency in general thief skills) vs. Acuity 3 X 2 (for both guards.) == 6 vs. 6
Statement 2: Acuity 4 + Good shot 2 vs. Difficulty 10 (by definition, this is pretty damn hard,) == 6 vs. 10
Statement 3: Will 2 (I'm assuming this falls under 'persuasion' of some variety) vs. Will 2 == 2 vs. 2

Results:
Statement 1: 1 success, 2 failures
Statement 2: 2 successes, 1 failure
Statement 3: 3 successes, 1 failure (this Statement was supported by failing to escape cleanly.)

Strictly speaking (I've made a mistake here- I failed to include obstacles for unlocking the chest, but I'll leave it slide for now.)

Summary:
Nib is spotted before he can even get to the chest, but when trying to escape, does manage to lodge a crossbow bolt somewhere against all reasonable odds (I leave the details up to you.) He bolts off into the nearby forest, but one of the goblins picks up his scent and charges after him.

Setbacks: Nib was injured in a brief scrap with the guards trying to get out of the fort (an indefinite -1 penalty to Stamina.) It's nothing life-threatening, but the pain is distracting.

Experience: You had 4 failures in the scene (2 related to a Drive, doubled to 4) for a total of 6, vs. 10 (sum of all personal aspects used in scene.)
1 success for experience. You may increase a Resource or Trait by 1 point (and, optionally, reduce one by 1 point.) Justify any changes made on the basis of events in the scene.

You earn 2 Luck for failures from Drive-related Statements.

Rolls:
Statement 1- http://invisiblecastle.com/roller/view/2286094/
Statement 2- http://invisiblecastle.com/roller/view/2286095/
Statement 3- http://invisiblecastle.com/roller/view/2286097/
Experience- http://invisiblecastle.com/roller/view/2286109/
 
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Alfryd

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Right... that was comparatively painless! The idea now- Nerdfish, Necomancer- is that you'd take the outline of the scene I've given, pick some appropriate Experience for yourself, and flesh out the scene's description with 100-300 words of original text. You don't have to cover everything in one go- we'll go through 2 or 3 cycles of revision before we're done, and in the meantime we can discuss what your next scenes should be.

Bear in mind that increasing a Trait or Resource by 1 point may include picking a new one. Also, you can rewrite one of your Drives if you think there's an appropriate reason for it in the scene. (I've revised the rules to cover this properly.)
 

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RP for the first turn. Spirits of the nerds who dwell within vault of knowlege, that us walk the path of confusion together - Wall of TEXT !

Month of fire, Ka 612, A sunny day, Lomidia market

Voster cursed inwardly as the ranger walked away with his last three good potions before going back to his adventure novel. Easily that very morning voster has set out from the trading post with a handful of good potions, a dozen watered down potions, and a few of the variant that even he doesn’t know what would happen should someone drink one. Voster had thought if anyone was dumb enough to drink something made of glowing moss and Fervu’s cap, he shouldn’t be responsible for what happened to them. By now most of them were gone; the apprentice wizard wasn’t surprised that superstitious peasants and warriors bought anything with magical letter written on it.

And that’s when Voster realized one of the heroes in the novel he was reading was killed off in a not so subtle scene. He jumped up, only to realize all but one of his remaining potions were gone, and nobody has bothered to pay. The honest merchant grinned, the sooner the thieve try one of those potions, the sooner justice will be served.

With that stupid grin on his face, Voster picked up the last remaining potion, tucked it away, and clasped to get the hired hands from trading post to take over the stand. Family business or not, Voster is not about to work under the midday sun.

Most of the afternoon was spent eating a large meal at the broken sword hotel. Voster doesn’t drink, but he had roast beef served over Helia’s hair – a prestigious noodle only found in eastern provinces. The well fed Voster then spent the evening at the library, finishing the novel and going over several shelves of covers without bothering to read a single book.

The junior magician went over to the magic section after getting bored of the high tails, and immediately noticed a spellbook by some obscure mage named Vandar. It was written in common, instead of the wizard’s alphabet. Voster flipped through the page carelessly, and wondered why someone would pen a book on teleportation in common.

Voster decided this book would do more good if it belonged to him. After Strolling into a side study, Voster placed his novel atop his newly acquired spell book, placed his right hand on top of the books and chanted in the language of the Magi.
“Spirits of earth that dwells below,
Lend your strength to your servant in the hour of need,
By your will two should become one – Stone Binding!”

Green light flashed as the two tomes were joined together seamlessly. Voster then spent a few minutes to pounder why this minor catnip has such a ridiculously long incantation, before been rudely interrupted by a magically amplified voice.
“We are closing in an hour, and for the last time, no sleeping in the library!”
Voster grinned again and paced back to the novels and chronicles section.


An hour later an angry librarian found Voster snoozing on an armchair with a book over his face.
“Out!” the old woman shouted angrily.
“I need to finish this.” Voster pointed at the book on his face.
“Finish it tomorrow! I said OUT!” the Librarian was definitely annoyed.
“Can I extend this?” Voster said.
“No!” The angry librarian was glowing red as she reached for the book. “It’s TWO WEEKS overdue.”
“I came back here didn’t I? You can always bother Master Phyrlin if I am not good on my word.” The wizard held fast to it.
“Right, rights, off you go.” The irritated librarian shift focus to get rid of mage who intend to lounge in the library at any cost. “Take it and go.”
“I will be happy to.” Voster said, and begin chanting a teleport spell.
“You brat” The Librarian shouted. “The building’s warded, use the front door like anyone else.”
“As you like” Voster said as he dashed for the entrance with his book in hand.

An hour later, Voster stood before an angry mother.
“You are passing your potions off as the real things on the market again” She bellowed. Words are in town that another warrior got sink after drinking a potion.
“It’s probably the rats the fight, or something” Voster grumbled “He’s his fault that he couldn’t read magic.”
“Either way, we are going to ground you until things settle down in town.” Voster’s mother howled at him, “For your protection.”
“Like I ever go out or anything.” Voster protested, and went upstairs to his room.

“Dismiss stone binding.” Voster chanted, the makeshift book instantly separated into individual pages to Voster’s dismay. Grumbling, the junior wizard picked up all the pages and flung them onto his bed. He will have plenty of time to get this sorted out; after all, he’s grounded.

Six in the morning …
Voster Looked up the page he held up in front of him. They all looked the same by now. He rubbed his eyes and tried to focus, but still could not make sense of the illustration on the page. It depicts two concentric circles with six lightning bolts connecting them; The rest of the page was crawling with a strange script that he has never seen before.
“you know sometimes, I really wished I didn’t tick of that libarian.” Voster told himself, “but then again, the expressions on her face are just priceless.”
 
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Alfryd

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Waaaaay over the word limit, NF. That's about 800 words. I may be pruning things considerably, in fact. But hey- it's a good start!

I don't think your suggested Trait is going to work- if you want to take actions, you've got to make Statements, and you only get 3- full stop. Just inventing teleportation would be a major, quest-worthy undertaking by itself. Try something else.

If you want to suggest what you'll do in the next scene, sure... but I don't recommend committing definite Statements until the current scene is more polished.


Necomancer- do you have any Revision to make? I'd be quite interested to see your take on the scene.
EDIT: There's a wordcount facility here if anyone needs one.
 
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Alfryd

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Voster's Scene- Revision 2
Voster cursed inwardly as the ranger walked away with his last three good potions. Potion-making was something of a family business, but Voster had bigger plans for the stuff. He'd planned to make a major enterprise out elixirs and balms and unguents! So he'd set out that morning with a handful of good potions, a dozen watered down, and a few of the variant that, well... even he wouldn’t know what would happen if someone drank one.

He reflected that if anyone was dumb enough to drink something made of glowing moss and Fervus' cap, he can’t be held responsible for what happened to them- Caveat Emptor, as the saying goes. By midday, most of the potions were gone- the apprentice wizard wasn’t surprised that superstitious peasants and warriors bought anything with magical letters written on it. He'd had his share of losses from petty theft, but Vandar took that as a good sign- after all, anything worth thieving was worth selling.

Grinning with satisfaction at the takings, Voster picked up the last remaining potion, tucked it away, and signalled the hired hands from the trading post to take over the stand. Family business or not, Voster was not inclined to work under the midday sun.


<Voster strolls through the library entrance, looking cheerful. He addresses the librarian.>

"Good day to you madam! If your busy schedule permits, I would like to browse your fine selection of rare tomes and treatises!"

The librarian- an elderly woman in a voluminous shawl, coughed delicately. "I'm sure you do, young man, but I'm afraid that my time is limited and the shelves are in desperate need of repair and renovation. We simply can't afford to permit visitors at the moment. ...Perhaps a small donation to the librarians' retirement fund would better dispose me to assist you- If you take my meaning."

Flush with cash from his recent business enterprises, Vandar produced several large gold sovereigns and handed them over. The librarian looked up with a start. "That... will do nicely. This way please." The librarian seated him in a large, airy study with free access to the shelves and racks of scrolls. "Now- if there is anything else you require, please don't hesitate to let me know."
"I could use some wine."
"-Done."
"The good amphorae, now. None of that plebian offal they're passing off as the old vinyards these days."
"-Absolutely."
"And get me some... oh... roast calf and helia's hair from the inn- you know, that eastern dish they're serving- I may be here for some time."
"-At once. Do you perhaps require your corns pumiced or your feet massaged?"
"Not at the moment, no... But thank you for asking." Vandar turned to his work, and the librarian bowed and exited discretely.
There- that's 450 words. Enough to cover us both. Now, you revise and extend that by another 100-300 words. (And of course, if you're unhappy with any of your lines, feel free to change them. But I felt it was important to point out that being able to pay the librarian generously made a big difference to smuggling the book out (or just copying it's contents.))
 
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Nerdfish

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I think that was good enough for me, I mean you are better at writing then I do and I have no intention to pretend otherwise. :rofl: I will add a few hundred words after Necro made his post, or this weekend, whichever that comes first.
Revisions was made to the trait gain. I think Voster has read enough to imitate some tactics used by past adventures. (this does not mean he is fit to command an army, that would require strategy as well)
Where is necromancer ?
 
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Alfryd

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+1 Tactics: Voster has gained basic understanding of tactics while reading. He is now able to make basic tactical plans that increase effectiveness of the entire party in combat.
NF... where does 'tactics' come into this scene anywhere? You went into the library to read up on something that I assumed was related to your Drives- becoming a wizard, research of thunderstorm, or opening magic bazaars- an assumption which I incorporated into the resolution mechanics. None of this has anything to with 'tactics.' Pick something else. Something that relates directly to how the scene was first outlined. Something that's plausible. Something that isn't powergaming.
 

Nerdfish

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Hey ! powergaming is my middle name. Oh well let me think of something else then.
oh btw, Voster is easily distracted, he read a bit of novels (adventure and high tales, ect). My reasoning is that he might have picked up tactics from those.
give me till end of tomorrow to think of something. How ... slayers !
 

Alfryd

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I'm sorry if I'm coming off as picky here, but if you're stuck for ideas... well...

...you smuggled out a book, so you could improve your Stealthy Trait, or maybe you've improved your cash flow enough to compensate for a shady reputation (i.e, boosting Wealthy Background,) or maybe you've learnt something about electricity or potion-making, or magic in general, or persuasiveness or deceit or salesmanship, or maybe even something about the art of theft and thieves in general (both from your own exploits and the marketplace.)

(Bear in mind that you can get rid of indefinite Setbacks with an appropriate (successful) Statement, if you wanted to get rid of the wealthy background penalty. Just a thought. That applies to Necomancer's injury too.)