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Jim
Posted by the GM
Stars Without Number
Shields - could work at any scale
We used a shield saving throw mechanic with two fittings, Shield (Rating) and Shield Batteries which were consumable. The rating is the Shield's Saving Throw, so a lower rating is better. When an attack hits, the shield negates all damage from the attack. The shield rating gets worse by 1. The shield then makes a saving throw. If it passes it stays up, if it fails the shield collapses. A shield battery could be consumed to prevent a collapse but it did not prevent the rating from worsening. The engineering department adds its fix/crew bonus to the save. A shield takes a day to recharge after a collapse (in other words, it's a one time thing in a combat).
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Struggling
Day 1: Arwick’s dead, and we’ve all been put in a room barely big enough for all of us to fit in. We’ve gotten a bit to eat and drink, and I’ve managed to force it down, though the others are having more trouble and Tirondel stubbornly refuses to. Then he grabs a doorknob or pulls on a drawer and falls over, unconscious. I swear, I will never understand him.
Day 2: I decided to start sawing on this bed post. It’s slow work.
Day 3: Nobody knows what to do. I suppose we are like the animals my father and I used to keep on our ranch, just biding their time until they are killed. It must suck to be them.
Day 4: We were forced to go work today, cleaning up some wreckage that the Scourge caused. I looked around for things, but couldn’t find anything. I found some bread and ate a bit, but it disappeared very quickly. I’m not the only one forced to do such desperate things just to stay alive, I suppose.
Day 5: Another slave’s been killed for keeping something. He was sucked dry by a giant monster. I won’t let that happen to me.
Day 6: The others seem to have lost all hope, but I’m still sawing at the bed post. What is Tirondel doing?
Day 7: I may die here.
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Tags: Summary
Epic × 2!
5/31/2019
Notes
Nicodemus
Cinderland
Noname
Zubin
Luddite

After our combat we land on the island. Cinderland sees ripples in the water. Noname cast resist energy lighting (20). There are 6 dark nagas in the water hitting us with lightning bolts! They hurt! Noname and Cinderland try to negotiate with them and fail. We defeat the nagas and explore the “island”. There is a building that is in ruins. In the center of the ruins there is a 20ft magical pillar that is undamaged. It is made of granite with no carvings. Noname tries to walk through and disappears. Noname found out it is an illusion. We all descend down the shaft. At the bottom, there is a hallway with two double doors with carvings of mountains.
Noname recognizes that the door is of Nyarlathotep – castle in crawling chaos (a plane of lane).

Luddite determines the door is moderate magic. So it is not a gate to the plane of chaos! Noname opens the door and a wave of cold damaged the party. Noname touches the door again and another wave of cold damage hits the party. Nicodemus uses a knock spell, on the third try the door opens! The door leads to a cathedral with a sickly blue stone that is very reflective. The room is 50 feet high with alcoves of winged women. On a raised platform there is a faceless sphynx. Luddite thinks the winged women are made of all stone. We walk into the room.
Used Haste on Shard
Taken 75 points of damage and prone.
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A Second Winter in Treetown
If secrets were a physical thing, Ser Jarrad would have held me by my ankle until they fell out of my pockets. When he bade us dine and speak with him, that wasn’t what I was expecting, but perhaps I should have.

I told him - them - enough that they stopped their interrogation. But I now worry that there are things which I forgot. Not out of malice, but simply from being overwhelmed. My mind has been elsewhere, my nerves are far past frayed. But now, if I reveal the secrets I forgot - or worse if the others are given evidence of them before I can bring them forward myself - what will they think of me? But they know the worst of it, and - well perhaps I have been unfair to them. Even knowing some of my other allegiances, no one seemed to turn on me, or to be angry at me, really.

Once again, I find that my family has poisoned me, or at least that I have not grown past the lessons they gave me as a child. I have to trust my friends, and they need to be able to trust me. I need to stop keeping things from them, assuming that they will use any crack in my armor against me. We have grown close because they are so different from my parents and their associates; it is ridiculous to treat them as if they are the same.

It is good that no one had any real expectation of my prying myself away from the comfortable chair closest the fire except in the direst of emergencies. I was content to let the others explore, train, follow leads into the wilderness. I was grateful to be left alone, to gather my thoughts, to plan my own attacks.

I readied to wage war on myself - on my nightmares, on my weaknesses, on my insecurities.

It was time, far past time.
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Jim
Posted by the GM
Stars Without Number
Demolitions Expert?
Kevin Crawford

Maybe something like this:

Demolitionist: You blow stuff up real good.

Level 1: You can easily make micro-explosives out of common household goods with an hour's work, each one being palm-sized. You can carry up to six at no encumbrance cost. The micro-explosives are treated as demo charges, but do only 1d10 damage in up to a determined two-meter radius, yet are still sufficient to create a person-sized hole through anything short of military fortifications or wreck anything less sturdy than an armored military vehicle. There is no save to lessen the damage the charges do. Correctly placing a micro-explosive takes a Main Action, while detonating them with a compad is an On Turn one. Only you can get your micro-explosives to work properly- or safely- and they don't function correctly as grenades or thrown explosives. Multiple explosives in the same radius tend to destroy each other and do not apply damage more than once to a target.

Level 2: You are a veteran of things that go boom. Your micro-charges now do 2d10 damage in up to a four-meter radius and can cripple even a gravtank with your precision placement. You automatically take minimum damage from all explosions. The explosions you cause never harm allies or unwanted targets unless it is physically unavoidable, in which case they automatically take minimum damage.
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