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Source: (consider it) Thread: The Metagame for The Kavetseki Incident
Doublethink.
Ship's Foolwise Unperson
# 1984

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Metagame: The Kavetseki Incident

You have been shipwrecked ! And you are changed by your experience of the magical storm.

I will open the story & meta threads once I have sent you all your shipwrecked Character sheets. Please read these before you post.

GM time is GMT +1, new day every midnight.

Full rules for mechanics etc, and campaign brief, can be found here.


[ 01. June 2014, 20:48: Message edited by: Doublethink ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post   Reply with quote 
Shipwrecked Characters

Player: Curiosity Killed & Curious Kitten

Er Maker
A gaunt, weathered, nut brown face peers out from wild hair and salt-stained cloaks. Er Maker is small, grubby, of indeterminately aged, species and sex but oddly beguiling.

Writes

OK Wit
OK Readiness
Useless Inspiration
Weak Toughness
Good Elan
Good Spryness

Skills

Tinkering (Wit) - reasonable proficiency at making any mechanism work.
Light fingered (Spry) - Quick to divest any mug from their money and valuables.
Silver Tongued (Élan) - dedicated to fleecing the deserving and talking ones way out of trouble.
Well travelled (Wit) - a good memory for the politics and environs of anywhere previously visited.
Living off the land (Readiness) good at both finding food to eat and liberating food from farms and dwellings along the route.
Sleight of hand / Illusion (Elan) - good at the sort of tricks that earn a crust like the three cup game and/or card tricks - tricks to mislead the eye and distract.

Gift Morals of a cat, in every port or town previously visited is at least one person with whom convivial or conjugal relationships maybe resumed.
Gift Immune to magical persuasion
Gift My hempen hand, if you aim fling out your left hand and blink, you feel a painful sensation and a small object you targetted is at your feet. You don't think about why, it hurts if you do that.

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item / Transform
A trickster sorcerer gave Er the ability to change form not into a fierce wolf when threatened but a mangy Lady's lapdog at the least opportune time. Available x1 per week, if you turn into a lapdog, your elan and toughness will swap.

Remaining Equipment
Set of handcrafted lock picks, +1 when picking locks
Small knife set attached to belt.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)


Player: Net Spinster + Kelly Alves

Mary Drake

Brief Physical Description: An older woman, middling height and weight, gray hair, brown eyes. Her hands show callouses and her arms a few scars Clothes are a salt stained worn off-white sleeved (to elbow) tunic stretching to just above the knee and belted with three yards of thin line, loose torn pale blue pantaloons below and a thread bare bonnet.

Background: A fisherman's daughter and a ship captain's widow, she always travelled with her husband because her ability to know where north is is important on a ship. To use that ability most effectively she learned to pilot as well as some other ship related skills. In port she helped handle the disposal and acquisition of merchandise and supplies. Because of this she is familiar with the languages of her regular ports (though not necessarily the languages of the interiors or rural folk) and has connections with the various merchant guilds. However her most recent voyage ended in a shipwreck which killed her husband and most of the crew and left her almost destitute and a long way from her original home.

Writes

Good Wits
OK Readiness
Weak Inspiration
Weak Toughness
OK Elan
OK Spryness

Skills

Pilot (Readiness)
Rope use (Spryness)
Ship handling (Spryness)
Swimming (Toughness)
Double entry book-keeping (Wits)
Barter (Elan)

Gift Can almost always tell true north (as opposed to magnetic north)
Gift Immune to magical persuasion
Gift Jael, although you have no skill with weapons, if you come upon a sleeping enemy, you find a spike to hand and can drive it through their head to kill

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: a curiously decorated leather pouch that can hold more than is apparent and is watertight and unopenable unless opened by owner. (A bag of holding, mouth can pull open to 2ft diameter, and you can put any non-animate thing in it to retrieve later - currently holds your writing kit.)

Remaining Equipment
Eight inch knife with sheath
Wooden boxed writing kit (in waist pouch) +1 to book-keeping

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player name: Yorick

John Goode

Physical description: appears somewhat passed middle aged, 5’10’ tall, slim and wiry with a slightly stooped posture, deep brown eyes and an easy oblique smile, grey short-cropped hair, what were once fine, now salt stained, practical travel clothes, faintly smelling of the sea. His voice is surprisingly deep and smooth, and speech highly articulate. With a weary smile about his eyes, he holds his correspondent by looking deeply and steadily into theirs.

Background: John is a self-assured and attractive man who can effortlessly talk his way out of (and into) the most compromising positions. A true genius of the physic, he has gained fame and fortune as surgeon to the highest and mightiest in the kingdom. His name carries a half-feared reputation for bringing back those from the very doors of death. Urbane and charming he has taken many lovers, and can as easily befriend a beggar as a king, but John is bored of court life with all its sycophancy and treachery and he seeks the honest danger of the wild road. John sleeps for only two or three hours per day, though often takes naps in the afternoon. After dull years of study in the Ancient Languages and Practice of Physic he absconded for three winters to the perpetual dimness and stench of the great Souq of Kashlaan, where he was tutored in illusion and trickery by a grand Mokhta. On his return to civilisation, he began a secret double life- in daytime rising to become the most illustrious medic of his age, and in disguise during the small hours of the night amongst the murderous backstreets and filthy taverns, seeking thrills and spills in the gambling dens. With a flawless sleight of hand, he dispossesses gangs of thieves of their ill-gained silver, the addictive snag being to escape with his life by his charm and wits. With disdain, he then dumps his illicit winnings in a grimy corner of some pauper’s hovel before the first cockerel crows.

Writes

Wits Good
Readiness Weak
Inspiration Useless
Toughness Useless
Elan Excellent
Spryness Good

Skills

Conjuring tricks and illusions (Spryness)
Vast knowledge of the medicinal properties of botanic life (Wits)
The gab (ability to convince) (Elan)
Surgery (Spryness)
Disguise (Elan)
Use Scalpel as Weapon (Toughness)

Gift Empathic sense, the ability to read the thoughts of others - on a roll of 17 or above.
Gift Immune to magical persuasion
Gift Project memory, ability to implant a false memory into the mind of another - on a roll of 17 or above.

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item: Trick coin. When John tosses the coin it always lands his called side up - either heads or tails.

Remaining Equipment
Fine leather wallet of surgical instruments +1 to surgery
A Hakhdi Instrument of Light. This small plain cylinder of fine steel with a glass sphere on the end can emit a powerful focussed beam of white light. John paid half his fortune to a travelling Alchemist of the North for this most valuable of all his possessions.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: IngoB

Character Name: Jack Gallows

Brief Physical Description
Jack appears to be in middle age, somewhat shorter than average height for a man and is of slight but wiry build. His most striking feature is his thick shock of red hair, which however is usually covered by a stylish black felt tricorne. He has a fine, long face with green eyes and a slightly broad nose, and seems friendly with a smile playing around his lips. His skin is pale, and his hand are thin but with long fingers. He wears salt stained black breeches with torn gray stockings and cracked black leather shoes with simple buckles, a torn white linen shirt barely visible under a dark purple waistcoat, as well as a knee-length black coat. His clothes are of were of good make and well fitted, but have taken alot of punishment.

Writes

Useless Wits
Good Readiness
Useless Inspiration
OK Toughness
Good Elan
Good Spryness

Skills

Light Weapons (Toughness): Can use all kinds of light weapons, in particular knives.
Burgle / pick locks (Spryness): Knows how to break and enter, including detecting and disarming traps/alarms and picking locks.
Ambush (Readiness): Can hide very well, in particular with the intent to jump someone from the shadows.
Gauge (Readiness): Can weigh up people and social situations. Who is the boss? Who is a sucker? Are they friendly? Who is bluffing? Etc.
Gamble (Elan): Knows many games of skill and chance, and is adept at winning them - helping luck along if need be.
Dance (Elan): Is an excellent pair and group dancer, both in following standard patterns and improvising.

Gift Backstab, if hidden (usually via a prior ambush throw, though possibly by circumstance), can carry out a surprise attack that will end either in an instant kill of opponent or in a successful flight out of reach (binary outcome, throw threshold set by GM).
Gift Immune to magical persuasion
Gift Writhe, can escape any physical bonds within thirty minutes if unattended

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item Magic "three shells and a pea" set: Unless countered by other magic before starting to play, people will get sucked into this game and wager something valuable they own/have control over. No matter how perceptive they may be naturally, they will loose and hand over their stake - if grudgingly. (Can be used once a week. Player characters can not be forced to play or wager, *secret*. NPCs can negotiate stake, but must wager something of value / importance.)

Remaining Equipment
A reed stem pipe with a glazed brown clay bowl.
Several sets of cards and dice, in various cost pockets (If people agree to play with his cards or dice, +2 on his throws since they are marked/loaded.)

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Antisocial Alto

Mother Aethelreda

Physical Description: Aethelreda (plain ol' European human female) is a nun who appears to be in early middle age. She's stocky, dark-haired and dull-looking, but fairly bright - though blunt and graceless - to talk to. Currently wearing a ragged salt stained habit.

Background: The daughter of a shrewd, social-climbing wool merchant, Aethelreda was sent to the convent in her teens when it became clear that no one of rank would take her off her father's hands for a bride-price he was willing to pay. Although she wasn't a particularly good nun either- not being naturally pious or charitable- she did pick up useful knowledge while in the convent. She was tried out in several areas as a novice and eventually settled in as apprentice to the convent's beekeeper.

Why did she leave the convent suddenly, by night, after ten years in residence? Why does her pack contain several items which can't possibly belong to her? Is she even a real nun anymore? None of your business, she snaps.

Writes:

Good Wits
OK Readiness
Good Inspiration
OK Toughness
Useless Elan
Weak Spryness

Skills:

Beekeeping (Wits)
Mercer's knowledge (Wits) – Thanks to her family's background in commerce, Aethelreda knows both how to evaluate and manage the group's resources and how to cook the books.
Forgery (Spryness) - Not great at this but can do it
Prophecy (Inspiration) – She is very convincing, and sometimes right
Hidden Weapon (Toughness) - meat knife & rosary
Find Hidden (Readiness)

Gift Time Sense, always knows what time of the day or night it is, even if awakened suddenly, because of being drilled through the Daily Office every day of her adult life.
Gift Immune to magical persuasion
Gift Miracle, can perform any miracle of no practical use - e.g can cause a saints statue to weep, or turn water into wine - but could not produce food in a famine of heal a sickness

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item: a Book of Hours, can ask the saints for advice and can increase her Inspiration or her Wits by one rank x1 per week.

Remaining Equipment
A set of Communion vessels, (she saved them from the wreck tying them to her belt in a sack)
A rosary which can be used as a garrotte +1 when used as a weapon

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Autenrieth Road

Frithwynne

Physical Description: Frithwynne is somewhat muddy and scuffed, with a drawn gaunt face and a slight build.

Background: Frithwynne is the only child of a shepherd. She grew up herding sheep, training sheep dogs, and escaping to explore a shallow system of caves whenever she felt she could leave the sheep dog alone to mind the sheep (which was often). Her parents died when Frithwynne was 17, leaving a mountain of debts which resulted in the loss of their holding, leaving Frithwynne with no social place except what she could cobble together by her wits.

Writes

Good Wits
Good Readiness
Good Inspiration
Weak Toughness
Useless Elan
Weak Spryness

Skills

Navigation (Wits)
Improvised weapons (Wits) - this will allow you to use any plausible non-weapon thing you find as a weapon, or clubs as weapons but not swords, axes or bows etc
Find Hidden (Readiness)
Intuition (Inspiration)
Animal command (Inspiration)
Climb (Spryness)

Gift Frithwynne can navigate mazes
Gift Immune to magical persuasion
Gift Hear through walls, if she concentrates she can follow a conversation in another room - provided there is only one intervening wall

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: Silver chalice of Inspiration (when gazed into, increases Inspiration to Excellent, x1 per week)

Remaining Equipment

A red ribbon (when worn, +1 to roll for Elan)
Waterskin on a belt

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player Name: Hart

Dorainen

Physical Description: Dorainen is a young male water elf, though most humans have a hard time telling different types of elves apart (a phenomenon that baffles elves to whom it's entirely obvious). Most humans would peg him at around 18 by his looks, but he is actually considerably older. He is tall with a slender yet athletic build by human standards, but is actually rather short and stocky by his own race's. His pale blue robes appear light and insubstantial, but are in fact made of an advanced magical fabric. His appearance is the least changed of all the survivors, by the tribulations he has undergone.

Background: Dorainen has lived his whole life in a small teyv (or commune) of water elves, rather segregated even from other elves, yet alone other races. As he turns of age, he is required to live a full year outside of the teyv. While most water elves go only a small social distance from their upbringing (often living with elves of the mountains), Dorainen has long been fascinated by the humans he has read about in books and desires to spend his year living among them. Who knows, it may even be longer? Dorainen is well-trained in survival skills both natural and magical, but is very socially naive.

Writes

Weak Wits
OK Readiness
Good Inspiration
OK Toughness
Useless Elan
Good Spryness

Skills

Healing magic (Inspiration)
Water navigation (Spryness): swimming, rowing, sailing; if it involves moving through water, Dorainen's mastered it
Tool repair (Spryness)
Light weapons (toughness)
Longbow (toughness)
Tracking (readiness): Dorainen can identify the tracks of various creatures, make guesses as to what kind of person would have left what kind of footprints and when and how, etc.

Gift Dorainen can breathe underwater
Gift Immune to magical persuasion
Gift Sense evil

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item: Sown by elven seamstresses, while his robes appear flimsy, they automatically adapt to provide comfort in any climate. They also function as light armor. If Dorainen while wearing them rolls "lose" in combat, he can roll another D20 and, with more than 10, spawns instead of losing.

Remaining Equipment

Long-bow. Gives the ability to make one distance attack when narratively plausible. This has no chance of spawning or losing, but will either win (with the same probability as if it were a normal attack) or miss (and have no effect).
Studia Humana. A classic elven textbook on humans. While helpful on important questions, it is often amusingly out dated and quaint on basic social mores.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Ariston

Guardian Jetse Vos, formerly of the Mystery, Fellowship, and Company of Merchant Adventurers in the Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate.

Brief Physical Description: While not especially tall, Jetse is still an absolute bear of a man, seemingly occupying the whole of any room he walks into. His hair and moustache are grey, and his face, hands, and arm show the signs of long exposure to the elements, as well as a few fights that could have perhaps gone better for him. The stump of his left arm is supperating, without help it will poison his blood. Already, his face is clammy and drawn.

Jetse is generally gruff and curt, sometimes bordering on rude. Being around him is slightly frightening—it's clear that he's watching you, judging your actions, determining how likely you are to attack him, and, if you are fool enough to try, how he's going to make you very much regret it. Something about being around a gruff, heavily armed, hypervigilant, and not especially friendly looking (ex?) mercenary who seems to be quite capable of landing a blow exactly where it would hurt the most tends to make people shy away

His arms and equipment are as unusual for these parts; perhaps, in the fjords, cold, and darkness of the far south, they might be more common, but here, their strange design stands out, especially the sun emblem on his breastplate. Why would a soldier from Joux wear that device? Isn't the Duchy supposed to be underground?

Writes

OK Wits
Good Readiness
Useless Inspiration
Good Toughness
Useless Elan
Good Spryness

Skills

Intimidate (Toughness)
Ride (Wits)
Climb (Spryness)
Melee Weapon Proficiency (Toughness, background skill)
Tactics (Wits, background skill)
Spot Trouble (Readiness)

Gift: The Human Wall—Sometimes, it's good to be an imposing, hulking presence. In any fight, you can choose that all opponents attack you - but the first wound you are dealt has no effect.
Gift Immune to magical persuasion
Gift My phantom limb, if you blink and punch with your left arm you feel a painful sensation and you knock out your target. This only works unexpectedly, (i.e. can not be used in the three combat phases). You don't think about why this works, it hurts if you do that.

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: Finely Crafted Breastplate. Though battered and repaired, a coat of arms depicting a three-peaked mountain over a field (a plain, or perhaps a lake?), with a sunburst design in the chief of the shield, is still visible, etched above the front of his right shoulder (-1 to opponents’ attack rolls).

Remaining Equipment

Short sword (bladed weapon, slashing). Jetse's sidearm, rather than being straight, has a series of waves in the blade and a figure eight for a crossguard, and, like his halberd, is also black (+1 to combat roll).
Small sun charm—some kind of holy symbol, or just a good luck token.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Banner Lady

Crazy Clawdine

Physical Description. A troll of a woman of indeterminable size, thanks to the many layers of tattered shawls that hang from her large frame. Her wild black matted hair has a life of its own, owing to the insect life that lives in it. She may look crazy, but her beady black eyes rarely miss much of what is going on around her, and she has a number of hidden and surprisingly useful talents.

Writes

Weak Wits
Good Readiness
Excellent Inspiration
OK Toughness
Weak Elan
Useless Spryness

Skills
Able to use crone lore in six specific ways

Find hidden (Readiness)
Spot deception (Readiness)
Understand nature (Inspiration)
Hypnotise (Inspiration)
Use a divining rod as a weapon (Toughness)
Cook (Wits)

Gift Call Water, Clawdine senses water at all times and can cause something withered to grow.
Gift Immune to magical persuasion
Gift Call storm, can call up a small thunder storm

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transform: A compliment turns Clawdine into a tall, leggy, well endowed and fast young woman, with blonde hair and a desire to run naked through water. Spryness and Readiness ranks swap and Clawdine turns into a young naked woman. This is triggered x1 per week in a situation where she has received a compliment - but she can choose to compliment herself, provided there is a convincing reason.

Remaining Equipment
Divining Rod (+1 to a roll when used as a weapon)
King, oldish carthorse

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Dafyd

Daniel Van Adescant

Physical Description Van Adescant is tall and thin, with a thing for wide-brimmed hats and long black coats. He has blondish grey hair with pale lined skin, and a slightly unfocused stooping gaze. He keeps a scarf about his neck at all times.

Writes

Good Wits
Weak Readiness
OK Inspiration
Weak Toughness
Weak Elan
Good Spryness

Skills

Occult (Wits) - Van Adescant knows a lot about undead, lycanthropes, dark magic, etc. He can probably rustle up rituals or so given time; whether it is wise to do so is another matter.
Crossbow (Spryness) - useful for stakes.
Investigation (Wits)
Interrogation (Elan)
Staff / Spear Fighting (Spryness) - also, flaming torches.
Etiquette (Elan)

Gift Uncorrupted, you can sense evil and you are immune to the first non-physical attempt any evil source makes to harm you x1 per week.
Gift Immune to magical persuasion
Gift Lighten the darkness, you can cause a flame by snapping your fingers, it lasts about five minutes at the tips of your fingers

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: Van Adescant has a curious contraption made of wire and two pieces of glass. If he puts it over his eyes (resting on his ears and nose) his Readiness, for the purposes of looking at items close by, rises to Good.

Remaining Equipment
Crossbow & quiver (+1 to combat roll when used as a weapon), silver arrows, ordinary arrows, Pocket Breviary

Note: silver weapons will give +2 when used against appropriate enemies.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Eliab

Gunriana De Vanes

Physical Description: A middle aged lady, usually dressed either in an ornate and expensive dress not quite on the cutting edge of fashion, which suits her reasonably or, when travelling, dressed in rather more practical fur-lined leggings, short-ish shirt and stout jerkin in which she seems much more at ease. Her left hand is always gloved, and the observant will note that she uses that hand as little as possible, though she shows no sign of any disability. Her speech is careful and polished, though not quite polished enough to pass for true-born aristocracy. Her eyes are intelligent and intense – enough to make many people a little uncomfortable in prolonged conversation. Currently, she looks wan and tired, and is dressed in salt stained jerkin, leggings and boots.

Background Gunriana De Vanes is a young commoner from an exceptionally rich merchant family. She has been pushed into high society by her father's ambition to improve the standing of their House and is betrothed to a younger son of powerful (though heavily indebted) Duke. As her future husband is currently eight years old, she has some time on her hands before settling down to a life of elevated tedium. She has in the past accompanied His Royal Highness Prince Testwe on his travels, and continues to undertake errands for members of the royal court. Her father has pulled more than a few strings to place her in society, and has given her instructions to (1) preserve her virginity; (2) learn how to behave as a lady; (3) keep an eye open for opportunities for profit; and (4) enjoy seeing something of the world. Gunriana does not exactly demur from any of those instructions, though it should be said that she precisely reverses their order of priority.

In truth Gunriana was born about two generations too late. Had she lived in the days when the Vanes clan spent six months a year raiding up and down the coast, and was more concerned with looting and burning trade-ships than investing in them at high rates of interest, a sharp-minded girl born with the hagall rune marked vividly on her left palm would have had but one destiny. She would been put into service of some embittered old crone, and settled with aplomb into the role of barbarian witch, to become the servant and symbol of the dark ladies to be feared and appeased by men of a race that fears nothing and bows to no one. Gunriana's life in these more civilised days is more ambiguous - to be marked so unmistakeably as a daughter of the Fates, and yet also to be obliged to take the part of a refined consort for a civilised aristocrat is perhaps asking too much of anyone. It remains to be seen which path she will ultimately choose.

Gunriana believes that runes cut or cast with her fate-marked left hand are especially strong, but destined to bring at least some measure of grief as the price of their power. She conceals her mark with a glove, and tries to avoid touching anyone with that hand, not only to avoid superstitious hostility, but also because she is more than a little afraid of fully using the darker side of her talents.

Writes

Good Wits
OK Readiness
Good Inspiration
Useless Toughness
OK Elan
Weak Spryness

Skills

Stealth (Spryness)
Bluff (Wits)
Seamanship (Readiness)
Rune Magic (Inspiration)
Healing (Inspiration)
Light Weapons (Spryness)

Gift: Rune Magic (bonus/penalty for runes cut with the left hand) - such runes gain critical success on rolls above 17, but all her and the spell target's failed rolls for the next week will be ridiculous fails.
[b]Gift
Immune to magical persuasion

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special items: Wolf’s Tooth pendant - An heirloom from Gunriana’s similarly gifted great aunt - a very old wolf-tooth strung on a twisted leather thong. It has the virtue that if a dead body is marked with it, it will hasten their passage to their final reward, and entirely frustrate any subsequent magical or necromantic attempt to enchant the body or call back the soul. Obviously those who died in the act of cowardice or treason are ineligible for such protection.

Remaing Equipment
Demoslant’s Principles of Rhetoric – A non-descript old book, which is nonetheless beautifully written, and which blesses the attentive reader with unnatural eloquence. Once per week it will boost Elan by one rank for any task principally involving speech. A formal oration prepared in advance with the aid of this book will be at +1.
Scramasax in a plain leather sheath, hung openly across her front when travelling, concealed in a sleeve (or left at home) when finely dressed (+1 to combat rolls)
An old and dirty human skull, missing the lower jawbone, hung on a leather thong passed through the eye-sockets completes Gunriana’s travelling outfit. She occasionally talks to it in a disturbing fashion. She will (reluctantly) leave it out of her formal attire.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you a gift. The most resistant to the dark magic, Gunriana is only endowed with one gift - but she did manage to bring her book of rhetoric with her.)

[ 02. June 2014, 13:17: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Frithwynne

Please roll for find hidden, this is ***easy*** difficulty for you. Please post your result here - this hidden information, so I will need to tell you what you find.

[ 02. June 2014, 07:21: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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John Goode, please make a surgery roll it is at ***easy*** difficulty (don't forget to add the bonus for your surgical instruments). If you are successful, please write your own outcome post on the story thread. If you fail, please post on this thread and I will tell you what happens.

[ 02. June 2014, 09:01: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Er Maker, please roll for well-travelled, this will be at ***easy*** difficulty. If you fail, you can't work it out and go ahead and do your outcome post on the story thread. If you succeed please post here and I will tell you what you find out.

[ 02. June 2014, 09:06: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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IngoB

Sentire cum Ecclesia
# 8700

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DT, I'm intending to do a "gauge" throw on Gurianna, Dorainen and Daniel, in particular Dorainen. But I'm not sure if that would be too constraining on them for playing out their tableau. Let me know if I should wait for one of them to spring into action first, or give me some throwing odds, please.

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

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Doublethink.
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# 1984

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Given the difficulties of the situation, you can do that at ***OK*** difficulty - you had some contact with them on board - but obviously the situation is very different now.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Yorick

Infinite Jester
# 12169

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I rolled a 15, and will shortly write up on the story thread...

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این نیز بگذرد

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Curious Kitten
Shipmate
# 11953

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Ear Maker rolled a 6 so just succeeded.

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Happiness is not having what we want but wanting what we have.

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Yorick

Infinite Jester
# 12169

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Oh fuck. Was I supposed to have lost my bag (containing herbs, etc)?

Don't tell me I've broken the bloody game already.

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این نیز بگذرد

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Eliab
Shipmate
# 9153

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Gunriana is using ***healing*** to diagnose and treat Daniel (and, in a small way, to take out a little of her frustration on someone).

It strikes me as being highly probable that she would have used her left-handed rune casting in the contest with the storm, so she may well be under the all-fails-become-critical-failures curse at present.

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"Perhaps there is poetic beauty in the abstract ideas of justice or fairness, but I doubt if many lawyers are moved by it"

Richard Dawkins

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Yorick:
Oh fuck. Was I supposed to have lost my bag (containing herbs, etc)?

Don't tell me I've broken the bloody game already.

Let us assume that you "lost" it in the sense of it and the majority of its contents being mushified by sea water. The herbs you used were cosmetic, did nothing cos they were ruined by seawater. Please do a reflective story post cursing this misfortune, and being thankful you surgical tools survived.

Ideally, your bag disintegrates whilst you examine it.

[ 02. June 2014, 11:15: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Eliab:
Gunriana is using ***healing*** to diagnose and treat Daniel (and, in a small way, to take out a little of her frustration on someone).

It strikes me as being highly probable that she would have used her left-handed rune casting in the contest with the storm, so she may well be under the all-fails-become-critical-failures curse at present.

That seems fair, healing Daniel will be at ***OK*** difficulty, as he is very badly affected - the void having reached into him. His issues are primarily mental, only waterlogged, scuffed and scratched physically. If you succeed please write your outcome post. If you fail, please post here and I will do your critical fail outcome.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Curious Kitten:
Ear Maker rolled a 6 so just succeeded.

You are on the western coast of the Maturin peninsula, if you head inland to the east you should hit the main trade route between Barvick and Cimenster. The Kavetseki was supposed to dock at Cimenster.

You may outcome post for this, it up to you whether you share this information with anyone else.

(There are low hills behind the pebbled beach you are on, if you're right there should be scrubland and bits of forest beyond.)

[ 02. June 2014, 11:21: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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IngoB

Sentire cum Ecclesia
# 8700

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quote:
Originally posted by Doublethink:
Given the difficulties of the situation, you can do that at ***OK*** difficulty - you had some contact with them on board - but obviously the situation is very different now.

Rolled a 5, so I've failed the attempt to gauge. Will post outcome to story.

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

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IngoB

Sentire cum Ecclesia
# 8700

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And my apologies for misspelling Eliab's characters name... I copy & pasted an earlier mistake there.

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Probably mine, I find it immensely difficult to spell for some reason.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Ta muchly, Yorick.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Eliab
Shipmate
# 9153

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quote:
Originally posted by Doublethink:
That seems fair, healing Daniel will be at ***OK*** difficulty, as he is very badly affected - the void having reached into him. His issues are primarily mental, only waterlogged, scuffed and scratched physically. If you succeed please write your outcome post. If you fail, please post here and I will do your critical fail outcome.

15. Will do outcome post.

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"Perhaps there is poetic beauty in the abstract ideas of justice or fairness, but I doubt if many lawyers are moved by it"

Richard Dawkins

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Clawdine Please roll your find hidden, if you fail you find nothing. If you succeed please post here and I will tell you what you find.

(Easy difficulty.)

[ 02. June 2014, 13:12: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Autenrieth Road

Shipmate
# 10509

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DT, in the character sheets, would you be willing to put Jetse's Potentials in WRITES order? That will make it easier to read them correctly.

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Sure.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Autenrieth Road

Shipmate
# 10509

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Frithwynne rolls a 9.

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Truth

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Doublethink.
Ship's Foolwise Unperson
# 1984

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You find a series of longish lumps of rust, when you drop one it splits in half and you see the cross section of a hilt. It looks as if the wood handle has rotted away.

Just before everything went wrong at the steading and your parents died, you found something like this in a cave pool. When you brought it home, your father told you the story of your uncle losing his good knife in the caves when you were tiny. He told you rust bound to the metal like this, as the wood rots, when it has been under the water for years. There was more left of the knife within the rustburr that you found in the caves though.

Please do an outcome post to the story thread.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Please could all players re-read their shupwrecked character sheets carefully, especially the background and physical descriptions.

Anyone who wishes to may make an additional non-combat roll for Readiness at OK difficulty to see if they notice something. Please post any results on the meta thread.

[ 02. June 2014, 16:59: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Dafyd
Shipmate
# 5549

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In between moaning, Daniel rolls a ***15***.

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we remain, thanks to original sin, much in love with talking about, rather than with, one another. Rowan Williams

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Curious Kitten
Shipmate
# 11953

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Er rolls a 19 and looks at his hands.

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Happiness is not having what we want but wanting what we have.

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Doublethink.
Ship's Foolwise Unperson
# 1984

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You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Dafyd:
In between moaning, Daniel rolls a ***15***.

You have been healed, you may free yourself from Gunriana's slightly scary embrace anytime you choose.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Autenrieth Road

Shipmate
# 10509

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DT, before I make my story post for my ***find hidden*** result: how many blades does Frithwynne find?

Also, I'm going to have Frithwynne discover her chalice as she's looking along the beach, because in describing her capsize and loss of her pack, I forgot that she still has her chalice which was in the pack... but I don't think that's a ***find hidden***, because it's just making story to match what you gave me for my shipwrecked character. (Correct me if I'm wrong.)

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Truth

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Autenrieth Road

Shipmate
# 10509

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quote:
Originally posted by Doublethink:
Anyone who wishes to may make an additional non-combat roll for Readiness at OK difficulty to see if they notice something. Please post any results on the meta thread.

Alas! I rolled a 5. Can I make a post on Story about NOT noticing anything yet?

[ 02. June 2014, 18:31: Message edited by: Autenrieth Road ]

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Truth

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Net Spinster
Shipmate
# 16058

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Mary Drake rolled a 14 for readiness

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spinner of webs

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Autenrieth Road

Shipmate
# 10509

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quote:
Originally posted by Doublethink:
You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.

Do we also feel older, that is in terms of the aches and pains which mortal flesh is heir to?

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Yup, though you might not realise that is age rather than being battered by the storm.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Ariston
Insane Unicorn
# 10894

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Jetse rolls 16

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“Therefore, let it be explained that nowhere are the proprieties quite so strictly enforced as in men’s colleges that invite young women guests, especially over-night visitors in the fraternity houses.” Emily Post, 1937.

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Autenrieth Road:
DT, before I make my story post for my ***find hidden*** result: how many blades does Frithwynne find?

Also, I'm going to have Frithwynne discover her chalice as she's looking along the beach, because in describing her capsize and loss of her pack, I forgot that she still has her chalice which was in the pack... but I don't think that's a ***find hidden***, because it's just making story to match what you gave me for my shipwrecked character. (Correct me if I'm wrong.)

OK, 7 knifeish rust lumps.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Doublethink:
You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.

All characters passing the readiness roll realise the above, feel free to outcome post on the story thread.

You may also now find this out if other characters tell you.

[ 02. June 2014, 18:56: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Doublethink:
Anyone who wishes to may make an additional non-combat roll for Readiness at OK difficulty to see if they notice something. Please post any results on the meta thread.

Alas! I rolled a 5. Can I make a post on Story about NOT noticing anything yet?
Yes, and you may also realise the lump in the small of your back is where the chalice is tied into your belt.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Autenrieth Road

Shipmate
# 10509

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My goodness! Tying my chalice to my belt for safe-keeping. What ***Excellent*** Readiness that reveals, back when I had such before this, uh, Incident which I can barely talk about. [Biased] .

Thanks, DT, I love the story you have set up for us.

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Mwahahaha ... Tis only beginning ....

Wanders off cackling gleefully

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Autenrieth Road

Shipmate
# 10509

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Unnerved by the GM's laughter, AR imagines a diabolical Kavetseki campaign in which Potentials are whittled down until we are all Useless at Everything, and players congregate on the Meta thread telling jokes and playing Everlasting Sentences as they wait for the rare natural 20 that permits anyone to accomplish anything... Realises that other Circus Hosts might stage a coup to escape this reading nightmare... Realizes that if they didn't stage a coup over the totally insane game of Mafia, maybe they never will... Looks around worriedly hoping she hasn't given any Circus hosts any ideas...

[ETA: realizses that not only can't she spell consistently, she has absolutely no idea which is the normal way to spell realiszes in her own country.]

[ 02. June 2014, 20:38: Message edited by: Autenrieth Road ]

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Forgets the GM *is* a circus host ...

[ 02. June 2014, 20:45: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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Uh-oh... [Ultra confused]

Runs away and returns with a large chocolate bar as an offering.


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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Net Spinster
Shipmate
# 16058

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Obviously real life potentials are also being whittled down.

I'm actually a bit unsure how Mary Drake can hunt for bodies or survivors. Can she roll on ***find*** as she looks up and down the beach from high point?

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spinner of webs

Posts: 1093 | From: San Francisco Bay area | Registered: Dec 2010  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Mary doesn't have a find skill. You can look out to sea, roleplay what she is doing, but she will see no sign of the wreck or additional survivors.

At this point your character, apart from being in shock, doesn't have many applicable abilities - but that will change as the story moves on and you get away from the shoreline.

You have the option of rolling a non-combat skill per GM day, but you don't have to do this if your character has no cause to.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Ariston
Insane Unicorn
# 10894

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quote:
Originally posted by Autenrieth Road:
Realizes that if they didn't stage a coup over the totally insane game of Mafia, maybe they never will... Looks around worriedly hoping she hasn't given any Circus hosts any ideas...

Any guesses as to why the host who was keeping an eye on that one is now in Hell?

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“Therefore, let it be explained that nowhere are the proprieties quite so strictly enforced as in men’s colleges that invite young women guests, especially over-night visitors in the fraternity houses.” Emily Post, 1937.

Posts: 6849 | From: The People's Republic of Balcones | Registered: Jan 2006  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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Herding Hellions is easier than wrangling the increasingly crazed victims of a diabolical set of Mafiosi? Yikes.

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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New GM Day

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Antisocial Alto
Shipmate
# 13810

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I rolled an 11 for the additional readiness roll. Is it too late?
Posts: 601 | From: United States | Registered: Jun 2008  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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No its not too late, you can realise the information as well, please do a story post.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged



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