Ches 19 1368 : The Taking of Convoy 123 (Round 3)

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Lurkwood_GM

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Apr 23, 2016, 2:12:02 PM4/23/16
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[Gm Notes]

Time:  early afternoon


[Aspects]

Fire Wall: Dispelled.

Fog :  Anyone within -2 to rolls requiring sight.  Can be invoked with a fate point.


[Narrative]

Nymh quickly makes short work of the remaining locks, quickly pulls off the chains, and tries to lift the box.  Maybe, he thinks, if the box weren’t quite so oblong, he could manage it and move with some dexterity, but he knows that trying to carry it alone is a target on his back.  He leans out of the back of the wagon and grabs a handful of goblins, who are meant to have such targets.  With their help, he lowers the box from the wagon, into their waiting hands.  He gives instructions, and quickly move towards the treeline with the box.


Outside, Feathil waggles his fingers, and fog starts to billow from where the fire and water meet, aided by a little arcane energy.   Job done, he moves with the fog as it spreads, heading to the back of the 3rd wagon.


Gelnar catches sight of the goblins and the box just before his vision is obscured by the fog.  He quickly rides into the mist, but does not come across them.


Bear fires again at the wizard, despite the fog.  He misses the wizard, but the arrow flies right past the Tiefling, startling him enough to give out a small cry.  The Ranger has a good sense of his direction.


The attractive woman again tries to defeat the wall of fire, and raises her hand, singing a prayer to Selune.  The rain intensifies, and the flames dissipate.  The fog, however, continues to form despite the lack of flame.  She moves into the fog.


Both Nymh and Feathil note, just as the fog swallows up the goblins with the crate, one of them tumbles on rock, and loses his grip.  The other goblins continue, with the corner of the box making a line in the earth as it is dragged along.

 

[OOC]

 

[Notes]

The goblins had to make 3 athletic rolls vs. 1 (I ran it as a challenge) to make it to the tree line.   They missed on the second roll.   They’ll have to make 2 next round to get to the tree line.

Bear tied Finn on his arrow shot, which usually is a success for the player with a consequence.


[Rolls]

Nymh [Thief]  4+3 vs 3 = success with bonus.

Feathil [Wall of fire]  +4 evoc +0 = 4 vs 2: Success.  Fog 2.

Gelnar vs.  Goblin:  4 -1 -1 = 1 vs.  2 : Fail.

Bear [Shoot at mage]  3+1 -2 = 2 vs 0 +2 = 0. Tie. 

Talia [Summon]  2+3 vs 4 = 1 Success. 


[Stats]

Nymh FP : 4

Feathil  FP 4

Feathil. 8 of 14 (no -). 2 Evo maintained, Stress 1, Stress 2.

Gelnar: Stress 1.

Talia 4 of 10 (no -)

 

Henry Lewis

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Apr 23, 2016, 2:26:22 PM4/23/16
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Revised Map

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Greg Rushton

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Apr 23, 2016, 2:52:38 PM4/23/16
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OOC:
Henry, is is possible to invoke a character aspect? If so, I'd like to
invoke "I always have a plan" and have some goblins be at the
riverbank with a boat/raft. It only works if the river is running
north-south since we're trying to get away.
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Henry

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Apr 23, 2016, 3:20:18 PM4/23/16
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Yes. What you can do is spend the fate point and give the goblins a re-roll on the missed roll, or a +2.

Henry
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Greg Rushton

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Apr 23, 2016, 3:37:04 PM4/23/16
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Will do that then while he tries to cover for them with more smoke and fog.

If that gets dismissed, he'll instead summon swarms of flies and gnats
to accomplish the same goal ... slow down the enemy and aid in the
escape.
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Henry

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Apr 23, 2016, 4:02:33 PM4/23/16
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Generally when you invoke an aspect you're supposed to offer a rational for the use. In this case I'll punt.

Henry
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Greg Rushton

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Apr 23, 2016, 4:03:42 PM4/23/16
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My rationale is that he always has a plan :-) We're like the A-Team.
The three-armed goblin is like Mr. T!
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Henry

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Apr 23, 2016, 4:12:49 PM4/23/16
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Yes - what is the plan would be the info.

Henry
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Greg Rushton

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Apr 23, 2016, 4:13:31 PM4/23/16
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The plan is to have the boat ready to pick up the package and
skedaddle down-river.
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Henry

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Apr 23, 2016, 4:22:44 PM4/23/16
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That WOULD have been a good plan :)

Henry
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Greg Rushton

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Apr 23, 2016, 4:25:09 PM4/23/16
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That's why I'm trying to invoke it, and is the crux of my earlier
question. I'm still fuzzy on the scope of aspects ... they are very
fuzzy which is why I asked if that's a valid use of an aspect.
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Henry Lewis

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Apr 23, 2016, 4:46:24 PM4/23/16
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Ahhh, I missed the crux of the question.

It's not like Hero Points, where you can spend 10 and change your situation,  It's more akin to DC Heroes Luck,  When you invoke an aspect, it always helps you roll, either by allowing a re-roll or by adding +2,

THAT said, given the changes to the magic rule, I would say that you can craft a magical boat, or teleport, or some other such, and use the FP to improve your chance of it working.

Henry Lewis

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Apr 23, 2016, 4:47:56 PM4/23/16
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A good example of "I always have a plan" is in combat, you roll under a table to get a +2 or re-roll to avod being hit.  Or you decide that you researched a NPCs' battleground and want a +2 to black mail him.   The mechanism is always the same - it affect dice rolls.  The application is flexible and creative uses are encouraged.


Greg Rushton

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Apr 23, 2016, 5:04:53 PM4/23/16
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OK, that makes sense, thanks for clarifying. I'll shamelessly steal your idea.

Feathil makes his way to the escaping goblins and waves his wand
around the bunch of them, hoping to teleport as far across the river
as possible. "Time to go my little friends, you've done well!"
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Ed Boyle

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Apr 23, 2016, 6:50:43 PM4/23/16
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Nymh, Seeing Gelnar move to bear down on the goblins, will tie a quick knot on a coil of rope, and dash across the foggy area between them, to loop the rope around a tree branch.  Hoping to get it up around neck height, but will do as best as he can.  If the galloping goon does see him, will invoke his instance of poopy pants on him (hopefully a bout of cramps as he goes to swing at him or such) , and try to lure him away from the goblins and the prize.

He has his Hardcore Parkour (+2 athletics so +3 all told) to assist in tumbling and jumping through the fight and trees.

Henry Lewis

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Apr 24, 2016, 3:30:51 PM4/24/16
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OOC

The inly downside to Fate is that, while there are mostly easy to apply rules for all situations (I love the concept that items like fire or magic items, etc, are treated the same as characters in terms of skills and aspects), it's harder to apply in situations where skills aren't quite the issue.

I don't want to have a Spell List like D&D, and mostly like the idea of spells adding to (or subtracting from) skills (ala fog subtracting from sight-based skills).  Teleportation is different, so rather than come up with a rule (i was playing with logarithmic distances), I came up with some simple concepts:  Distance:  near +1, far +2, very far+3 , and worldwide +4.   People:  a few +1, a bunch +2, and lots +3.  Weight:  Light +1, Medium +2, Heavy +3 more than heavy +4. 

The DC for the spell will be a combination of those stats.  General teleportation within a zone of one person with no additional weight, would be a DC of 1.  Worldwide for one person, no additional weight, DC pf 5.

For weight, this is only for weight above what people carry.  So, if it's just a bunch of people, with what's on their backs, no + for weight.  This is a guideline.  If you tried to teleport a mountain across the globe, probably a few additional +s.

This seems workable and generally easy to remember.  

Greg Rushton

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Apr 25, 2016, 11:04:01 AM4/25/16
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Greg Rushton

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Apr 26, 2016, 3:26:21 PM4/26/16
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OOC:

Updated version of Feathil without all of the school stuff and just a
single magic skill.

On Mon, Apr 25, 2016 at 11:04 AM, Greg Rushton
Feathil Branchforth.pdf
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