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Nina last won the day on March 7 2016

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  1. ok for me to proceed I need to know what the main group is going to do. you can either tell me in here ooc and i'll post it or make a post in character in the thread. but lets not bog things down.
  2. Last Week Today - June 19 - 25, 2017 Monday Furry Road - Road Dice Wednesday Nuts & Bolts - Dee Eye Why Friday Predation - Early ThoughtsInspiration Strikes
  3. Signature Charms (Dragon-Blooded, Pt. 3) [Exalted] In Dragon-Blooded: What Fire Has Wrought, each Dragon-Blooded Ability has five powerful Signature Charms, one for each element. Signature Charms are powerful and relatively easy to access, but you can only take one for each Ability. Distraction of the Babbling Brook Cost: 6m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Supplemental Keywords: Psyche, Signature (Water) Duration: Instant Prerequisite Charms: Thoughtful Gift Technique Suffusing her language with the fluid ambiguity of water, the Dragon-Blooded can ensnare business partners or customers in labyrinthian contracts. This Charm enhances a bargain roll made with any Ability, allowing the Dragon-Blooded to conceal one of the conditions or requirements of the deal from the target. If the deal is verbal, the hidden words slip past the target’s attention; if it is written, his eye slips over the obfuscated terms. Because the target is not consciously aware of this part of the bargain, he cannot call on Intimacies that oppose it to bolster his Resolve or spend Willpower in Decision Points. Similarly, his Resolve is not penalized by Intimacies that oppose it. The Dragon-Blooded’s influence roll subtracts a number of successes based on the severity of the clause. If it is comparable to an inconvenient task (Exalted, p. 216), such as a hidden fee, it loses -1 success. If it is a serious task, such as committing a serious crime or making payments that risk bankrupting the target, it loses -3 successes. If it is a life-changing task, such as convincing someone to sell himself into slavery or trading a queen a horse for her palace, it loses -5 successes. The target may pay three Willpower to resist, becoming aware of the hidden clause and able to call on any applicable Intimacies in response. Resisting renders him immune to this Charm for the next (Integrity + Essence) days. Otherwise, he is bound to the term—once he becomes aware of it, his mind rationalizes an explanation for how he could have accepted it voluntarily, despite having no memory of doing so. He must comply with the bargain no matter how harsh, unless another character overturns the Dragon-Blooded’s influence (Exalted, p. 221). Distraction of the Babbling Brook can only be used once per story, unless reset by completing a major character or narrative goal (Exalted, p. 170) through bureaucratic means. Sleeping Dragon’s Lair Cost: 7m, 1wp; Mins: Stealth 5, Essence 3; Type: Simple Keywords: Mute, Signature (Earth) Duration: Indefinite Prerequisite Charms: None The Dragon-Blooded descends into the earth beneath her, lurking or slumbering underground until she wakes. As long as she is standing on soil, sand, or similarly pliant earth, she may use this Charm to sink into the ground, entombing herself just below the surface. While she is underground, it is impossible to detect her with sight or hearing without using applicable Charms or other magic, such as hearing the sound of her heartbeat with Knowing Beyond Silence or sensing her presence with Feeling the Dragon’s Bones (p. XX). She can still be tracked by scent, but her trail ends abruptly at the point where she vanished into the earth. While entombed within the earth, the Dragon-Blooded is incapable of using her senses or moving without the use of appropriate Charms. She could eavesdrop through a layer of topsoil with Deep-Listening Palm, use All-Encompassing Earth Presence to detect the presence of anyone range, or even use Following the Dragon’s Path to move her underground hiding spot. She buries herself along with enough air to breath for five minutes, after which she must hold her breath or make use of Charms such as Unbreathing Earth Discipline (p. XX). When this Charm ends, the Dragon-Blooded emerges from the earth in a great plume of dust that extends one range band into the air that she can hide within. If she is in Earth Aura, she may expend it through the dust plume to blind all enemies in short range unless they succeed on a (Stamina + Awareness) roll at difficulty 3. Blinded characters must spend three Initiative and a turn washing out their eyes or receive proper medical treatment to regain sight. An Essence 5 repurchase of this Charm lets the Dragon-Blooded descend into solid rock as long as it is natural, unworked stone. She could embed herself in the wall of a cavern or a mountain overhang, but not the stone floor of a dungeon. Emerging from solid rock unleashes a spray of stone shrapnel instead of a blinding dust plume. In addition to penalizing Awareness, this acts as a one-time environmental hazard out to short range from the Dragon-Blooded with Damage 3L and a difficulty equal to the lowest of her (Strength, Dexterity, or Stamina). Tempest-Ruling Commander Cost: 8m, 1wp (5i); Mins: War 5, Essence 3; Type: Simple Keywords: Signature (Air) Duration: Until stratagem is completed Prerequisite Charms: None The Dragon-Blood commands the skies themselves, calling down bolts of lightning to fill her armory and darkening the horizon with the storm clouds that precede her armies. This Charm creates a unique magical stratagem of difficulty 5 to control the weather over the course of a strategic warfare, forcing the enemy to contend with storms or similarly perilous weather. Once the Dragon-Blooded Joins Battle against the opposing army, the harsh weather rises to its peak in the form of a thunderstorm, gale-force wind, heavy snowfall, or other extreme weather. This imposes a -3 environmental penalty on all physical actions that enemy battle groups take in combat. Non-battle group enemies may suffer a -1 environmental penalty on appropriate actions, but the weather does not impede the Dragon-Blooded or her allies. At the beginning of each round, if the Dragon-Blooded has 12+ Initiative, she may pay 5 Initiative to reflexively create an instantaneous environmental hazard targeting a single battle group—a bolt of lightning, an avalanche, or similar dangers. This hazard has difficulty (higher of Essence or Intelligence) and Damage (Willpower)L. If this deals enough Magnitude damage to reduce the battle group to Size 0, the Dragon-Blooded gains one point of temporary Willpower. Tempest-Ruling Commander can only be used once per story, unless the Dragon-Blooded achieves a cumulative total bonus of +4 to her next Strategic Maneuver from any combination of non-magical sources. Terrifying Forest-Devil Mask Cost: 5m, 1wp; Mins: Larceny 5, Essence 3; Type: Simple Keywords: Signature (Wood) Duration: One day Prerequisite Charms: None The Dragon-Blooded dons a mask and vanishes into a world of legends and devils, taking up a disguise that embodies an archetypal warrior-hero, monster, or mythic character. Most Dynasts prefer to create ornate ritual masks from wood by hand, shaping their persona as they carve it from the wood wood, but a simple mask will suffice on short notice as long as it suitably evokes the persona’s image. She rolls to create a disguise with double 7s. Her persona must be either a fictitious identity or archetypal role, and cannot imitate an existing character. She divides (Essence) temporary specialties that fit her persona among any of her Abilities for as long as she remains in disguise. Upon donning the mask, the Dragon-Blooded accepts a Defining Intimacy that suits her role, such as “Those who abuse their power must be humbled” or “Destroy all Anathema.” As long as she remains in disguise, this Intimacy cannot be weakened or changed by any means. Onlookers who fail to beat her disguise roll will react to her as though they had a Minor Tie, with a context appropriate to her persona and the circumstances. A folk hero might inspire gratitude among the peasants she fights for while drawing the ire of princes and their minions, while a horrible devil inspires sheer terror in all who look upon it. In combat, an enemy may attempt to strike away the Dragon-Blooded’s mask as a difficulty 6 gambit. Doing so ends this Charm. Wildfire-Taming Technique Cost: 10m, 1wp; Mins: Survival 5, Essence 3; Type: Simple Keywords: Signature (Fire) Duration: Instant Prerequisite Charms: None The Dragon-Blooded may admonish even a wildfire, brandishing her elemental Essence to impose her will on the flame. This Charm can be used to divert a forest wildfire, forest-fire, or similar free-burning flame from the path of the Dragon-Blooded and her travel companions. She must come within at least short range of the wildfire’s edge and roll Charisma + Survival. The difficulty of the roll depends on the size of the fire—a small grass fire or a forest fire that has just begun might be difficult 1, a larger forest fire difficulty 3, and an out-of-control blaze that spans miles 5+. The Storyteller may apply penalties or bonuses based on environmental factors such as recent rainfall or high winds that help the fire spread. A successful roll diverts the wildfire from the Dragon-Blooded’s path. Though it continues to burn, it avoids the Exalt and her companions, and will not pose any direct obstruction to them for the remainder of the story. If she has any threshold successes on the roll, she may redirect the wildfire to track down a character, using her total threshold successes in place of the Perception + Survival roll for tracking. Though it lacks sapience, the tamed wildfire is able to sense its quarry magically, and is thus even capable of tracking down a Solar using Traceless Passage. The Storyteller decides the fire’s speed based on the environs and weather, up to a maximum of 150 miles per hour in ideal conditions. However, if there is no path of forested land, grass, peat, or other fuel that the fire can follow to pursue its target, its efforts end, making it possible to escape by fleeing from the wilderness. Onyx Path
  4. Fiction Friday: The Primordial FeastThe Primordial Feast This week we dine on Trinkets, a story by Lauren M. Roy from The Primordial Feast, a fiction anthology for Beast: The Primordial. “This place is a shithole.” “A townie shithole.” Dav and Galen aren’t wrong. The place in question is a townie bar, run by three generations of Stowes, frequented by three generations of Colebridge residents. Usually, we’d drink over at Jana’s place, or bring our booze to the park, but she’d wanted to come out tonight and this is where the cheap drinks are. That, and Jana’s hungry. She’s kicked back in her chair, eyeing the regulars at the bar the way some people eye a dessert tray. When she shifts, I feel her shoulder brush mine, even though we’re a foot apart. Jason sits hunched over his beer, trying to make himself small as possible next to Jana’s bulk. He didn’t want to come out tonight, though I know he has to be hungry. Every time Jana’s laughter booms out across the bar, he ?inches. Her laugh draws attention, and even though Jason and I are technically townies, too, he doesn’t want to be spotted. His family and mine have lived here a good three-quarters of a century, but small town bullshit means some last names are more important than others. High school was more than ten years gone, but that’s easy to forget in a town no one ever leaves. It doesn’t take long for the elbowing and nudging to start. It gets more exaggerated with every round, until one of the former running backs comes over and leans down next to me. “Miranda. I thought you’d dropped off the planet.” He speaks to me but the gaze and the smirk are directed at Jason. I want to send him packing, say something that’ll make him wet his pants and run back to his frat bro friends, but this isn’t the place for it. To a point, it’d be shitting where we eat and Jana frowns on that. Instead I clap a hand on his shoulder, turn him so he has to look me in the eye. “I haven’t yet. Shane, right?” “Yeah.” “My friends and I are having a conversation, but maybe I can catch you later?” The odds of him taking the hint and walking away are lousy, but it’s worth a try. He doesn’t take it, shifts his gaze past me. “Hey, Jason,” he says, that syrupy,drawn-out, fake friendliness made worse by his drunken slur. “Hey, buddy. How are you? How’ve you been?” Shane was huge in high school. He graduated and went straight to work for his dad’s landscaping company, so even though he got a little thicker around the middle in the intervening years, he’s still muscle under the pudge. Jason looks like a reed next to him. But that’s why we’ve got Jana. My hand’s still on Shane’s right shoulder when hers comes clamping down on his left with a meaty smack. He lets out an urk at the force of it, and turns to peer at her. His muscles tense beneath my fingers as he gets ready for a brawl, then loosen when he realizes the dude who just dared lay a hand on him isn’t a dude at all, and he dismisses her as a threat. That’s a mistake. “What my friend is too polite to say,” Jana rumbles, “is fuck. Off.” His mouth ?aps a second while his brain catches up. Jana leans forward a little, looming even more, and it’s suddenly very crowded at our table. Shane trips his way back to his feet and stumbles over to his bros. By the time he gets to them, he’s all eye-rolling and shrugs and pretending he didn’t nearly scream like a little girl. But I saw the way he waddled, like it took all his control not to let his bowels loose right then and there. Dav snickers. He’s never been Jason’s biggest fan, but if nothing else, Jason makes good bait. And in the end, he’s family. None of us would let anything happen to him. Jana swigs down her beer and orders another. “So, that’s dinner sorted,” she says. She doesn’t mean it, not literally, but Jason looks like he’s about to throw up anyway. • • • I like it better when I can plan ahead, but it’s been a lean few weeks. The last few nights, my own Lair’s been trembling as Jana’s Horror stomps around hers. Her footsteps reverberate through the Burrows, setting the leaves of my trees shaking, sending ripples across the water of Jason’s pond. I imagine even the shadows in Dav and Galen’s shared Chambers shiver. It’s a small damned town, and there’s nothing bigger in it than Jana. For a while, that was what kept her fed. Even a town like ours has its bad neighborhoods, and she lorded over the down-and-out, told the gangs what to do, how to commit their crimes in a way that kept people afraid. Until, that is, the new police chief got sworn in. Jana’s been laying low for a month, playing it careful while she figures out what to do about Chief Bessette’s pledge to straighten out the criminal element or send them packing. It was fine at first; she went with Dav and Galen when they raised hell in the posh section of town. Break-ins that never tripped alarms, smashed windows that had the selectmen investing in baseball bats and Maglites — not that they’d have done any good. It got the focus off Jana, but not her people, and the three of them backed off before someone got too brave and decided to play hero. But she’s still not sure whether the Chief can be bribed or manipulated or just plain needs to be run out of town himself, and it’s made her growly. Both her attitude and her stomach. So now it’s my turn to feed us, and Shane’s the best candidate. I time my bathroom break to one of his; seems our little chat made him have to go, and once you break the seal, well. You could’ve set a watch by his bladder after that first trip to the can. Now he’s drunk enough, and arrogant enough, and questioning the size of his balls just enough that when I plant a hand on his chest, he’s ready to try again. I don’t let him do much more than leer. My fingers play with the pendant around his neck, one of those thin, twisting cornicellos. Back in high school, he called it his Italian horny charm, and pointed it at whatever girl he was scoping out that lunch period. It’s supposed to ward off evil, but if I count, nothing’s happening. “I need some air,” I say. “How about you?” He doesn’t even wave goodbye to his bros. The park’s only a five-minute walk from the bar, across one busy street and down a much quieter one. We go in the back way, down the trail that leads to the row of log cabins the day camp meets in on rainy days. The park’s empty this time of year, just past Halloween. Once school starts back up, the novelty of trespassing after hours wears off quick. By the time fall nights get their bitter, first taste of winter chill, the kids have discovered much warmer places to loiter. He’s sobered up a little as we walked, enough for a touch of common sense to creep in, for his lizard-brain to wake up from its beer-drenched nap and remind him that walking off into the woods late at night is a bad idea. Which, hey, good for him. Except we’ve already stepped into the inky shadows that mark the edge of Dav’s Lair, and there’s no way Shane knows how to get out again. I lead him in farther, let branches brush at his face and roots make him stumble. Part of me almost feels bad for him. Shane was loud and obnoxious back in school, sure, and if he ever gave me the time of day, I don’t remember it, but ignoring someone isn’t a crime. Then I think about the way he zeroed in on Jason, the cruel glee that crept into his voice as he said hey, buddy, and whatever fucks I was starting to give about Shane evaporate. He’s getting nervous now. His breath comes in ragged gasps. In what little light Dav and Galen are letting through, I can see how wide his eyes are, how they roll towards every snapped twig and half-heard rustle. When I reach for his hand, his skin is clammy. I don’t hold it for long. I know the twists of this maze, but Shane doesn’t, and losing him is only a matter of ducking behind a gnarled and twisted old oak and letting him stumble past, calling my name. I don’t answer. Why would I? The hunt is on. It’s for Jana more than any of us, and even though we’re chasing Shane through Dav and Galen’s nightmare woods, conjuring roots to send him sprawling, whispering in his ear, tracing icy fingers down his spine, we’re driving him inexorably towards her. She’s a dark shape through the trees, and when her Horror plucks him from the ground, lifts him up and up and up so he can look her in her red, red eyes, I can’t help but be in awe. Shane shrieks. Dav and Galen echo it, mocking him with his own fear. Moonlight breaks through the clouds, but it brings him no comfort. Part of me is up there in the sky, my shadow skimming over the lake, dark wings beating in his ear, a talon grazing across his cheek. Above us all, Jana laughs. He blacks out before she can lift him to her mouth, but that’s fine. Like I said, she wasn’t really going to eat him. We leave him on the beach in the real world, roll him out of the Lair and close the path. Tomorrow he’ll wake up cold and hungover and more than a little ashamed. I take the charm from around his neck, and realize Jason is nowhere nearby. I haven’t seen him since I left the bar. Found out what happens to Shane, and what happened to Jason, in The Primordial Feast, now available from DriveThruFiction in ebook and print. Onyx Path
  5. sorry didnt mean to gang up on you
  6. no the concept is much older than either of those don't want to bust yer bubble but if there is any "ripping off" its the robotech people who ripped off authors and scientists from the 40's and fifties
  7. that would be a type of space folding drive.
  8. you should join the chat room that where everyone hangs out
  9. Gods of the Fall - Session Prep - ... Into the Furnace FINALLY! What do we know about the Furnace? Well the book says that its all iron, covered in glowing red runes, predates the city by hundreds or more years, and then there's the inside. The inside is bigger than the outside, has numerous rooms, some of which seem to look out on other parts of the world, and occasionally the howling of a predator can be heard. Oh yeah, and sometimes those who go in never come out. So there's a lot of potential to the Furnace, but it's potential that needs work to tease out and make usable. The setup of the thing is that the PCs are looking to go in after a recent expedition that hasn't returned. They're already motivated so, in my book, the hard part is done. Unfortunately that's all I have at the moment. But ... there's that bit about a predator, and that other one about windows that look out on other places. Both are pretty good hooks and very interesting complications to the story. The party that disappeared could have run afoul of the predator ... or they could have exited the furnace to somewhere else. Honestly, I don't yet know which will be "right." Let's think about that predator. Looking through the Gods of the Fall bestiary I fail to find something that feels a good fit. The "bigger on the inside" and "windows to elsewhere" aspects of the Furnace however have me thinking about weird dimensions. One of my favorite Numenera creatures is also a dimensional creature, the Abykos is just the right kind of predator, and easily modified to consume divine energy instead of energy from Numenera devices. As for the windows that look out on ... somewhere else. That's easy enough to hold in reserve. I have a few ideas. They could just look out on some other place, another part of the world, acting as a form of fast travel. Or they could look out on a different world entirely, that's more difficult because the players will need to get back eventually anyways. As a third option they could open out to another time, the future or the past, either could offer interesting story options. Inspiration Strikes
  10. Siwan twists away and casts call lightning using 1 4th level slot placing the cloud over the place they are fighting the bolt this round will be at the creature striking at her spell does 4 d10 save for 1/2 Rolling 4d10 ( 4 + 5 + 3 + 10 ) = 22
  11. Nuts & Bolts #121 - Hacking the Cypher System - Re-rolls & the XP Economy I put the poll shown above up a few weeks ago. I was curious to see if my experience at the table, a frequent re-rolling of 1's, was true or not. I expected to see a high skew toward natural 1's being re-rolled, but in fact the opposite was true. Color me surprised. This got me thinking on the nature of re-rolls and ... well, I realized that maybe it's just not a thing that can be quantified. Some folks are going to re-roll all the time, others will hoard that precious XP for advancement. Some GMs will be stingy with XP, thus making re-rolls rarer because the currency is more valuable, while others will be generous and re-rolls will come cheaply. Still other GMs may be cruel with their Intrusions, causing players to be more willing to avoid them, while others will be more even handed and players will be less prone to avoid them. I'd assumed that re-rolls were fairly common, but by the numbers the poll shows that 55% re-roll only rarely or infrequently. So where at the outset I had been thinking of this blog being ideas to help curb overly common re-rolls now I see that this is a problem that isn't terribly common. So instead of a hack to fix a perceived issue I see now that it's a matter of play style, both player and GM, and a matter of the XP economy. As far as fixing any perceived issue with the XP economy that's up to you and your players. A frank discussion is well advised, and it may be that you need to balance your XP awards better, or remind players that unlike other RPGs Cypher's power curve is steep and the end is far less far away than in other games. It only takes 24 advancements to hit Tier 6. If your players are taking an advancement after every session that's a years worth of gaming if you play every other week, and only 6 months on a weekly basis. So remind them that hoarding XP for advancements isn't always ideal. Conversely if you are seeing too many re-rolls you may also see a slower power progression. This isn't much of a problem, so long as the players are OK with the slower rate of advancement. Inspiration Strikes
  12. no worries dave get done what ya gotta do and be safe
  13. Gods of the Fall - End of the End"I told you not to feed it after midnight!" When does the Apocalypse end? No, I'm not just asking a silly sounding question (though I agree at first blush it seems a bit much), but really, at what point does the Apocalypse transition into the Post-Apocalypse? In the case of the world of Gods of the Fall it seems that transition was about 42 years in the past, but who decided as much and what is it that signaled that change? The timeline in the back of the book says that Elanehtar's Fall marked the first year AF (After the Fall). The Fall of the world lasted a bit longer however. War and strife and death as mortals bereft of the gods who once walked among them spun out of control. For me the end of the apocalypse and the beginning of what comes next is seven years after the Fall when Nulumriel comes to power. Nulumriel began the process of stabilizing the Nightlands and the rest of the world began to follow, slowly. For all of her apparent evil (maybe I'll get into that in another column) she did help stabilize the region by proclaiming herself empress, and having the power to back that claim up. What's my point here? Well, much like how the end of the world takes time so too will the end of the post-apocalyptic. Case in point: along come the players and depending on how things proceed they may well put in the effort to kill Nulumriel while proclaiming themselves gods. Doing so is likely to be the capstone of a campaign. The final event that fulfills prophecy of the Return. But what about what comes next? As GM you can wrap up the story with simple narration, you could leave it open to the imagination, you could even allow the players to take it in rounds to describe how their gods save the world thereafter. Narration on your part isn't a bad thing, and leaving things open can be appealing for parties with varied views, but I think that a collaborative narration in the round is probably the wisest choice for many groups. It will give the players a chance to say goodbye to their characters by putting them through their paces. The player a of god of death can describe how they restore the underworld. A player of a god of crafts may describe how they build a new kind of seraph to serve their pantheon. This kind of open ended storytelling will bring out a richer ending than any single player could describe, and allow everybody at the table to put a touch of their own into the setting.Inspiration Strikes
  14. From the album Nina's Game pics