Tales from the Trails (Soulbound) - (Full)

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Gunmetal_Rainbow
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Tales from the Trails (Soulbound) - (Full)

Post by Gunmetal_Rainbow »

Welcome to Soulbound! I'm looking to tell a story about a group of Weilders that work for a convoy that delivers goods throughout the continent / country of Primium. The convoy is own by a capitalistic man by the name of Nilis. He may not always seem like he is on the up and up, but he pays fairly for your services. Along the road, the convoy will make stops in settlements, towns and cities where the Weilders will have free time to engage in guild requests or personal errands.

Here is a fairly basic primer for Soulbound, as I don't want to fully replicate the book for obvious reasons. I'll help the best I can to assist in character creation, and I am here to answer any questions that I can! I am looking for 3 to 5 players.

Basic Mechanics

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Roll d6 equal to the appropriate attribute plus additional factors (Skills, weapon attribute, etc). 5+ is a success.
Advantage reduces the necessary result for a success to +4. Advantage stacks from various sources to further
 reduce the necessary result for a success. Cannot be reduced below 2+.
Disadvantage increases the necessary result for a success. Cannot be increased beyond 6.
Some items and effects grant automatic successes on top of the roll, and some effects force automatic failures which
 reduces any successes rolled.

Combat:
- Combat starts when one side initiates. That side goes first, then the other. All actions happen more or less
 simultaneously.
- When combat begins, roll Recovery (Endurance + Weapon's Recovery attribute) to determine starting Action Tokens +1.
- You get one Action and one Free Action each turn. Actions may cost 0 - 2 Action Token. Free Actions never cost
 Action Tokens.

Actions: 
0 AT Actions
	Recover: Roll Endurance + Recovery modifier to gain that many Action Tokens +1
	Reload: Replenish ammunition or fuel to a weapon or piece of equipment
	Power: Use one of your arcane powers. Roll Cunning to determine if any Haunts are created.
1 AT Actions
	Move: Move a distance equal to your Agility x 2 in meters
	Attack: Attack in some fashion, usually with a weapon. Roll Strength + Attack modifier for melee attacks, and
	 Perception + Attack Modifier for ranged attacks
	Defend (Reaction): Done when attacked. Roll Agility + Defend modifier
2 AT Actions:
	Charge: Combines a Move and Attack action. Ranged weapons may be used with a charge, but attack with
	 disadvantage
	Dodge (Reaction): Combines a Move and Defend Action. If all damage is not negated by the Defend roll,
	 only move 2 meters.
	Parry (Reaction): Combines a Defend and Attack Action. If all damage is not negates by the Defend roll,
	 no attack happens. Attack is undefendable.
	
Free Actions:
	Target: Negates disadvantage for targeting a specific body part.
	Use a Trick: Use any arcane trick. Roll Cunning to determine if a Haunt is created.
	Use a Guild Item: Some items require a full action, but most are a free action.
	Interact: Catch-all for interacting with various things in the environment.
	Inventory Item: Use an item you have on your person.
	Step: A 2m movement. This can be done in the same turn as any other movement.
	Throw: Throwing something without the intention of causing direct harm. Roll Strength and toss the item the
	 result x 2 in meters.
Character Creation

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1.) Roll 1d100 to determine the weapon.
2.) Roll 1d6 to determine it's type;
	1-2: Attuned (Repeat step 3)
	3-4: Paired (Repeat step 1 for a second weapon)
	5-6: Combined (Repeat step 1 for a merged weapon)
3.) Roll 1d6 for Power's Corruption Type, and 1d6 for the Power.

4.) Spread 7, 6, 5, 5, 4, 3 among stats;
	Strength: Used for melee combat and physical skills
	Endurance: Used for Action Points and number of injuries
	Agility: Used for movement and defensive rolls
	Perception: Used for ranged combat and observation skills
	Knowledge: Used for various skills
	Cunning: Use for magic casting and social skills

5.) Spend 3 skill points;
Acrobatics (Agi)	Anatomy (Kno)		Athletics (Str)
Barter (Cun)		Bluff (Cun)		Calm (Cun)
Disguise (Cun)		Finesse (Agi)		Force (Str)
Heal (Kno)		Infilitrate (Agi)	Intimidate (Str)
Listen (Per)		Lore (Kno)		Navigation (Kno)
Persuade (Cun)		Repair (Kno)		Sneak (Agi)
Spot (Per)		Survival (Kno)		Tracking (Per)

6.) Select 1 Arcane Trick;
Adjust Climate - Create a bubble of comfort to endure harsh conditions
Blink - Teleport a short distance in an instant
Channel Senses - See, hear, and smell through the weapon
Charm - Make someone more cooperative with the touch of a hand
Create Scent - Produce an odor around the weapon, pleasant or foul
Detect Corruption - Sense arcane Corruption with the touch of a hand
Dimensional Storage - Dissolve the weapon into nothing to conceal it
Disembodied Strike - Attack without lifting a finger
Disguise - Contort the features of one's own body
Duplicate Weapon - Create a functioning replica of the weapon
Elemental Strike - Extend the weapon's range with a slash of energy
Familiar - Summon a Haunt which acts as a friend rather than a foe
Form Object - Create a simple object in the palm of one's hand
Fortify - Temporarily heal one's own wounds
Grow Moss - Harvest Clotmoss from the weapon itself
Guide - Points the Wielder towards a subject of their memory
Ignite - Set a flammable object ablaze with the snap of one's fingers
Illuminate - Produce light from the Bond to act as a lantern or torch
Increase Gravity - Weigh the weapon down, pinning targets in place
Leap - Jump through the air at a great distance
Levitate - Hover just above the ground temporarily
Liquid Shape - Transform the weapon into a liquid state
Multistrike - Strike at two enemies simultaneously
Negate Gravity - Imbue a ranged projectile to travel indefinitely
Recall - Draw the weapon towards its Wielder, or reform it in hand
Relocate - Teleport to the weapon's location in an instant
Repel - Push away adjacent enemies with a wave of energy
Repair - Channel energy to mend a simple object
Reveal Tracks - Highlight tracks left in the area
Seek Target - Cause Attacks to hone in on their target at a range
Sense Life - Detect life in the area, even through walls
Shatter - Crush something in the palm of one's hand
Silence - Create a bubble of silence around the Wielder
Swift Reload - Reload using a form of telekinesis
Telekinesis - Move objects remotely using energy from the weapon
Voice - Speak from the weapon as if it contained one's own voice

7.) Create a background for the weilder and how they come to possess their bonded weapon. Remember;
	Manifested bonds spontaneously appear from seemingly nowhere to aid the weilder
	 in a time of crisis and remains thereafter.
	Awakened bonds were a mundane item with some significance to the weilder that
	 becomes magical when fate deems the weilder worthy.
	Dynastic bonds are ones that persist through generations, being passed down
	 through bloodlines when the next in line is ready.

8.) Purchase equipment! Starting silver is obtained through ones background, and can
 be spent on extra weapons, ammunition, armor, travel goods, etc. There's too much to
 list here, just ask for what you would like.
 
 9.) Choose a hunting house and guild! Hunting houses provide equipment unique to each house while guilds provide work.
  Both provide training of one sort or another.
	House of Battle: Focuses on defending humanity by fighting threats
	House of Scouting: Focuses on exploring and seeking lost relics
	House of Occult: Focuses on discovering and studying lost lore
Guilds differ from land to land, and each typically grants a free rank in a particular skill, though some offer a different
 kind of perk.
List of Powers

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(1) RUIN		(2) DECAY
1 - Breaching		1 - Corrosive
2 - Devastating		2 - Deathly
3 - Explosive		3 - Fertile
4 - Flame Imbued	4 - Festering
5 - Superheated		5 - Poisoned
6 - Volcanic		6 - Restorative

(3) SORCERY		(4) SLAUGHTER
1 - Bridging		1 - Animated
2 - Frost Imbued	2 - Sadistic
3 - Lunar		3 - Form Shifting
4 - Soul Capturing	4 - Furious
5 - Totemic		5 - Vampiric
6 - Damning		6 - Symbiotic

(5) VANITY		(6) MADNESS
1 - Alchemic		1 - Insane
2 - Blinding		2 - Lightning Imbued
3 - Divine		3 - Prophetic
4 - Petrifying		4 - Possessive
5 - Shielding		5 - Talking
6 - Wind Imbued		6 - Thought Stealing
NEW CORRUPTION: Void

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DARKNESS
Spell
----------
GLYPHS:	S D L M
HEART:	Shadows, stillness

Darkness (2) - Creates an area of darkness at the wielder's feet in a two tile radius. Enemies are unable to see through this area and are blinded while within the area. The Wielder and their allies are unaffected and the area lasts for one minute (10 combat rounds).
Darkness II (3) - The area covered increases to a 3 tile radius instead.
Darkness III (5) - The area of darkness rejects all sense of warmth, causing 3 Injuries that ignore Armor for any enemy that enters the area or starts their turn within the area.


APATHY 
Charm (Touch)
----------
GLYPHS:	All
HEART:	Peace, slumber, nihilism

Apathy (2) - A touch-based Charm that drains the target of emotions and drive. When affected, the target must pass a Tier 3 Cunning save or succumb to apathy. A unit in this condition has their movement halved (round up) and must make all tests at disadvantage. The unit must retake the save at the start of each of their turns until they are no longer afflicted with apathy.
Apathy II (3) - The target must now pass a Tier 4 Cunning save to overcome apathy. Each turn the target also loses 1 AT when they fail the Cunning save.
Apathy III (5) - The target must now pass a Tier 5 Cunning save or immediately fall into an eternal slumber they cannot be woken from.


SIPHON
Charm (Touch)
----------
GLYPHS:	S D M A
HEART:	Drain, transferance

Siphon (2) - This power steals the magic that powers active spells and appropriates it for the caster. If a target hit with this charm has any enchantments or un-used charms or sigils active of no more than rank 1, the caster may deactivate one such power and create 1 mote. A mote is a small mass of magic that can be used to negate the create of a haunt. A wielder may have any number of motes and multiple motes can prevent multiple haunts, even abominations. However, like all magic, motes do not remain indefinitely and will fade away after combat, or after a few minutes if created outside of combat.
Siphon II (4) - This power may now turn off Rank 2 enchantments, un-used charms or sigils. Rank 2 effects that are turned off generate 2 motes.
Siphon III (6) - This power may now turn off Rank 3 enchantments, un-used charms or sigils. Rank 3 effects that are turned off generate 3 motes.


FATIGUING
Enchantment
----------
GLYPHS:	All
HEART:	Rest, burden, exhurtion

Fatiguing (3) - This power wreathes the caster's weapon in a haze that draws out the vital energy of living things on contact, causing them to become fatigued. If the user deals any Injuries, the affected unit loses 1 AT.
Fatiguing II (4) - Now removes 2 AT by dealing any Injuries.
Fatiguing III (5) - Now removes 3 AT by dealing any Injuries.


ANTIMAGIC
Spell
----------
GLYPHS:	S L M
HEART:	Rejection, containment, suppression

Antimagic (4) - This power creates either a wall 3 tiles long that extends high into the sky, or a single tile radius bubble from a point selected at Range S. These barriers resist magic passing through. Haunts and powers are unable to pass at all. Corrupted, Bonds and Abominations can pass through by spending an additional AT. Akuma are unable to cast powers through, but may pass through unimpeded. If either barrier attempts to intersect something that cannot pass through, the obstruction is shunted away from the barrier to the nearest space it can occupy. Physical, non-magical obstructions do not impede the barrier
Antimagic II (6) - The wall may be 4 tiles long, the bubble may be 2 tile radius and either may be cast at Range M. Corrupted and Abominations are now unable to penetrate the barrier and Akuma may only do so by spending an AT.
Antimagic III (8) - The wall may be 5 tiles long, the bubble may be 3 tile radius and either may be cast at Range L. The barriers are completely impenetrible to beings, objects and powers of magical nature.


SUPPRESS
Spell
----------
GLYPHS:	L M
HEART:	Courage, fortitude, leadership

Suppress (3) - A magical aura envelopes the caster, bolstering allies near them to be fearless and bold. The caster and any allies within 1 tile are granted 1 die on all tests and automatically pass the Cunning save required by Demon Fright I. Inspire may only be cast during combat as it draws on the adrenaline of a mortal danger to be overcome.
Suppress II (4) - Now grants 2 dice on all tests and automatically pass the Cunning save required by Demon Fright II.
Suppress III (6) - The aura now extends to allies within 2 tiles of the caster, grants 1 automatic success on all tests and automatically pass the Cunning save required by Demon Fright III.


Vile Crowns of Void
--------------------

MANTLE OF MALAISE
------------------
A dark, malicious shadow seems to flit among these horns from time to time and causes the shadow of the wielder to sometimes act eerily off.

Somniferous Haze (6) - Upon activation, a misty haze rises from the ground enveloping all enemies within a 3 tile radius of the user. Enemies that fail to pass a Tier 4 Endurance save fall into a deep slumber. Each round, targets may attempt a Tier 4 Endurance save at the start of each of their turns to wake up. After failing 3 times, the target remains asleep for one hour but then wakes up automatically. The sleep induced by this ability is restless and tormented.

Waking Nightmare (5) - The accursed may draw from the nightmares of the slumbering to conjur malicious spirits under their control. These phantom nightmares act in accordance with the Wielder's commands. Choose one target that is Unconscious or Slumbering and conjur a nightmare from them. These nightmares remain so long as the target remains asleep and will vanish if the target awakens or dies or if it is destroyed. Nightmares use the stats of an Assassin (page 388), and ignore difficult terrain by floating above the ground.


GLUTTONOUS CREST
------------------
These unnerving, misshapen horns seem to consume any manner of trace matter like dirt or blood that happens to get on them while their bearer seems to be unable to fully shake a sensation of hunger.

Ravenous Maw (1) - The accursed goes through a partial transformation that horribly unhinges their jaw, which enlarges to an unsettling, monstrous degree as their teeth become razor-sharp fangs. The Wielder gains a special bite attack (9 Attack, Piercing) and the ability to eat anything without ill effect as indeed anything they consume is obliterated before ever reaching their stomach. If the accursed deals any Injuries to a flesh-bodied target with this bite, it may restore 1 Injury. Due to the nature of this transformation, the Wielder may not benefit from any consumed item any more than they may be impacted negatively. The transformation lasts to the end of the day or until dispelled.


OBLIVION CROWN
------------------
These horns seems at the same time dark as pitch, yet somehow like mirrors as they constantly absorb and distort light around them like water into a faucet.

Erase (5) - With a touch, the accursed can utterly erase all traces of that which they touched. A target must make a Tier 5 Endurance save or be erased. Deceivers and Akuma are resistant to this power, only being partially erased, dealing 8 Injuries that ignore Armor to such targets as part of their bodies are erased. For non-living targets, objects up to the size of a cart can be instantly erased. You may opt to target a living being's equipment, rather than the being itself. (IE: Weapon, armor, etc)

Vaccuum (7) - The accursed creates an area of void atmosphere, removing all air. The area fills a 5 tile radius around a point within Range M. Targets in this area when it is created, who enter it, or being their turn there must make a Tier 4 Endurance save or lose 1 AT. While inside the area, no-one may take the Recover action. If a target must lose an AT but has none, they immediately fall unconscious and take 1 Injury, and continue to take 1 Injury each round they remain in the area. The area remains for one hour or until dispelled. When dispelled, any targets within the area are pummeled by the air filling the space and take 10 dice of Impact damage.
The Shop

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BASIC SUPPLIES
Rope (30 ft) - 2 sp
Torch - 1 sp
Oil Lantern - 4 sp
Oil (8 oz) - 3 sp
Bed Roll - 9 sp
Tent, Single - 18 sp
Tent, Group - 36 sp
Leather Knapsack - 5 sp
Canteen (32 oz) - 3 sp
Box of Matches - 1 sp
City Newspaper - 1 sp
Compass - 9 sp
Tobacco Pipe - 3 sp
Cooking Set - 20 sp
Lock Picks - 30 sp

FOOD
Bread Loaf - 1 sp
Fish - 2 sp
Roasted Chicken - 3 sp
Steak - 4 sp
Crab - 5 sp
Oyster - 1 sp
Corn - 1 sp
Cabbage - 1 sp
Potatoes - 1 sp
Apples - 1 sp
Bag of Rice - 2 sp
Canned Beans - 2 sp
Canned Fruits - 3 sp

ALCOHOL
Mug of Mead - 1 sp
Mug of Beer - 1 sp
Glass of Whisky - 2 sp
Glass of Wine - 3 sp

CLOTHING
Common Outfit - 5 sp
Nice Outfit - 30 sp
Exquisite Outfit - 90 sp
Cloth Peacoat - 28 sp
Cloth Long Coat - 37 sp
Cloth Cape - 21 sp
Winter Coat - 42 sp
Scarf - 3 sp

ARSENAL
Compressed Gas - 20 sp
Liquid Fuel - 25 sp
Battery Pack - 30 sp
Explosive Charge - 35 sp
10 Iron Arrows - 10 sp
10 Iron Bolts - 15 sp
10 Pistol Rounds - 100 sp
10 Shotgun Shells - 125 sp
10 Rifle Rounds - 150 sp
10 Silver Arrows - 20 sp
10 Silver Bolts - 30 sp
10 S. Pistol Rounds - 200 sp
10 S. Shotgun Shells - 250 sp
10 S. Rifle Rounds - 300 sp

CURATIVES
Bandages - 5 sp (5+ when
healing overnight, single use)
Clotmoss - 10 sp (4+ when
healing overnight, single use)
Lifefern - 15 sp (3+ when
healing overnight, single use)
Medical Kit - 30 sp (Restores
Injuries equal to the amount
Successes rolled on a Heal
check, three uses)
Surgical Kit - 50 sp (Restores
Injuries by rolling a Heal check
with Advantage, three uses)
Elixir - 10 sp (Heal 1 Injury
instantly)
Strong Elixir - 40 sp (Heal 3
Injuries instantly)
Life Elixir - 100 sp (Heal 6
Injuries instantly)

LODGING
Commoner's Room - 5 sp
Traveler's Room - 15 sp
Merchant's Room - 30 sp
Noble's Suite - 60 sp

TRAVEL
Average Horse - 350 sp
Purebred Horse - 500 sp
Donkey or Mule - 120 sp
Open Cart - 75 sp
Covered Wagon - 150 sp
Powered Wagon - 3000 sp
Train Ticket - 30 sp /day
Boat Ticket - 5 sp /day
Powered Boat Ticket - 15 sp /day
Homebrew
New Actions

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Focus (Free Action): Roll 1d6. On Success gain 1 AT.

Brace (Action, 0AT): Recover but at disadvantage (1 + Successes of 6+). On the next enemy phase, roll all defense rolls at
 advantage.

Recovery Run (Action, 0AT): Recover but at disadvantage (Successes of 6+ only), and Move up to your Agility-1 in hexes.
Mechanic Adjustment

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When using iterative Recovery actions, add 1 to the free AT you get. For example, the first time you Recover it is
 1+Successes, the next time is 2+Successes and so on. (For Recovery Run, start at 0, but the second time you use
  Recovery run in a row, it becomes 1+Successes)
NEW ITEMS

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Corruption Crystals: Small shards of magic found at sites of great corruption. These can be found in all corruption
 types and in three sizes corrosponding to the rank of the power contained within. Each crystal contains a single
 power that may be used once, consuming the crystal in the process, leaving nothing but a chalky residue.
 
Casting a power from a corruption crystal is the same as casting it normally, making a Cunning check based
 on the power's CR, conjuring haunts or abominations accordingly as normal.
 
If used without the crystal resonator industrial upgrade, failing to roll a single success on the Cunning check will
 result in the crystal backfiring, causing elemental injuries equal to the rank of the power contained in the crystal.

Crystal Resonator (Good, 300 sp): This apparatus is actually a product developed by the House of the Occult and
 designed to house a corruption crystal so that a wielder may safely cast the power within. Using a corruption
 crystal with this industrial upgrade removes the backfire chance from the caster check.

Also see here for guilds, trades, guild items, industrial upgrades and armor!

CAST

Lloyd Millhaus - Flynnarrel
Sashura Vlasova - Prof Weird
Ericka Akcire - Doctor Malsyn
Grigor "Dog" Geddings - Arkrite
Moira Genevieve Sterling - Vivid


Battle Map Link
Last edited by Gunmetal_Rainbow on Fri Jan 21, 2022 9:00 am, edited 11 times in total.
Flynnarrel
Posts: 6801
Joined: Fri Nov 04, 2016 5:23 pm

Re: Tales from the Trails (Soulbound) - Recruiting

Post by Flynnarrel »

_: 1D100 = [16] = 16
1D6 = [6] = 6
1D100 = [68] = 68
1D6 = [2] = 2
1D6 = [3] = 3

combined quarterstaff-pillar, fertile, okay.... hmm....
Lloyd Millhaus, Bearer of Heartwood, House of Battle, Striker Trade.

Background:
Lloyd Millhaus was a mercenary lumberjack, braving the tainted beasts of the forests as part of a crew to supply wood needed by the builders of his city, sometimes as guard, sometimes as forester. One job felt wrong though. The forest they had targeted for cutting seemed to scream as the first axe blade bit into the outlying trees, yet Lloyd was the only one that seemed to hear it. He tried to ignore it through a half days' work of lumber gathering until he couldn't any longer. He left the others (who were taking their meal anyway) and sought the source of the pain. In the middle of the grove he found a trio of great Pines, he could tell they had been tall and proud once but seemed to be sloughing off some of their outer layers, one in particular, as he watched. He found himself trying to stop it, to hold the mass of it together in his large hands but unable to, the crumbling tree flaking through his fingers. The tree's decay only stopped when he was holding the long strait core of the Pine - the Glade's Heartwood. He looked to the two others and their degradation had ceased. They spoke to him, telling them what he needed to do and bade him take what was left of their brother, for his spirit clung to it still, sustained by their newly formed bond.
Lloyd went back to where the lumberjack crew was finishing their meal and explained why they had to stop - this glade was all connected and any further cutting would threaten the whole. They didn't believe him at first thinking it a flight of fancy from a dullard's mind. When the short-tempered foreman went with axe to force Lloyd to hold his tongue the man swung Heartwood at the man. As he did so the translucent image of what the tree once was encased the staff and hit the foreman with the force of a falling pine. The man flew backwards and a circle of moss and growth spread from the Wielder's feet. The superstitious lumberjack's vowed to spread word that this Glade was off-limits.
Lloyd leveraged his mercenary background to join the Hunter houses and get training at a Guild then went out to seek opportunity to help people.

Level 5,
Attributes:
Strength: 6/7
Endurance: 7
Agility: 5
Perception: 4
Knowledge: 3
Cunning: 6

Combat stats:
Bond: Pillar-Quarterstaff, Fertile (Dart, Linked) +3 +2 (-3/-2 w/Ultralight)), Shielding (Attuned), Symbiotic
Attack 9IorP (10IorP if symbiotic), Combo 2, Reach, Collateral, Crush, Charge
Defense 7
Recover 7-2+1(Parrying dagger) = 6
Back-up Weapon: Parry dagger 0 0 (+1) I; Combo 2, Parry, Disarm
Attack 6P, Def 5
Tomahawk
Attack 7S, Def 5, Recovery 7+1
Guild Item: Hunter's Grasp - Range S, Attack 9P (11P w/Autosuccess if Seek Target Trick), if Injury inflicted (i.e. Not Defended against), even if reduced by Armor, Free Action to Mount.

Wounds: 7
Spellcasting: 6
Armor: 8/3/5/3

Powers:
Fertile I,[2] (Dart, Linked) - creates a patch of moss and fungi and other vegitation in a 5 hex across circular patch. Allies that Move over this patch do not count this area in their movement as the flora springs to aid them. Further, any Defend actions taken on the patch are at +1.
Dart-you can direct the power up to 6 paces away.
Linked-when you cast, one ally within 6 paces gets a use of this power as well.
Shielding I,[2] (Attuned) - project a buckler sized force that can Defend for you once at 7 die.
Attuned-May use power as Free Action on your turns.
Symbiotic I,[2] () - vines grow from Heartwood into Lloyd's arm, fusing weapon to flesh, which starts to bulk up with lignification. Gain 1 Str but reduce Movement by 1 tile.

Horn Powers:
CHARRED MANTLE
Scorching Bolt (3) - The accursed conjures heat energy into a fist before sending a bolt of fire screeching forward. This Attack is made at Range S by rolling 10 dice of Elemental damage. This ability has a chance of setting its target ablaze as if it were Flame Imbued II (page 249).
Flame Affinity (2) - The user may imbue any weapon with a coat of flame, soulbound or otherwise. This functions as Flame Imbued (page 249). If the user possesses the Flame Imbued Power at a higher rank, they may receive the increased effects instead for the same cost.
Immolation (6) - A burst of flame engulfs the space around the afflicted. The fire does not harm the caster, but everything in a two tile radius, friend or foe, must pass a Tier 5 Agility save or receive 14 dice of Elemental damage. Damage dealt in this way may set foes ablaze as it were Flame Imbued III
(page 249).


Skills:
Force (Str) 2
Athletics (Str) 1
Acrobatics (Agi) 5
Sneak(Agi) 2
Callsigns(Cun) 1
Striker's Grasp (Per) 5

Arcane Trick(s):
Increase Gravity, {As Lloyd hits the ghostly tree grows over the target, rooting it to the ground as if a Pine had grown up and over it.}
- Activate after injury, target Ensnared, target must make Tier 4 Endurance check at start of each turn to free itself
Elemental Strike, {as Lloyd swings the ghostly tree grows bigger, hitting even what the physical weapon cannot}
- Extend range of weapon by single tile and transform damage type to elemental for next attack
Whispering Wind, {Just as groves speak root to root, Lloyd sets up a line of silent communication with another}
- One target at L range can talk silently with caster for 1 minute.
Seek Target, Next Attack of Ranged weapon you use, uses Cunning and gains Automatic Success. Still requires regular attack.
Sense Life, Highlight All living things in 100ft, even through walls


Equipment:
_: 9D6 = [4, 4, 6, 1, 6, 6, 6, 4, 5] = 42
tripled is 126
General:
{Begin} 1 week dried/canned food, bedroll, canteen, common outfit
{Mercenary} Oil Lantern. 8oz. oil, Clotmoss, Compass, Cloth cape, Common outfit, Dagger
{Purchased} Rope (2sp), Knapsack (5sp), Box of Matches (1sp), Extra oil (3sp)
Tomahawk, reward +1 0 0 S, Chop, Range S, Toss,
2x Extra Compressed Gas


Armor:
Leather Gorget 14sp 2/0/0/2
Studded Leather Bracers 30sp 6/2/2/5
Light Plate Elbow Guards [40-5]sp 3/2/1/0
Layered Light Plate Knee Guards [75-6]sp 5/1/6/0
Fine Full Plate Chestpiece, 22/12/17/1 [450-45]
Fine Full plate Helm 11/4/9/2 [150-15]
Splint Mail Pauldrons 5/4/1/2 [60-6]
Studded Leather Long Coat, insulated 7/2/3/9 [160-16]
Full Leather Pants 3/0/0/3 [30]
Insulated Light Plate Boots 9/4/5/3 [130+30]
Insulated Plate Gauntlets 9/4/7/3 [150+30]

Combined: 82/35/51/30

Upgrades:
Ultralight: Reduce Recover of Weapon by 1
Bayonet: Add Charge and weapon can do Pierce damage [100-10]
Buoyancy, integrated: Being wood, Heartwood floats.

Parts:
1 hard

Earned silver: 230+700+135+20+400+90+100
1619sp total spent
Silver Coin(s): 56

Guild Equipment (6):
(1 dot) Viribius Juice Qty:2/2, Reroll Attack once during combat
(2 dot) Hunter's Grasp, Used for scaling Deceivers and Buildings. Range S, Piercing weapon. If deals damage, Mount with Tier 3 Acrobatics as free action. 1 Compressed Gas = 5 uses.
If mounted, no def vs. attacks, Attacks w/ Adv.
(1 dot) Lock Chalk Qty:3/3, Great Adv (3+) on Recovery first roll of combat, +2 Athletics climbing
(1 dot) Sharpstone Qty:infinity, 0AT apply in combat, next 3 attacks ignore 2 points of Armor (Slash or Pierce only)
(1 dot) Glide Cape, if tossed or jump from ledge can glide 4 spaces

CHARRED MANTLE
Devilish horns seared black at the tip like charcoal. They emanate heat.
Scorching Bolt (3) - The accursed conjures heat energy into a fist before
sending a bolt of fire screeching forward. This Attack is made at Range S by
rolling 10 dice of Elemental damage. This ability has a chance of setting its
target ablaze as if it were Flame Imbued II (page 249).
Flame Affinity (2) - The user may imbue any weapon with a coat of flame,
soulbound or otherwise. This functions as Flame Imbued (page 249). If the
user possesses the Flame Imbued Power at a higher rank, they may receive
the increased effects instead for the same cost.
Immolation (6) - A burst of flame engulfs the space around the afflicted. The
fire does not harm the caster, but everything in a two tile radius, friend or
foe, must pass a Tier 5 Agility save or receive 14 dice of Elemental damage.
Damage dealt in this way may set foes ablaze as it were Flame Imbued III
(page 249).
Last edited by Flynnarrel on Mon Apr 03, 2023 5:36 am, edited 30 times in total.
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Gunmetal_Rainbow
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Gunmetal_Rainbow »

A quarterstaff combined with a pillar sounds intense. How are you picturing that working?

I'm assuming you're going House of Battle with him.

For an Arcane Trick, keep in mind that Dimensional Storage only lasts an hour, so you'd have to keep recating it, which of course means there's always that small chance of letting a haunt loose.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Prof Weird »

Name : Sashura Vlasova
House of Battle, Guardian
Rank : Adept (Level 5)

Strength 6
Agility 5
Endurance 7
Perception 5
Knowledge 3
Cunning 5

Skills : Spot (Perc), Listen (Perc), Heal 2 (Know) - bonus from Background
New Skills : Anatomy 2 (Kno), Lore (Kno), Calm (Cun)
New skills at Level 3 : Survival (Kno), Athletics (STR), Navigation (Kno)
New skills at Level 4 : Acrobatics (AGL), Force (STR), boost Anatomy to 2
Skills at Level 5 : Spot 2, Listen 2, Sneak

Arcane : Repel, Familiar, Leap (24 ft any direction = 4 tiles. Can be used in Combat, but MUST be used with Move action, which adds the distances together - has a Move of 4+Agility, or 9), Adjust Climate, Elemental Strike

Weapon : Lance; Decay (Restorative, CR 3) and Vanity (Shielding, CR 2). Dynastic - grandfather was first to wield it to defend village from Deceivers. Dad couldn't quite get it to work, but she did.
Upgrade at Level 5 : Restorative II, CR 4. Can instantly heal 3 Injuries, and can cure all ailments, both mundane (like blinded) and magical (like Damning, potentially Possession, Madness as well)

Lance : Attack +3 Defense 0 Recovery -2, Traits : Charge, Reach. Damage Type : Piercing

Managed to activate the lance's powers while holding off some Deceivers back home. Constant attacks taught her to be vigilant and observant (if you can see or hear an attack coming, you can evade or block it and not get hurt), as well as healing.

Valid SoulBound Rolls
Soulbound Attuned Rolls

For available fundage :
Just the base; no multiplier yet: 9D6 = [4, 6, 5, 3, 2, 5, 5, 4, 4] = 38


114 silver to buy things (9d6 x 3), 15 silver left over at moment.

Std Beginning stuff : 1 week's supply of dried/canned foods, bedroll, canteen, common outfit
Mercenary : Oil lantern, 8 oz. oil, Clotmoss, Compass, Cloth cape, Common outfit, Dagger
Purchased Items : Leather knapsack ( 5 silver)

Armor : Leather vest (4/0/0/4, 50 silver), Studded leather bracers (6/2/2/5, 30 silver), leather gorgot (2/0/0/2, 14 silver).
Final Armor tally : 12/2/2/11, for Slashing 1 Impact 0 Piercing 0 Elemental 1

Upgraded 10/22/2020 :
Leather Chestplate : 8/2/2/5
SL Bracers, padded : 6/5*/2/5 - acquired from bandit leader
SL Gorgot : 2/0/1/2
SL Longcoat : 7/2/3/6
Hat : 0/0/0/3
SL Boots : 7/1/2/5

Totals : 30/10/10/26 (Reductions 3/1/1/2 !)

Upgrade 12/26/2021 :
Studded Leather Chestplate
SL bracers, padded : 6/5*/2/5
SL Gorgot : 2/0/1/2
SL Longcoat : 7/2/3/6
Hat : 0/0/0/3
SL Boots : 7/1/2/5
Splint Greaves, Fine : 8/6/4/3
Scale Pauldrons, Fine : 8/2/5/2
Final : 48/20/20/31 for 4 Slash/2 Impact/ 2 Piercing/ 3 Elemental
(reward - 2 items to Fine (+1 All ), so final now 50/22/22/33 (5/2/2/3))

Hand Crossbow (Atk +1, Def 0, Rec 0, Range : Medium, Piercing Damage) - sold, since rarely used
10 iron bolts, 10 silver bolts - sold, since rarely used

Med Kit

Sell back standard leather vest and leather gorgot for 32 silver.

310 - 32 = 246/700 spent !

20 for share of gem sale : 474 left.
$90 from Guild mission, 1 silver bar ($100) for reaching level 5.
After armor purchases, $159 left. Bumped to $349.

Purchased (2/XX/2020) :
2 Strong Elixers, for $80
2 Compressed Gas canisters (for Auto Buckler) for $40.
2 spare vials of Pheromones (for the Pheromone dispenser) for $20
$209 or so left.

Guild Items :

* Hand Chalk (1st Recover of combat is at Advantage, lost when bonus gained, 3 uses.)
* Blade Oil (2 uses, +1 damage for 3 attacks. Slashing or piercing weapons only.)
* Salum Juice (2 uses, reroll one defense)
* Viribius Juice (2 uses, reroll one attack)
* Research Journal (Occult House), UR 0. No useful effects

Gained short sword. (Attack +1, Defense +0, Recovery 0; Traits : Combo 2, Parry; Damage Type : S/P)

Current Guild Items (3/8/2022) + 1 spot/rank above Novice.

** Auto Buckler (5 blocks at +1, but must be primed before use. Uses compressed gas)
* Pheromone Dispenser (Deceivers roll vs Tier 2, or next 3 attacks aimed at Sashura. Uses vials; 2 uses initially)
* Hand Chalk (1st recover is at Advantage, lost once used. 3 uses)
* Salum Juice (2 uses, reroll one defense)
* Whetstone - bladed weapons can ignore 1 point of Armor resistance, for 3 successful attacks.

From a mining village in Sozo
Last edited by Prof Weird on Wed Mar 09, 2022 3:22 am, edited 21 times in total.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Gunmetal_Rainbow »

Tell me a bit more about Sashura's background. How did she grow up? What kind of family does she have? How old was she when she first got the weapon to respond to her?

And a note for everyone, you get your trade once you have ranked uponce in your chosen house, so keep that in mind.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Flynnarrel »

When Lloyd wields the Quarterstaff, an astral/ghostly/spectral image of the Pine tree it once was superimposes over the weapon. It's strike has all the mass of a length of aged Pine tree (though it swings as slow too).
Yes, House of Battle.

If I'm doing this right, Heartwood is +3Att +2Def (-3Action) Combo 2, Reach, Collateral, Crush,

So we are starting as Novices? We don't have a Trade yet?
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Spectrum »

Can you please talk about the skill points a little more? Many of them seem synonymous.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Gunmetal_Rainbow »

Just remember with a combined weapon, you get th better of both attack and defend values, but the lower recovery, though really, for something like that, I could theoretically handwaive it and allow your weapon to have two forms, using the stats of each accordingly. I see no real problem with it.

And yes, you'll be starting as novices in your respective guilds, but that doesn't necessarily mean rookies when it comes to wordly skills, just that ou've joined with your particular guild and house recently, within the past year and simply havent done what is necessary to raise your rank.

And for skills..

Code: Select all

Acrobatics is about moving your body the way you want it to, maintaining your balance and so on.

Anatomy is knowledge about the bodily structure of various beings, including humans, deceivers and animals. Used for carving parts off monsters fo identifying weaknesses.

Athletics is your Olympic skillss; running, climbing, swimming, etc.

Barter is bartering specifically. Can also be used in negotiation of other things, so long as something of value is involved.

Bluff is self explanitory.

Calm is about soothing emotions that may not be quite level. Can be used to sooth animals as well.

Disguise is self explanitory.

Finesse is about using your hands to slyly remove or place something into the environment or onto a character. Similar to Sleight of hand.

Force is using muscle power to push, pull, lift or otherwise move things. Includes knowing how to brace yourself and leverage your own weight.

Heal is first aid and the like. Generally requires a medical kir or other suplies, but makeshift treatments can be done in a pinch.

Inflitrate is about picking locks or gaining access to sealed places.

Indimidate is about using your physical presense to give others pause. Less a matter of words and more about how imposing you can make yourself look.

Listen is self explanitory.

Lore is a general catch-all of history, often pertaining to Akuma and their culture, but covers other topics such as language and psychology. (Knowledge outside of akuma can be taken as a custom skill, or rolled simply as knowledge. Common knowledge doesn't typically require a roll)

Navigation is to help you find your way and keep from getting lost, or find your way if you've become lost.

Persuade is a catch-all to win someone to your side when barter, bluff, calm or intimidate do not apply. Typically done through charm, wit or reason.

Repair is a broad skill for repairing all kinds of things. Note this skill does not apply further to crafting things. Crafting skills would be a custom skill.

Sneak is moving silently and knowing how to keep yourself from being seen.

Spot is self explanitory.

Survival is all about surviving in the wilderness, identifying food and shelter and a general knowledge of botany, the natural world, weather patterns and ecosystems.

Tracking is self explanitory, following people and animals by their tracks, but also possibly learning a bit more about the target and its condition.
Let me know if you have further questions.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Spectrum »

Sorry, I'm going to need to get the book before I really know what I'm doing :(

Name: Tsuno Ashana
House: Scouting

Str 3
End 7
Agi 5
Per 6
Know 4
Cun 5

Skills: Anatomy, Athletics, Sneak

Arcane Trick: Swift reload

Weapon: Dynastic
_: 1D100 = [84] = 84 I want something ranged though

_: 1D6 = [3] = 3 1D6 = [2] = 2 1D6 = [4] = 4 1D6 = [6] = 6 1D6 = [1] = 1

Much forgotten middle daughter of a famous hunting family. Very shy.
Last edited by Spectrum on Tue Sep 08, 2020 5:19 pm, edited 1 time in total.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Prof Weird »

Gunmetal_Rainbow wrote: Mon Sep 07, 2020 6:07 am Tell me a bit more about Sashura's background. How did she grow up? What kind of family does she have? How old was she when she first got the weapon to respond to her?
Sashura hails from a mining village in the north, in the mountains.

Grandfather Burkhart held the pass against Deceivers for decades using a soul-bound lance - as his father did before him, and his grandfather before him, as far back as anyone can remember. This granted her small but close-knit family a bit more prestige than average.

Her father Nikolai assumed that merely possessing the lance granted power and prestige. He was wrong, and found out the hardest way possible when Sashura was fifteen.

She'd heard stories of her grandfather's valor, but since her dad couldn't activate the powers that SHOULD be there, she merely assumed all those stories were just stories. Mere exaggerated echoes of what once may have been.

At 25, Sashura is oldest of five kids - four girls and one boy. She managed to access the lance's powers while trying to hold off a horde of Deceivers to protect her younger siblings when she was 18.

Turns out the lance resonates with its wielder's character, and only works for those of the correct bloodline that are also more dedicated to protecting others than boosting themselves.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Gunmetal_Rainbow »

The direction might end up changing, but a mining village in the mountains is great.

@Spectrum: Yeah, it can be difficult building a character for a game when you lack access to the book, I understand.

You have a good start though, we just need a few dice rolls, I can tell you the results from those. :)
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Flynnarrel »

With Combo, do you have to pay an Action Token for each attack?
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Gunmetal_Rainbow »

Flynnarrel wrote: Tue Sep 08, 2020 6:55 am With Combo, do you have to pay an Action Token for each attack?
Yessir. It's VERY powerful, but has an appropriate cost.

In a game where I'm a player, I have a short sword (and duplicate weapon) and I can be an absolutely terror once I've built up some AT to unload.
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Prof Weird »

May have to tweak Sashura's stats a bit (mainly to bump Cunning) :

Strength 6
Agility 4
Endurance 7
Perception 5
Knowledge 3
Cunning 5
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Re: Tales from the Trails (Soulbound) - Recruiting

Post by Spectrum »

Gunmetal_Rainbow wrote: Tue Sep 08, 2020 2:15 am @Spectrum: Yeah, it can be difficult building a character for a game when you lack access to the book, I understand.

You have a good start though, we just need a few dice rolls, I can tell you the results from those. :)
Added a bit more :)
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