Argh sorry! I a) got my days mixed up and b) agreed to help my mum clean some stuff around the house. We ran for a few hours last time, so I should be able to catch the last 1-2 hours if people are still on!
Final stats for last night's session: Moss: +300 xp --> 680 total xp 56 build grist, 14 dust grist Ilmatar: +480 xp --> 820 total xp 94 build grist, 9 bismuth grist, 11 phosphorous grist, 10 rust grist, 5 linen grist Leon: +620 xp --> 1000 total xp Leon has advanced to the rank of Garage Band Reject + 1d6 max HP (which you should roll for) + 1 to all saves (already added to character sheet) + 1000 boondollars grist cache has increased to 800 56 build grist, 23 amber grist, 5 copper grist Myrtha: +1340xp --> 1440 total xp Myrtha has advanced to the rank of Roadkill Rugrat + 1d6 max HP (which you should roll for) + 1 to all saves (already added to character sheet) + 1000 boondollars grist cache has increased to 800 70 build grist, 13 cobalt grist, 2 indigo grist, 31 woad grist
Also, @KarrinBlue wanted to see the Death and Dismemberment Table, so here it is. Adding to OP, too. I can also post The Ya Done Fucked Up Table and The Children Fucking Around With Deadly Weapons Table of Despair and Very Probable Death, if people want. Spoiler: The Death and Dismemberment Table Instead of tracking negative HP, look up the "spillover" for every hit that puts you below zero HP or that hits you while you are at zero HP. The additional effects are only for the worst wound you've taken, they don't add up for each wound. If you are KO'd, any hit on you is an automatic crit, unless one of your friends does nothing but stand guard over your unconscious body. All saves on this table are Fortitude. Mild no further effects ow. that hurt. dazed (-2 penalty to all rolls) for 1d4 turns knocked over Moderate +1 damage to everything that hits you until you are healed above zero stunned, lose next turn and save versus all above save or KO'd and save versus all above random limb useless for 1d6 hours and save versus all above random stat takes 1d8 damage, heals 1 per hour Serious +2 damage to everything that hits you until you are healed above zero dazed (-2 penalty to all rolls) for 1 hour cannot be healed by magic, only rest KO'd no save, save vs. results 6 and 7 random limb broken for 1d6 weeks (may heal badly if not set), save or KO'd. if you make your save, you are stunned and cannot act for 1d6 rounds yeah, that's gonna leave a scar. reduce max HP by 2d8 (minimum HP 1) KO'd no save, concussed for 1d6 weeks. 1d6 damage to int or gra, heals 1 per day random stat takes 1d4 permanent damage and an additional 1d8 temporary damage that heals at 1 per day random hand or foot lost. save or bleed to death in 1d12 minutes unless treated. Mortal +3 damage to everything that hits you until you are healed above zero dazed (-2 penalty to all rolls) for 1 day cannot be healed by magic, only rest random limb lost. save or bleed to death in 1d12 rounds unless treated. if you make the save, you will take 1d6 minutes to die (unless treated). save or KO'd permanently blinded and KO'd no save. save vs. coma lose 1d3-1 eyes and 1d3-1 limbs. save or bleed to death in 1d6 rounds unless treated. if you make the save, you will take 1d6 minutes to die (unless treated). take 1d8 permanent damage to 2 random stats and save versus results 15 and 16 save vs. unavoidable death in 1d6 rounds. if you make the save, you will still die in 1d6 rounds unless treated. save vs. instant death. if you make the save, you will still die in 1d3 rounds unless treated. (or higher) DEAD
Bismuth is easily flammable. someone please stop me from trying to set my land on fire is setting my land on fire going to be in a future questline we shall find out *committing the grave error of giving the gm ideas*
damnit, i missed a memo / critically failed a reading check last week. (thanks, @boyacrossthestreet) not sure i can do sunday, on the other hand, no classes but the exam this week. on the other hand, exam next week. time to catch some sleep /whimsy out
Hey, checking in with y'all. We are on for this Saturday, as normal. Currently trying to get a timeline set up and make a diagram of what gates lead where, to help with confusion. If anyone has any new alchemizations you want to try, you should get them to me soon.
Here's the gate diagram! Also, all the land descriptions are now finished, so you will all be getting those Saturday.
Timeline set up! Here's the spreadsheet that controls it, which y'all should be able to edit with that link. And here's the actual thing, which should be updated continuously off that spreadsheet.
Also, bleep bloop, rules updates coming through: You don't need to memorize or even read this shit, it's mostly intended to be DM-facing rules, but it's here for reference if you want it. Spoiler: grappling with grappling If you are larger than the thing you are trying to grapple, you need to hit it with an unarmed attack. Otherwise, the thing you are trying to grapple gets to make a free attack on you. If it hits, you can either take the damage and continue or avoid the damage and lose your action. Once in a grapple, each side rolls all their combined grapple dice. If they fail, nothing happens and the other side can disengage at the start of their turn (or continue grappling if they wish). If they win, they can do one of the following: - Escape from a pin (if you are pinned, this is the only thing you can do) - Pin the other party/parties (they can only try to escape next turn, and if you pin them twice they are helpless for as long as you wanna keep pinning them) - Shank another party with a dagger-sized weapon (or teeth/claws/fists/crushing etc.) autohit and do damage as normal - Break out of the grapple. Move 1m away and you can now move as normal. - If you have both feet on the ground, push the whole grappling shebang 1m. - If you can pick up another party, you can throw them. - If you have another party pinned and you can pick them up, you can use them as a weapon, dealing your relevant unarmed attack damage (1d6-2 for players w/out fistkind) to them (even if you miss) and your target (if you hit). - If you have spells or songs or whatnot that you can use without your hands, you can use those. Large things in a grapple deal their normal incidental damage (50% chance of 1dX damage where x=weight in pounds/1000) unless pinned. Spoiler: climbing on things and stabbing them in their stupid faces The enemy you are attempting to climb on gets a free attack to deter you, as per grappling (except in situations where they can't reasonably reach you). Once on, you must make a strength check at the beginning of each turn (unless you have a climb speed). - critical success: you can climb up to your normal movement and take a standard action - normal success: you can climb up to half your normal movement and take a standard action - partial success: you can climb up to half your normal movement or take a standard action - close failure: you lose your turn but do not fall off - normal failure: reflex save or fall and you lose your turn - critical failure: fall The thing you are on can attempt to grapple you as normal, or make normal attacks against you (but it will take full damage if it misses), or force you to make a reflex save or be thrown off in place of a normal attack. If attack something you are climbing on, you hit automatically (and some areas may have reduced or negative protection). If you use your standard action to defend instead of attacking, you are protected from incidental damage incurred by being near large monsters (50% chance of 1dX damage where x=weight in pounds/1000), in addition to the normal effects. Spoiler: exploration resource/encounter rules 1 Encounter (not necessarily hostile) 2 Environmental hazard 3 Light sources in use burn low, and lose a pip of fuel. If this brings them to 0, they burn out. 4 Exhaustion sets in, lose an endurance pip, plus possible heat/cold/wet effects (yet to be implemented) 5 Roll twice 6 Nothing happens Light: candles usually have 1 pip of fuel, battery powered flashlights maybe 3 or 4 Exhaustion: you have 3 +/- con modifier pips of endurance. When you run out of pips of endurance, you take -2 to defence, move and all rolls until you sleep. You get an additional -2 every time you roll "exhaustion" above. Resting: - If you have some snacks and water, you can regain 1 pip of endurance with half an hour's rest - You can regain 2d6 HP by spending a pip of endurance, resting for a full hour and eating a proper meal - You regain 1HP per hour of sleep, +1d6 additional HP. If you slept at least to hours, your endurance pips are restored to full. - chronic sleep deprivation will probably reduce your max endurance, in addition to whatever other bullshit. I'm am unsure if I want HP recovery by resting to scale with level or not. If it does, it'll go up every other level, so I don't have to worry about it for another 1000 experience.