Sunday, January 27, 2008

On the Rim - Act 1 Chapter 1

Preface: On The Rim is the title for this story arc. The title itself is a reference to the old saying "The wheel never stops turning, etc..."

On the Rim

Characters

Raquim al Sadher
Salu of the Wastes
Paola Peakeli


Three men with suitably similar talents establish a fraternal bond in the face of mortal terror, an event rather uncommon in the lonely ocean of sun-baked sand known as the Wastes. Embarking together for lands unknown to them, seeking fame and fortune along the way, these three individuals will hold within them the potential for change...

Their fates are rapidly gaining on them.

They leave the eastern city of Kopesh, after completing an exploration of the nearby ruins of the Ancient city of Mahde. Commandeering a fishing boat from the riverside docks, loading their worldly possessions, the three take leave of their usual mistrust and decide to chance their own destinies on the whim of the world.

Among their cargo:

Roughly 300 Sand Silver coins. Each one worth roughly 8 Bronze coins or about one fourth of a Gilded coin.
One Camel. Several crates of goods, including each person's personal belongings.
Unbound magic items: Manawood rosary, Collena Tome, broken Blue Meteora edge. Two Lesser Fire Elemental cores. One Lesser Earth elemental core.

Friday, January 11, 2008

Soapbox

So the new semester is upon me, and with that there will even less opportunity to convene with ample time to fiddle with dice.

I'll hopefully be coming right back for the first weekend, and if you dorks would be able to come to my house in that time, that'd be grand. Most likely, we'll be playing Kyle's game, to let me collect from the whirlwind of action that happened last time.

In the meantime, I'll be filling my week with actually finishing that damn post there in the archives, now on the second page, you know the one I mean. I'll think about posting info on some other stuff I've yet to find a home for...

Friday, January 4, 2008

SAME Information - Gaining Power

When characters in SAME gain power, they typically are either increasing a numeric trait like one of the SAME stats, or gaining a new ability like a spell. For the former, it is simply a matter of increasing one of your SAME scores using however many "build points" are given. A character increases those stats and any mechanic derived from them increases accordingly. So if you increase your Strength by 1, you increase your Endurance and Athletics by 1 as well. You can also divvy up the skill increases so either one gets both points.

Gaining spells or abilities is a little more complicated, but nothing too taxing. (As of this moment I'm still working on specific spells and abilities, but the general spell categories are done and can be found, along with qualities and guidelines for them, here.) Gaining a spell of your current "level" is a matter of simply writing down a new element you can fire all willy-nilly. A character with Fire Shard and Earth Shock can gain a new Shock or Shard spell anytime they gain power after an adventure. Getting a new utility spell means thinking up a neat trick and then writing it down on your sheet with appropriate tags attached (Mana ties and such.)

Attaining higher levels of spells requires a little more focus. To gain access to the next level of a particular spell class, you must have two spells of the previous level. For example, a character who wishes to get access to Bolt spells has to have two Shard spells already in their repertoire.

Abilities are like spells in that they are auxiliary to regular attacks, but they are special kinds of attacks or actions that serve a distinct tactical purpose. Higher tier abilities require instruction of the lower tiers first (at least two abilities from the lower tier.) I'm still working on abilities. They're like spells, but more "martial artsy" than "mystic artsy," and you can use them once per encounter and are kind of like augmentations to either regular attacks or spells.

1st Tier Abilities

Assault - A series of blows that Stuns your opponent.
Hamstring - A precision attack that Slows your opponent.
Headshot -
Strike your opponent in the head to make them Forgetful!
Bodyblow - A brutal attack that causes an enemy to be Shaken.
Evasion - Negate the next attack against you.
Drain - Drain ambient mana of one type for the rest of the encounter.
Leverage - When any opponent next attacks you, resolve attacks and damage normally, but the opponent is now up to N distance away from his original position in any direction.
Press Your Luck - You may reroll any dice rolled this turn, even your opponent's. You must accept the outcome of the new rolls. You must declare your use of this ability before the first die is rolled.
Cunning Infusion - With this attack, choose a second elemental type. You may deal damage from that elemental type.
Precision - Your next attack is made at +4 to hit.
Ferocity - Your next attack deals +4 damage.
Tenacity - Remove wounds of one type, to reset to 0. However, you no longer resist any damage from that type.

2nd Tier Abilites

Crescendo - A weapon attack that makes a big whip-crack. Deal weapon damage +S and E.
Depraved Strike - A sinister attack that hits your opponent in the soft bits. Leave your opponent Depraved.
Surge - A brutal strike that overwhelms your opponent's senses and leaves them in a haze. Deal normal attack damage. The target is Forgetful and Shaken.
Bind - A deviously planned assault leaves the opponent wondering what the hell just happened. Deal normal attack damage. The target is Stunned and Slowed.

Conditions: The effects of the listed conditions are as follows:
Stunned- Cannot take actions and Strength is reduced by 2.
Shaken- Cannot take actions and Elan is reduced by 2.
Slowed- Cannot move and Agility is reduced by 2.
Forgetful- Cannot move and Moxie is reduced by 2.
Blind - Cannot take actions, and Agility is reduced by 4. Creatures who are naturally blind do not suffer from these effects.
Depraved - Cannot move, and Moxie is reduced by 4.

___

You guys got access to a new spell or ability from the last adventure. Think of how you want your character to develop, and get back to me with questions. I'll try to get the "abilities" posted, but I'm having trouble making sure they mean something by the time you can get the higher-power ones. I'll just put up the 1st Tier ones for now anyway...


Did more work on the creatures post (here.)