Even after the reboot, I'm still trapped in the wrong anime!

Great... our character's an idiot.

At least Dusk seems to have decided to take leadership, so no longer needs a pep talk.

[X] Observe the people/ghosts carefully to see what's normal. Approach them asking about libraries, repositories of knowledge, information on current affairs. Be ready to cast Fatigue and run if something goes wrong.

Rationale: when in ghost-town, do as the ghosts do. I suppose this works for people as well. Then, start info-gathering.
 
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[X] Observe the people/ghosts carefully to see what's normal. Approach them asking about libraries, repositories of knowledge, information on current affairs. Be ready to cast Fatigue and run if something goes wrong.
 
I mean, if you squint this could be an alternate version of Aldermire. But man what an awful roll to flub. It's too cliche to play out, but there it is regardless.
Was kinda of sad there. Crit fail could have been fun, higher on the first d100 would have mitigated the flub, lower would have started some real fun. Honestly, it was Dusk's "more successes then dice" convincing roll that killed a potential running gag in its crib. Argus knows they aren't in Aldermire, but right now is just being mulish about admitting it.
 
Was kinda of sad there. Crit fail could have been fun, higher on the first d100 would have mitigated the flub, lower would have started some real fun. Honestly, it was Dusk's "more successes then dice" convincing roll that killed a potential running gag in its crib. Argus knows they aren't in Aldermire, but right now is just being mulish about admitting it.
A tragedy, but I'm sure there will be other opportunities for running gags.

[X] Try to figure out how you got here?
 
Argus: 4,3,2,2,1 = critical fail
Dusk: 9,9,9,10 = 5 successes
Can you elaborate how the rolling works, what decides what we roll and against what?
"Aldermire?"

Yep.

"As in the ghost town, Aldermire?"

Seems so.

"The ghost town that has been abandoned for decades, Aldermire?"

You indicate the lack of people in your immediate surrounds.

"The ghost town, that hasn't had any maintenance, and thus the buildings would be falling apart, Aldermire?"

They apparently built it to last.

"We are not in Aldermire."

But...
Than God for Dusk, taking care of our precious, idiot boy.


[X] Try to find out why aren't there any other spirits?
 
[X] Try to find out why aren't there any other spirits?
 
Can you elaborate how the rolling works, what decides what we roll and against what?
Similar to White Wolf, or if you are familiar with Third Eye Games's chakra system. Using a pool of d10s summed up by two relevant skills, say Stealth + Travel to move without being seen or to shadow someone, or Influence + Empathy to try and convince someone of something.

7+ is a success, with 10 being two successes, with the needed number of successes being determined by the GM. A 1 subtracts a success, and if you roll no successes and a 1, it's a critical failure.

Edit: I'll copy this over to the mechanics info tab.
 
[X] Observe the people/ghosts carefully to see what's normal. Approach them asking about libraries, repositories of knowledge, information on current affairs. Be ready to cast Fatigue and run if something goes wrong.

Not a fan of idiot heroes but oh well...
 
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